These are the bloodlines. They are optional, and must be applied in the Starter Forum.
If you don't choose to have one, you start out as a human. Which is actually also a bloodline now that I think about it. We lied. Bloodlines aren't optional. trollface.jpg
Any time a human and a supernatural mate, the child will take solely from the supernatural parent. They will not be human at all.
Posted: Sun Jun 30, 2013 11:31 pm
xxxxxxxxxxTHE HUMANS "Try to control us, dismantle us, rape us or reave us as you will . . . just remember, we were here first, we were here always, and we will always thrive because we always have." XXXXXXXX- MALCOLM GILETTI, FORMER KING OF FRAXON
xxxxxPATRON DEITY MICHAEL, GOD OF EVERYTHING
xxxxxHISTORY Human history is... hard to capture in a few paragraphs. It's hard to capture it even in an encyclopedia, or a series of them. It should simply be known that they were the first of all the races. In fact, they were the only race of humanoid to exist before the great flood. They dominated the world, with almost alien-like technology, far beyond anything the world knows today. After the great flood, their race began anew, like before. Their tribes of barbarians settled across the continents, fighting monsters over land and whatnot until they had covered the whole world. Eventually, however, the supernaturals began to rise up. It was a gradual process, but the humans had become overwhelmed; the supernatural creatures had insane capabilities, bodies that were fast and strong, even magical spells. It took a long time for the humans to conform and gain an advantage of their own, and by then, their great empire had crumbled.
They fell back to Fraxen, where the majority of the human population (as well as the majority of the global population) resides today. It's also where the dominant religion was founded; the belief in angels and their leader, who people know as Michael. Over the years, the unification and peace that this religion has brought has allowed the humans to continue on relatively unhinged by their supernatural neighbors. Today, they stand as a great bulwark over all other empires; they set the technological and cultural standards, and in technology, they even surpass their neighbors. This is what their special ability is: the knack for coming up with the craziest and most powerful machines that assist them in all things.
xxxxxDESCRIPTION The culture of the humans is very hard to describe. They don't really have a unique trait of their personalities like other bloodlines have, as they basically set the cultural standards for the world. They're very pious, very moral. Humans believe in peace and growth, as they're very patient and respectful. They are often very skilled diplomats because of these traits. The humans of today's world, however, are facing a sort of crisis. They've always been at war with the supernaturals, so it's very difficult to accept them into their society of Fraxen, and et cetera. Humans are often seen as ignorant and racist, pushing aside the new generations because of their breaching of the holy tenets. This perception of them is undeserved, though; they have always been more accepting than the other bloodlines.
Humans, are as we know, very complex in anatomy and whatnot. They're somewhat susceptible to illness as compared to other bloodlines. They die young, grow slowly, and have to eat quite a bit for sustenance. They are seen as inferior in many ways because of their 'fragile' bodies compared to some other races, but they make up for it. Humans are almost the sole users of advanced technology, and their mechanical creations are quite amazing.
xxxxxSTRENGTHS • Superior technology to all other races. Your custom weapons are something out of sci-fi; your guns can shoot laser rounds, gauntlets can send magnetic or electric shockwaves, etc. Humans of the mechanist class will have highly advanced machines, often capable of force-fields and similar technological feats. These technological advancements can be applied to any class, not just mechanists; weapon users have almost science fiction level weaponry, necromancers and biochemists can implant tech into their soldiers, and bards can have supersonic weaponry. Some humans can even use their tech to amplify their magic. • Humans, being great leaders, both wise and cunning, apply a boost of +1 strength and speed to all of their allies (including themselves). This applies to summons, machines, necromantic minions, tamed animals, and RPCs
xxxxxWEAKNESS • Humans have weak immune systems compared to the other humanoid races. They're susceptible to illness, disease, and poison. • They have average bodies, making them physically inferior to most of the supernatural races. Humans are more prone to injury than other races; a good reason why they tend to rely on machinery. It doesn't take much to fracture their bones and do internal damage to them, so they should always be careful with how they go about combating the enemy. • Machines are made of metal. Metal can melt when exposed to fire that is strong enough (equal rank) at a constant amount.
xxxxxPASSIVE ABILITIES • Unleashed Power Humans do not have supernatural energy. Indeed, they were not originally capable of magic, like the other races. It took hundreds of years of conformity, training, and even technological help to develop the ability to learn magic. However, when the goal was finally accomplished and settled, their physical augmentation turned out to be quite impressive. Their bodies gained the ability to contain and control magic, and also a unique other ability, gained through this augmentation: the power to pull magical energy from other sources. Just as humans often resort to solar power for electricity and whatnot, they can devise similar tactics when it comes to energy. Humans can pull solar power, whether gradual (meaning even if you're out of the sunlight, you can still do this) or present. This adds a scaling number to their energy regen per post:
• Human Revolution All humans have augmentations. They are installed when you're born. Most of them are unnoticeable, as they're inside of your body. Some of them are very small, but that doesn't mean they're not powerful. All humans have the ability to choose one gene mod at the start of their creation, from this list:
Human Revolt: All human bloodline abilities and passives (except for human revolution) are increased in potency heavily. Unleashed power, if beyond sage, will give you 350 energy regen per post.
Machine Revolt: All technological upgrades, and their abilities, are increased in advancement and potency, as well sturdiness and reliance. This essentially allows you to create super-machines, especially at a high rank, that are capable of things other machines are not.
Physical Revolt: Adds +1/+1 to your speed and strength.
Magical Revolt: Allows you to create and manufacture a custom magical style using your talent; meant to be completely custom and independent of elements or bloodline abilities. This magical style is more potent and costs 25% less energy.
Antimage Revolt: You can also sense magic and gain +2 speed after destroying a spell, for 3 posts. This stacks up to three times.
Undead Revolt: Undead minions (Necromancer Slaves) stats are increased by +2/+2, and their class abilities are increased in potency.
• Lose Yourself A bit of cunning. A survival tactic. Humans know psychology very well, and are constantly looking for ways to gain an edge on someone. They're much less straightforward than other races, as they battle for psychological dominance, always. They can use this to their advantage. While speaking to people, you can use the assistance of your augmentations to discover their mental weaknesses, potentially even physical ones. This can judge emotional state as well. You can put two and two together to discover their traits, even recognizing signs of a different type of troubled background. These can be used to work your way out of many situations, as well as potentially assassinate or indoctrinate people.
xxxxxTECHNIQUES • Beneath the SkinB Requires: Adept This ability is the foundation of creating powerful custom weapons and technology. Using your augmentation, you can learn to synchronize with tech and minimize the negative effects of high voltage and even radiation against your body. This ability can be activated in order to synchronize with a weapon of yours that would otherwise be physically harmful to wield.
• VengeanceS Requires: Expert A human's final stand. Activating all of their augmentations to their fullest extent, and completely sapping their body of energy, they enter a graceful transformation: like a dying star, they go out with a bang. Your stats are increased by 4/4, your skills are all empowered by one rank, ignoring caps. Your energy regen from Unleashed Power doubles. Using this will definitely result in your death, even with a sage-rank cleric healing you. There is simply no getting out of this train once you've boarded. This lasts for ten posts before you die.
• Everything Is A WeaponSS Requires: Master This is the ultimate power of all humans, and one that is not genetic, but rather technological. Fifty years ago, the scientists of Fraxen devised the ultimate machine: a colossal monster known as a 'satellite'. Through much stress on the potential of this piece of technological weaponry, they have discovered a way to connect this satellite's control into the brain of chosen individuals. Humans of great power and prestige can direct the attack of this machine, which requires one post of waiting time. Since technically, the satellite is charging this and not you, you don't have to pause or maintain concentration. When the satellite unleashes the attack, a blue beam from the skies will descend upon the targeted location, and completely annihilate everything within 200 feet. The attack is not completely incognito; the human's head will glow blue as it begins to charge, and the sky above them will also start to light up. A human cannot use this attack on a different thread to where they are. The attack is extremely quick, almost light speed, and is undeniably one of the most destructive abilities in the world.
xxxxxADDITIONAL COMMENTS Humans are demographically quite interesting. Not only do they make up about half of the world's population, but they also possess the strongest economy, and the most territory. Many, though, somehow believe that humans are the underdogs of the races, and that they're constantly falling; collapsing under the weight of hordes of supernatural. The supernatural races are not in some great coalition against humans, and even then, it'd be difficult to defeat them. It's controversial to say, but they are the unspoken leaders of the world.
xxxxxRESTRICTIONS • You don't have to apply to become a human, it's the default race.
xxxxxxxxxxVAMPIRISM "Vessels of blood will shiver within you, groveling for the touch of my fang." XXXXXXXX- HERAKLEOS, HIGHER VAMPIRE AND GENERAL OF NOCTURNE
xxxxxPATRON DEITY ASTEROTH, GOD OF BLOOD
xxxxxHISTORY Vampires are strange creatures, and anybody can guess that. No one trusts them, and most of the other races avoid them. Their animosity stretches even to the darker of species, like the werewolves, as they once enslaved these proud creatures. In fact, you could say that the only race that actually gets along with this one is the Incubus/Succubus race, as they're close kin and are very similar in nature. The question is, what have the vampires done throughout history to deserve this treatment from the other races? Why do people find themselves weary of them, locking their doors and guarding their necks when a bloodsucker passes by?
It all started with the first vampire, Azazel. Contrary to historical knowledge, the Elder vampires, his first progenies, claim to know the real story as to how he was created, and thus how the race began. Nocturne had, by then, already been cursed to live in darkness forever. The inhabitants at the time were fully human, but the curse made the city incapable of supporting human life. The crops were failing, the livestock died out as it had no sustenance. People began to starve like mad. It wasn't some strange mutation during a frenzy of cannibalistic madness, and it wasn't some dark ritual performed in the night, but a single coincidence throughout this chaos that created the porphyric messiah. A full-born demon, an extremely rare of beasts, had been capable of breaking into the mortal plane using the chaos as his ticket. Perhaps this could've simply been a tall tale, but Azazel has spoken that he slew the impossibly powerful beast, ripped him open and fed off of him as if he were his last meal. The man had simply assumed at the time that he was.
It was the blood and flesh of the demon that gave rise to the vampires. The magical energy imbued in him gave Azazel immortality, and an immense amount of power, but he was entirely unable to control it. It is because Azazel had far too much demonic blood in his veins that he was driven mad, and was slain by his own people. However, this ritual of infesting a human body with demonic blood has continued to create vampires for almost a millennial since, even as vampires today are often created by breeding.
Vampires, upon losing their beloved 'traitor' Azazel, were far more stable than ever. The number of humans that faced hunger and illness grew every day, and so many flocked to join their ranks. They had a population spring in the millions, becoming -- for a time -- the second most populous race in Axiom. They were like nothing ever seen, and were hunted extensively by Fraxen and their holy warriors. This was essentially one of the first instances of the holy and unholy duking it out, and the fact that Fraxen lost in the end is possibly what has brought humans into the brink of endangerment that they face today.
xxxxxDESCRIPTION When Azazel left them, their philosophy infinitely wandered towards something far different than what they were given. The vampires sought a new road to follow, one that went beyond agelessness; pure immortality, eternal life, the state of living undying. In their minds, not even a steak to the heart should have been able to kill them. They were demons, and they were pure, in their own way. The vampires have always been infinitely ambitious, engineered that way to best serve Kala's interests. Some might consider them evil, even, simply by nature. What is known is that they are incredibly hungry. Their need for blood only fuels their ambition, but can often put younger vampires to the stake.
Vampires are generally reckless and wild for the first fifteen years after they've been turned. They cannot control their desire to feed, and will ravenously hunt for humans and other delicacies to feast on. They also have a difficult time getting used to their new senses and may sometimes be overwhelmed by the moment.
As a vampire ages, it begins to master its skin. They also, however, tend to become more ambitious, more proud and more evil as their lives go on. The elder vampires all often end up being engaged in petty wars for power and have often killed each other en masse.
When a vampire meets the true status of being an elder, they are often exceptionally macabre, hungry, and vicious; they will go to any means to obtain what it is that they desire.
For most of them, what they desire is true eternal life. Unending existence, something that can't be taken away.
xxxxxSTRENGTHS • Regeneration: You're constantly regenerating, and this regeneration is quite amazing at high ranks • Reaction: Your perception is enhanced dramatically; you have perhaps the most advanced move-to-move perception of all races. You can easily anticipate attacks. You also have exceptionally enhanced hearing and smell, and can smell blood from within a body from long distances. All creatures that have blood in their body find it exceptionally difficult to fight you, as you can predict each and every movement they are about to perform. This is because vampires have almost a sort of sensory for the movement of blood within a body. • The Elder State: At expert rank, you unlock two abilities that would be considered 'extremely powerful'. • Shadow Magic: Whether you're a magic-user or not, this type of magic is very useful in a variety of situations. Despite the fact that it's shadows, it can be used without a light source and without the sun more specifically.
xxxxxWEAKNESS • Light: Paladins or clerics who hit you with light/holy attacks will burn you. 1 Rank Holy Weakness. • THE SUN: Novice-Expert: From this rank, while in the sun, your body feels as if stinging and over-exposure will reduce you to a state of fearsome nausea. Also, in direct sunlight, Holy abilities are an extra rank more powerful against you. Master- No stat decrease, though it still stings (not quite as much, however enough to hurt your concentration) Sage- The sun no longer bothers you. • You cannot regenerate a missing head. An arm or a leg, yes. However, a destroyed head or a stake to the heart are your death. • You will die with no way to be resurrected if hit in the heart with a Wooden Stake
xxxxxPASSIVE ABILITIES • Regeneration With the imbibing of blood, however, you automatically and immediately heal wounds based on how much was absorbed. A cup full can refresh a tired, slightly bruised vampire. At a liter, or about what could be assumed to be absorbed with a single post of draining a victim with your teeth, deep cuts and moderate damage to organs can be fixed. If a vampire could somehow manage to drink a gallon, they could regenerate a broken or even removed limb, and destroyed organs. They may not keep up with nephilim or Fairhairs, but in this way killing a vampire is incredibly difficult. Blood freed of enemies tends to immediately absorb into the mouth of a vampire the moment they wish for it to happen.
• Telepathy A skill that simply allows vampires to communicate with other vampires or those they have bitten within a week, letting them discuss strategy or simply have a discussion. The range of how far one must be from the other is vast, to be able to communicate one must be within the same country as the target. However, to be able to speak with them they must know each other. In the case of a progeny and a creator, they can talk to each other from across the world. The creator can also physically effect their progenies from anywhere, making them feel a longing to come to the one who turned them.
• The Rite of Blood Upon obtaining expert rank, you may use this ability only twice, so choose wisely. If someone has died and not yet rotted completely, you may bring them back as a vampire. The ritual is simple; shove a liter of blood down their throat, and then bring them somewhere with no light. Not even moonlight. If this is done before rotting gets too grim, after a few hours they'll rise up, as your progeny. Being a progeny has benefits and losses. The one who turned you into a vampire will always feel the desire to protect you, and will not do harm onto you. Similarly, you will feel the same protective instinct, preventing you from harming them as well. You literally can't find it within you to hurt them. The one who turned you can get you used to being a vampire; to the life of bloodlust, avoiding the sun, whatnot. However, you will always be connected to them in a way some may not like. Their words will influence you, and greatly. While they cannot simply 'command' you, they can make you want to do things that you wouldn't ordinarily do, and could almost certainly make you do things that you would ordinarily do. You want to impress them. They're like your rolemodel, and your mind can fall under the mercy of their will. This is the benefit of owning a progeny.
xxxxxTECHNIQUES • NightshadeD Though usually just for aesthetics this is actually a skill used in confusing the enemy. During the time of the dodge you leave a dark mist there. You still dodge it the regular way but you just block out their sense of sight.
• The First ShadowD This spell can be done in darkness or in light, like all shadow techniques. Obviously, in darkness, it's much more difficult to detect, although never to the point of fully camouflaging with the environment. The vampire casts a shadow up to fifteen feet outwards, either in front of you or behind you (or to the side). When the shadow gets close enough to a victim, they will rise out of the ground and grab at the enemy's legs, preventing them from moving until the shadow has been destroyed. The shadow will take a few seconds to melt away even if completely annihilated, so you can't just instantly break free if you manage to destroy it. During this period of time, the vampire can easily close the distance and attempt at your murder.
• DreadmistD A skill that comes with most vampires, upon using this skill a thick fog rolls in. The fog is normally around to help hide the vampire, making it more difficult to fight them. From being created from the supernatural, this tampers with the senses of sight and smell, making it nearly impossible to see beyond 5ft. The sense of smell becomes confused, rendering it useless as everything around the target now has the same smell. This fog affects the entire area for 5 posts.
• The Shadow of PainC The second shadow. This shadow can be manipulated to take the form of whatever you like. It can break into a blade and shield, very sturdy and very capable of variating through forms. It can turn into a bow, an axe, anything. More importantly, the shadow can crawl onto the enemy once they've made impact with whatever it is that you have molded it into. If, for example, the enemy were to strike your shadowed blade, it would crawl along the length of their weapon (and quickly), making it to their neck in an attempt to strangle them. Or their ears to poke out their ear-drums. Or their eyes to... well, you get the idea. The shadow lasts for six posts, and is slightly sturdier and sharper than steel. The shadow can also coat itself around spells, increasing their strength by one rank, although this completely absorbs the shadow.
• Feeling Batty?C A common ability used in traveling, even if the vampire is fast turning into a bat swarm is much more preferred if the distance is far. If used in combat, all of the bats being destroyed will remove the user from their transformation and likely do some degree of damage to them.
• Do You Understand?B Yes, vampires can engage in telepathy. Willing telepathy, usually -- but not in this case. This ability allows you to read someone's thoughts upon looking into their eyes. Furthermore, considering vampires have some substantial control over the humanoid mind, there is a second part to this ability. Unlike the Incubi/Succubi, this is not a sexual allure. You can keep the enemy's eye locked onto yours, and during this time, can talk them into forgetting things, making your own version of the story and sticking it into their head. This cannot delete all memories, however. It can't delete memory of their name, or their parents, and it can't delete memory of how to use their abilities. It can delete all memories of you, however, and many other events. You cannot attack the enemy while performing this ability. The enemy, while looking into your eyes, can read your intent, even if they can't make it out well. They will immediately be able to tell if you have the intent to hurt them, and can then break away from this ability. Since this requires persistent eye contact, if anyone breaks the line of contact between you two, the spell breaks.
• Prowling in the DarkB The third shadow. This shadow is actually a thinking creature, although it doesn't think much other than methods to kill the enemy. It can enter walls and objects and remain hidden, but once it's out, you'll see that it's a very large and vicious creature. The shadow is in the shape of the vampire, and it lunges and claws at the enemy without relent. Its stats are just like a vampire's at base (7/7). The shadow will generally not simply go feral on you unless there's no other option. Usually, it acts like a more intelligent, more mobile version of the "First Shadow". It'll enter walls, the floor, and try to restrain you or assassinate you. It lasts for five posts before fading out.
• The Last ShadowA This is, by all intents and purposes, a very powerful spell. It is a spell named after a vampiric legend. There was once an order of vampires who made a deal with a powerful wizard. They became known as shadowalkers. They were named this, because in exchange for the first form of shadow magic, they suddenly and very instantly would combust upon entering any form of sunlight. Unlike their other vampiric kin, the sunlight could kill them at any time, rather than just bringing them pain. But -- some say that the sacrifice may have been worth it, for the power they obtained. They gained the greatest of the shadow abilities; the power to imbue true sentience into shadows. This ability is very simple. For nine posts, a great shadow will follow you. It can screw with people's emotions. The shadow is said to be made of blood, and this rumor comes with good reasoning. The shadow can screech and scream, with red haze filling the area around it. Of course, the shadow does nothing for the initial post other than its screeching. But, after the first one post of it simply resting behind you, the shadow will rise. And this shadow will give rise to other shadows, intelligent and cunning. They will rise around you from all sides, like a gown, and then disappear into the floor. There are eight of these, all similar to the Prowler of the Dark. They will make quick and deadly leaps from the ground and attempt to assassinate their target, before melding into the floor again. It's a very difficult ability to handle, as the ability will result in these shadows continuing to relentlessly attack the enemy for nine posts, the ability unable to be dispelled by any means.
• Eternal DarknessS This is the most powerful of all shadow spells. In the palm of your hands, you will prepare two balls of shadow. The next step is simple. By devouring them both, which doesn't take long, you emulate them into your being. You may then cast this spell. The Eternal Darkness is a tidal wave of horrors. It starts by screeching very loudly, a blood red appearing in the air. Then, out of your body, hundreds of shadows launch at the foe, all screeching with you. The surrounding area will quake and tremor, and your enemy will be smashed and slashed with the force of these hundreds of shadows. The range of these shadows is essentially as far as the vampire can accurately detect. Because of the fact that they're divided into many, most spells (unless large area spells of the same rank or higher) will not be able to clear them. Essentially, this means it is better to escape. Since the spell is S ranked, you cannot simply block them with any simple maneuver. Anyone who is met with the fate of being striked by these shadows will clearly note that they've likely been gashed, dismembered or cut to pieces, depending on the amount. Each shadow will cut deeply. Enough, really, to bring the danger of going unconscious. Lasts 10 posts before the shadows vanish.
• BloodrageS Requires: Master rank This ability, no matter how irritating it may be, is almost uncontrollable. Should you go on without feeding for a length of time, you may trigger an anxious rage that unleashes and leads you to aggressively hunt your foes. During this period of time, your stats increase by 6 each, and can go up to 18 (beyond the regular cap). Bloodrage lasts for six posts. It doesn't cost energy if you triggered it after witnessing copious amounts of blood that is not your own.
The Elder State Upon hitting expert rank, the vampire unlocks 'the elder state'. This acknowledges them as an elder vampire, one capable of controlling themselves, one strong enough to tap into the deeper powers of their blood. They become immune to the hunger for blood, being able to control their urges. Furthermore, they gain a few abilities that are quite useful in... situational excursions.
Dream SanguineS For an entire post, the vampire may essentially paralyze the target by causing the blood in their body to violently react, sending shivers up their spine and throwing them into a state of mortifying physical pain and disarray. They may however still use skills for the duration of this ability, it is just that their ability to react is diminished and they cannot physically move. This can only be done twice per fight.
Blood SupremacySS One of the cardinal, ultimate powers of the vampire. This allows the vampire to become completely invincible for the span of three posts, all attacks bouncing off of them and causing no effect. It is as if they are covered in a divine shield. It appears to enemies as a red glow around their body, their eyes turning a pitch black. This can only be used once per fight. Using it will decrease your stats by -2/-2 after the ability fades, for the next two posts.
-VL- El Hiro Fresco
[ Created by Shane ]
Posted: Sun Jun 30, 2013 11:32 pm
xxxxxxxxxxKIRANU [Primal Ferociousness]
xxxxxHISTORY Many, many years ago, Kiranu were considered as beast-folk and were registered into the codex of men. They were vicious and territorial, and attacked all but their own. They would pounce similarly as any other lion or tiger, and people were quite frankly scared shitless of them. It was the Elves, partnered with the Sirens, that changed this, and brought the reins on the race, turning them into docile and friendly creatures. The Elves and Sirens, with their connection to the animals and the land, were very peaceful and recreational; they had a strong partnership with each other, and they enjoyed the prospect of adding the Kiranu to their list of friends. In order to secure Kusana (back then Kuladhan) as a safe empire, they engaged in many songs and spells that changed the mentality of these beast-folk.
The Kiranu, for a long time after that, were some of the most prominent residents of Kuladhan. Their friendship with the other races (eventually including the shapeshifters, draconian and waktu) and the growing strength of the Empire they gave their loyalties to brought forth a time of great growth and prosperity for the people. However, an event occurred that not only almost completely annihilated the elven race, but also threw the Kiranu into anarchy and endangerment: Narathos' first visit to Kuladhan. As if solely to destroy the peace and harmony of the forest-based races, he completely obliterated the central cities of the Empire, and left all of the species left standing over smoking ruins. During this time, the Kiranu, spiritually guided by the Waktu, decided that the elves were a cursed race, and many of them moved for Fraxen. This began a long and prosperous history between Kiranu and man, although there were many hiccups along the road (such as the Kiranu Wars).
Today, the race has sort of integrated into society to the point where people barely notice them. They fight for whichever nation they fall under, and people rarely ever have problems with them, but almost never are they considered for a royal position; their ambitions have been washed away, along with the culture the elves once helped thrive. They, however, tend to not get along well with their counterparts, the Fairhairs.
xxxxxDESCRIPTION Kiranu have a primal connection to beasts and a particular beast form, similar to the Fairhair. Their true form is feline related, be it a lion, cougar, leopard, tiger, etc. They can easily pass as human since they can swap between forms freely, and even use a partial transformation to empower themselves. They are not little p***y cats who are ditsy and distracted by balls of string. Kiranu will tear your face off and eat you if they want to.
xxxxxSTRENGTHS • Very agile and fast. • All skills take half the time to learn. • Their senses are as sharp as any animal, making them deadly predators • Can see in the dark. • Cat-like grace, Kiranu can get around very easily. They have incredible balance and always seem to land on their feet, even if from high heights. They also have incredible regenration, rivaling their mortal enemies the fairhairs.
xxxxxWEAKNESS • Sharp senses can be a drawback. Sense-affecting abilities will hit you hard. • They are restricted to weaponmaster adn beastmaster classes due to their body's anatomical structure. • While in human form they are pretty weak. All they have going for them is their agility. It isn't until transformation that they can actually do serious damage.
xxxxxPASSIVE ABILITIES • The Beast Inside Kiranu each have a form that they can freely transform into. This can be a partial transformation or a full on morph depending on their preference. They have only one feline form to turn in to. Transformation as a 2 cool down post, meaning they cannot transform in and out of this state rapidly. Partial transformations have a 1 post cool down.
• Thrill of the Hunt At the start of every battle the Kiranu can select a person they intend to kill. This will initiate a hunt. It is a ritual of sorts, a rite that every one of this kind claims they have. If the Kiranu is successful in killing the target they selected at the start of the battle, they receive a permanent +1/+1 to their stats. This cannot exceed the cap.
• Tracking Once a Kiranu gets the scent of someone it is almost impossible for them to not be able to find them. So long as that person is in the thread and if the Kiranu's sense of smell has not been disrupted they will always know. They can only track one person, though the Kiranu can freely choose which target they want to hunt.
• Licking My Wounds Like their polar opposites, the Kiranu have powerful regenerative abilities granted to them by their magic. At lower ranks, they can regenerate up to a lost limb for around 25 energy. Starting at B rank, you would have to destroy every bit of their body, or they would simply recover from any wounds, even those fatal to another creature, for no cost instantly.
• Stalking Prey A predator knows how to stalk their prey and understands the art of strategic hiding. The Kiranu will cloak itself in its energy and became virtually invisible. They will make no sound and are not visible to the naked eye. Each movement is deliberate and precise. Anything that can detect magic will still be able to locate them though, however, unless they pay 50 energy per post. Otherwise, until they make an AGGRESSIVE action such as a direct attack, they are virtually undetectable.
xxxxxTECHNIQUES
• TransformPassive As the passive actually says, the Kiranu can choose a single feline creature to transform into. Depending on its type it will grant the Kiranu one of two bonuses. A larger, heavier, and muscular feline will have a +2 to Strength (ie. lions, tigers, etc) and a smaller, more agile feline will have a +2 to speed.
• Partial TransformationE The Kiranu can partially transform a section of their body, be it a limb or the head or whatever. They would receive a strength boost (f that is what their feline form gives them) to that particular limb only, likewise with speed.
• Eye of the TigerD Opening their feline eyes the user can cause the opponent to stop moving for one post if they gaze into their eyes. The Kiranu cannot kill their opponent when using Cat's eye.
• Claw/Tooth EnhancementD-A By adding energy to the user’s claws and teeth, they are able to strengthen them significantly. The claws gain in strength according to how much power is put into them. The enhancement lasts until the end of the battle. Enhancements can only be done at or below your rank, meaning a C rank user cannot use B rank enhancements, but can use C and D rank.
D: Can cut through bone. Can block bronze. C: Can cut through bronze. Can block iron. B: Can cut through iron. Can block steel. A: Can cut through steel. S: Can cut through anything without higher energy paid to defend.
• Claw ExtensionD By adding energy to the claws, the user is able to force them to extend much longer than normal, to a maximum of two feet. Using this skill without the claw enhancement active is possible, but not recommended as they could be easily broken without it. Lasts until the end of the battle, or the user wishes to end it.
• Battle RoarD-S A Kiranu's battle roar is made to debilitate others and strike fear into the hearst of their prey. Anyone else who hears it and is specifically the Kiranu's prey will be affected by a certain effect. Use the chart below. Considered agressive.
- D: -1 Strength, lasts two posts - C: -1 Speed, lasts two posts - B: -2 Strength, lasts three posts - A: -2 Speed, lasts three posts - S: -2 Strength, -2 Speed, lasts four posts
• PounceB The Kiranu will straight up pounce at their target so long as they are within twenty feet of them. It is a gamey ability because it is guarenteed that the pounce will land if the target does not take direct action to stop it. This can be incredible dangerous say if a full grown lion-man is jumping on you, but at the same time a decent reaction can put the Kiranu directly in harms way. • Each Step A LessonA While in stealth, and as long as they are tracking their chosen target, they will learn of them, their nuances, everything about them. They will have them marked, following them thread to thread, step by step, knowing their target. For every two posts spent tailing a target, with the energy paid, any damage done will be increased by a rank. However, every post spent stalking their prey will cost 50 energy. The rank boost affects the first skill used and can only reach SS Rank, no higher.
• Predator's GrowlA A low, knowing growl will be released as the Kiranu revels in how close it is to the kill. The growl will put their target's guard down, relaxing them a bit and dulling their senses just enough that they would be slower on the draw than usual. This is not considered aggressive.
• Never Corner a CatS This is a last resort move. When the Kiranu is in a position where they will otherwise die, they become absolutely ferocious. They receive a +2 to both strength and speed and a sudden 250 energy boost. Their body will go into an overdrive and they will use everything in their power to fight their way out of death. This can be used once per battle, and the boost lasts for 5 posts before the Kiranu suffers a -2/-2 for another 5 posts.
xxxxxADDITIONAL COMMENTS I am an actual real housecat. After I sniff glue I SWEAR I can type in English for about 30 secmeow meow meow meow meow meow
xxxxxRESTRICTIONS • Kiranu do not need to have their ears or tails sticking out. We are not cutesy little neko. At least not anymore.
-VL- El Hiro Fresco
[ Bloodline created by Enslaved Neko, edited by Axiom Crew. ]
xxxxxxxxxxNEPHILIM "The goal of Vaet Nocturnum is the death of all things. If you believe in Kala as you say you do, then do as she wills and die in the darkness you've wrought." XXXXXXXX- AED TENROCH, LORD OF THE TEMPLAR ORDER
xxxxxPATRON DEITY ANTONY, GOD OF LOVE
xxxxxHISTORY While the Valkyries serve as the Inquisitors of Vangelism, the hunters of evil and conquerors of the church, the Nephilim serve as the bulwark that defends and maintains order in the Vangelist world. Valkyries expand, they remain. Every city with a significant Vangelist presence hosts an arsenal of Nephilim guards, who march through the streets and protect the morality and character of the population. They act as upholders of the good and defenders of the Vangelist ideals; justice, prosperity, peace, love, order. While many across the world consider officers and guards to be corrupt, few question the moral character of the Nephilim, as there is scarce a precedent in history of them faltering from the goodness of Michael's grace.
The question that remains is: where did such a lawful order stem from, and what role have they played in history? A long time ago, as many of you already know, there as a great woman who came to this world and was foretold to be the prophet of Vangelism, who would deliver to the world peace and harmony. She was said to be the voice of Michael, who reigned from heaven while she would watch from the Earth, and her firstborn son would conquer all of the lands from the southernmost point of Fronta to the last bastion of Nocturne. Her name was Judie, and now she is known to be the Sin of Lust. She was tempted away by sin and evil under the influence of the defiler Malacai, and Fraxon as well as the whole of the Vangelist world was set to shambles that they have not yet recovered from.
The Nephilim were the answer to that illness within Vangelism. Michael ordered his angels to create children of their own that were born of mortal flesh, and the Nephilim and Valkyries came to be. The Valkyries hunted and sealed the sins away, while the Nephilim restored order to a shambling Empire. They disposed of hundreds of thousands of Succubi and Incubi that came from the unholy matrimony of Lust and Lukhan, and built the Grand Cathedral of Fraxen, then forming the holy order of the Paladins and bringing peace and sanctuary to the lost and despondent of the Empire. The poor and the needy were their wards, and from the swelling population of the starving and homeless they created the great Templars and built a new future for Fraxon from the destruction and carnage that the Sins left behind.
xxxxxDESCRIPTION The Nephilim, like the Valkyries, are half angels. Their patron deity is primarily Antony, while many Valkyries prefer Solaris or Elessia. The Nephilim believe that protecting others, altruism and peacekeeping are the path to a perfect future. As such, it is no surprise that they specialize in acting as defenders that can shift the balance of massive battles in the favor of their allies. Nephilim's holy barriers and other abilities cannot be blocked of usage and it is difficult to find methods to cancel their spells. This means that demon weapons that disable shields, such as Lukhan's Collar, do not work on the Nephilim. They are an exceptionally consistent defender and often times they are the last men standing in great battles.
Physically, the Nephilim usually have blond hair and blue eyes. They are known for being exceptionally tall, since angels are very tall. All Nephilim are male, and all Valkyries are female. The average Nephilim is about 6'5" in height, with a very muscular build. They often have faint tattoos in Enochian, which is the hidden runic language of the angels. All Nephilim speak Angelica as a De Facto language, but can still choose another De Facto. As they lead the church, they are expected to be able to communicate with angels.
xxxxxSTRENGTHS • At master, they lose their unholy weakness. • A special trait that no other angelic race has: Unholy Magic is WEAKER against your own abilities, even though it is stronger against your body. Unholy Magic loses one rank of power if impacting one of your own skills. This is often used to protect Valkyries from Unholy foes as they slash them down. • Strong passives. • Natural endurance and physical fortitude. They are more difficult to injure and puncture and can withstand much more pain and duress. • High stats; the Nephilim, like the Valkyries, contain the supreme physicality of the angels. 9/5 • All Nephilim abilities and weapons are considered holy.
xxxxxWEAKNESS • Low mobility • +1 damage from Unholy magic to their body • May only be Knights or Weapon Masters, or Holy Shaman, or Enchanter • Almost zero killing potential. If you run away from them, they probably can't catch you. • Magic that is not Holy is magic that is not made for the Nephilim. They do not have access to an element. Instead their elemental affinity is considered 'holy'.
xxxxxPASSIVE ABILITIES • Angelic Fervor The Nephilim regenerate faster than any of the angelic brethren. They regenerate all minor wounds almost instantly, and by Expert rank they can regenerate mangled limbs. By master they can survive fatal blows and regenerate complete limbs. However, total destruction of their brain, decapitation, or the almost complete destruction of their body will kill them. Thus, their regeneration falls behind Fairhair significantly.
• Seeker of Evil The Nephilim have astounding perceptive capabilities. They can sense evil and read energy signatures. They can perceive the minute flow of movements within an enemy's body, making them exceptionally skilled swordsmen. They can tell if someone is of a holy or unholy bloodline, and use this knowledge accordingly.
• Might For a Nephilim, strength matters far more than speed. The higher your strength, the larger your abilities, the more durable your physical body and your armor, and the stronger the holy effects of your attacks and weapons will be. While most tend to prefer outspeeding their opponents and looking for an instant-killing method, you rely on brutalizing the opponent and shutting down their advances. Considering your high extrasensory capabilities, you can often shut down a whole combo with a mere counterswing of your blade. Contact with it can leave foes knocked back and dazed.
The exact radius increases can be stated in specific abilities. Otherwise, each point of strength increases the speed of an ability or weapon swing by 4% and the radius/distance by 5%.
xxxxxTECHNIQUES • GlidingD Using their angelic wings, which manifest as a bright golden aura, they may leap high into the air (25 feet) with decent speed and maintain this latitude in a glide that can last for a significant time.
• Breaking DawnC-SSS The Nephilim can cast a holy shield that appears as an aura of energy around any ally that they can sense or see. All abilities that clash against this barrier (of equal rank) will merely scrape the surface and be repelled. Furthermore, this barrier holds a unique property, as it even blocks out harmful air substances such as gaseous poison or other dangerous things. This lasts until it is destroyed, and thus can serve as an important buffer for a large group when entering a fight.
• Dome of the Undying WillC-SSS The Nephilim may summon this large dome at all, and move it by either centering their sword at the sky or holding their hands together briefly. This skill, like most other Nephilim abilities, has its size effected by the Nephilim's strength (keep that in mind for the other abilities). It is much like Breaking Dawn in its defensive capabilities, except it focuses on acting as a mobile fortress for a large group of the Nephilim and his allies. It lasts until it is destroyed. However, it can only be moved somewhat slowly.
• Ancient PowerB-SS The Nephilim will release a large wave of holy energy that damages foes within its radius. Its appearance is that of a violent pulse of holy power unleashing itself from the Nephilim's body. At B rank, this will release for about 20 feet around you. At A, 30 feet. At S, 50 feet. If you have boosts, it increases to 75 feet at SS and 125 at SSS. Each point of physical strength increases the radius by 3 feet.
• Vested GloryA Using this ability, the Nephilim can manifest the true form of their "wings", a golden angelic halo that rises above them and a golden gleam of their eyes that radiates throughout the darkness. This gives them the ability to levitate off the ground, and once per post create a holy afterimage (appears as if a golden silhouette) that may strike at a foe within 10 meters. This ability lasts for the rest of the fight. However, unfortunately, it cannot be used for full flight.
• BrionacS An ability gifted to the angels by Zachariah, before his corruption, and named after his legendary spear. The Nephilim will aim a holy javelin in their weapon hand for a brief moment, before launching it forward at an enemy. The spear moves extremely quickly, and with an explosion radius of 125 feet. Each point of physical strength further increases the base radius by 5 feet. This is the highest 'kill-potential' Nephilim move.
• BraveryS With this ability, the Nephilim can redirect all of the wounds of their allies for the next three posts to them, though reducing the damage dramatically when transferred. However this is obviously still extremely risky, very possibly resulting in the Nephilim's death if their allies do not take care to avoid lethal wounds. While this is happening, the Nephilim's focus is somewhat reduced, and they will mostly fall back to using warding abilities while their mental state is not completely at its best.
• For HonorSS One time per fight, the Nephilim can survive any wound no matter how powerful or destructive it was; they can survive it and mitigate its damage to the point of irritation, and use their suffering to empower themselves. For the next two posts after their prevented death (or serious wounding), attacks from that foe cannot phase them, hurt them or impair them whatsoever, and the foe will have a difficult time focusing on any other target but the Nephilim. The Nephilim, to assist with pursuing this opponent, will have a speed bonus in whatever direction the opponent is currently at (30% bonus to whatever speed you have), and can glide during their bursts of speed.
[ Created by Shane ]
Posted: Sun Jun 30, 2013 11:34 pm
xxxxxxxxxxSHAPESHIFTER "Hi, I'm... you."
xxxxxPATRON DEITY DANIEL, GOD OF CREATIVITY
xxxxxHISTORY Originating in Val'Ghast at a time where Pagans ruled, there were many figures, envious of the gods before them, sought a chance to claim some of the glory for themselves. While many did not know what the Pagan god that they worshiped looked like, impostors always fell short. There was always magic that changed someone's appearance, but nothing was ever absolute. A pagan, only known as Archellon the Tamer, rose in the lands that would eventually known as Val'Ghast. The Pagan claimed to be the God of Obscurity. Many had no idea what it meant, but they followed him. Many historians now claim that this may have been Achaemid, before he drifted to Nev Lumae, though it is not proven; however, paintings of the Pagan resemble those of Achaemid. In fact, it hadn't been a Pagan at all. Though his name was true, as was his title, Archellon wasn't a Pagan. After figuring out a way to steal bits of energy just from a single touch, Archellon figured out Skincrawling long before the first documented Shapeshifter. He first learned how to change into other people, though did little to affect the other parts of the world. Instead, he never left his home. When he learned how to transform into the monsters he tamed, many of his followers began to notice his absence. It wasn't long until he was officially challenged by Kamilla. Archellon lost, as he was ultimately no match for Kamilla. Archellon was officially never heard from again. His teachings went on, and the first reported Shapeshifter was named Archelaus, a refugee who lived in Kuladhan. As time has gone by, Shifters have stayed few in numbers, and many have developed many skills to stay as elusive as possible.
xxxxxDESCRIPTION Rooted in envy, Shapeshifters don't have a set form. In fact, they have adopted so many forms that they don't even remember what they looked like. Instead, their permanent form is a mixture of the many forms they have taken on, and it explains their androgynous features. Shapeshifters are hardly all male, or all female. It is strange to say they resemble both sexes, in terms of features. Though, ultimately, it is up to the Shapeshifter to determine both their sex and gender. They adopt new features though a complex genetic matrix that allows them to change their genetic makeup as they see fit at the molecular level. All Shapeshifters have a connection of some sort to Daniel, and their only true faith belongs to him.
xxxxxSTRENGTHS • Shapeshifters are awfully good at close ranged combat. In fact, if they use a physical class, their class skills are boosted in potency. They are also amazingly flexible, though surprisingly not vascularly strong. • Transform into animals and monsters in the codex. • Allows the user to transform into RPCs that they have met and copy their skills and traits from their classes and bloodlines. At higher ranks, they do not have to transform to use skills and bloodlines of those you have met. Though the skill usage is very limited. • Upon touch, you gain the early memories of those you come in contact with. Many Shapeshifters use this to perfect their form, often trying to replace the person they have shifted to. Most use it to simply extract information. You do not gain any recent memories. • Skills copied are not penalized in energy costs as long as the user takes the form of the person/creature they are copying the skills from. • There is absolutely no way of telling someone apart from a Shapeshifter. The Shifter adopts the energy signature of the person they are copying. With them taking on so many energy traces, it is impossible to track them by any means. Instead, their energy will reflect any type of energy sensing to the origins of the signature. If being tracked (even with long distance tracking) by their energy, the trail will take the tracker to the person that the shifter has taken the form from. If they aren't in the area, then the user can not be sensed.
xxxxxWEAKNESS • Shapeshifters are incapable of forming any real bonds, as their friends will forget what they looked like as soon as they leave the area. • In order to use their skills, you have to have touched them, anywhere is fine. • Copying forms and attempting to become another creature can come back to haunt you when the RPC finds out. • While you may copy abilities, they will never be as strong as the original user. • Silver. Lycans were said to originally be shapeshifters and were often mistaken for them; though it is not true, both seem to have a weakness to silver. (-1/-1 to stats when struck by silver) • While their transformations are capable of fooling many, they are incapable of fooling Lycans of equal rank and Sage Ranked Reds. With their enhanced energy perceptions, both of these races are capable of remembering the energy trace left by Shapeshifters, and will not forget the Shifter once they have left the area. • Cannot copy the abilities of Sins, gain mark abilities, or use talent abilities.
xxxxxPASSIVE ABILITIES • Skin Walk This skill allows the Shapeshifter to transform their physical appearance. This can be as little as the color of their eyes, to the tone of their skin. A shapeshifter is free to change as many things about their physical appearance with this technique as they see fit, even transforming into a person that they know, though using this passive is no substitution to using Skill Mimic. This is done quickly and effortlessly.
• Me? I'm No One The face of a Shapeshifter is incredibly forgettable. Anyone who has seen their actual face will forget what the Shapeshifter looks like once they've left the area. Nothing will allow anyone to recall what the shifter looks like. When they recall memories with the shifter in them, the shifter is replaced by a faceless, colorless person in bland clothing. It is only when the Shifter comes back into view of the person that they remember who the shifter is.
• Culturally Correct A Shapeshifter is only as believable as his form. Often, to maintain their roles, the shapeshifter needs to have every language accessible to him. Through a variation of the memory mimic, the Shapeshifter has learned every known language and may easily recall specifics of every known culture.
• Morphic Healing While Shapeshifters do not regenerate per se, every time they change forms, they heal themselves of almost any wound. Though poisons that run through the bloodstream are not cured. This can be solved by shifting into a creature that is resistant to poison. The only injury that can't be healed by shifting is a decapitation, for obvious reasons.
xxxxxTECHNIQUES • Skill MimicE-S After transforming their bodies to look like their opponent, the Shapeshifter can copy all of their known skills and use them as his own. All it takes is a simple touch, and the Shapeshifter now knows all the skills that their opponent knows. The best way to describe this is that you are copying their energy, letting your energy transform into theirs, which gives you the ability to use their skills. At this time, the user can choose to change their class to that of their opponent. Should they choose to not change their class, then the copycat cannot use their opponent’s class skills. Should they choose to change their class, they must take their strengths and weaknesses. At Expert Rank, the Shapeshifter may forego the need to transform into the person they are copying skills from. When this happens, they need to pay 1.25x the energy in order to keep their original strengths and weaknesses, while temporarily adopting two strengths and two weaknesses from the person they are copying. The Shifter is not capable of gaining passive benefits from the other person, so if they have a +1 to magic, the Shifter does not get it.
Duration Because this skill takes up energy, you must state how much energy you’re using when you first use this skill. Depending on how much energy you wish to risk, the duration of this skill changes.
S Ranked energy cost: 40 posts A Ranked energy cost: 34 posts B Ranked energy cost: 26 posts C Ranked energy cost: 15 posts D Ranked energy cost: 7 posts E Ranked energy cost: 3 posts
• AnimorphE-S This skill allows the shapeshifter to transform into any creature that they have ever encountered. This can range from a common house cat, to a gargoyle, or even an Emerald Ent. The user takes their form, strengths, weaknesses and skills. Though there are rules to using this technique:
- The shapeshifter must have encountered the creature at least once in their lifetime and have touched it. This only applies of course to regular animals. For codex monsters, the Shapeshifter must have defeated the creature they wish to transform into. - The shapeshifter can only transform into a creature of up to two ranks above them. Codex monsters are grossly ill-ranked. - The shapeshifter can only retain their shape for 10 posts at a time before they are forced to transform back or pay the energy cost.
• I'm the Perfect YouA This ability is quite unique, and very creepy. After taking the form of someone, and that person happens to walk into the same area, the Shapeshifter can invade the minds of everyone around them to an extent. This will convince everyone in the area that the Shapeshifter is actually the real one, and that the actual RPC is the impostor. Agitation soon follows, and threats may very well be sent to the 'impostor'. While the vst majority of their being truly believes the shapeshifter is the real one, the affected people are still reluctant to attack the original. It is a piece of the mind that shapeshifter just aren't skilled enough to affect.
• Chimera S The absolute ******** of forms, and is the direct result of mixing up multiple genetic makeups into a single form. While this is not to be confused with the Skincrawling ability of using the skills of those you have touched, the Chimera skill is very similar. This form completely alienates the Shifter, and should only be used once combat is initiated and their cover is blown. The user may take the form of up to three different monsters from the codex that they have copied, taking the highest stats of the three creatures. While in this form, the user will adopt the most prominent features, often growing in size. This will give them all of the abilities of the monsters. Should the user want to take a different path, they can use two different forms taken from RPCs they have copied, though this does not give them access to multiple bloodlines. Instead, they pick and choose the class, bloodline, and element they want to copy from the two people they have chosen to imitate. This form only lasts for five posts before it needs to be reset.
xxxxxRESTRICTIONS • Listed throughout the bloodline.
xxxxxxxxxxTHE INCUBUS "Why do I want what I want? Pleasure? Pain? Because I do. And I know . . . that you want it too." XXXXXXXX- DAGON, GENERAL OF ARAMIL
xxxxxPATRON DEITY LUKHAN, GOD OF PLEASURE
xxxxxHISTORY It must be a curse meant for mothers, that the Incubi exist. In the dark of night, when locked in sleep, a person's fantasies can come to life. Every adolescent with interest in exploring sexuality can find themselves locked in a world that isn't quite the same world as their peers. Like a beacon, an Incubus seeks out pleasure and wishes to accommodate it. The dance for that person's innocence will begin with images and dreams, then physical manifestations of their lust. The Incubus will take a spiritual form, circling around the desired and alarming them with sensuality. Then, when they've weakened themselves, they will manifest their physical body and a long night will ensue.
This is what the most glamorous storytellers would help you picture. They'd want you to believe that the Incubi are charmers, mystical men who desire solely to please the bodies of young men and women. Sometimes, this is the case, but many times it's something quite different. Young people will find their objects possessed, their dreams shifting to nightmares. They'll feel unnatural sexual urges at strange times, and will sometimes even feel a form of possession; they'll wrongfully make sexual maneuvers on their friends and sometimes even family. They'll do whatever they can possibly do to please the sudden longing in their bodies.
And when they can no longer take it, that is when the Incubus will come. That is when that man, who is both beautiful and terrifying, sensual and wretched, will come to capture your body. The dance will last a lifetime, whether you enjoy it or not. Sometimes it's a mutual thing between the two. Sometimes it's rape, or abuse. Either way, he will leave you when you are done, and that will be the last time you ever see him. From that point on, you are marked. All of the other Incubi will know of who's been with you, who's been in you. Succubi will shy away from you, disgusted by what's been done to your body; the Incubus has explored every bit of you, and claimed it. If you're a woman, this can lead to something fearsome and often unwanted. Indeed, you will give birth to an Incubus son, and there is no way to avoid that. Cut your own throat, he will live. Remove your womb from your chest, he will live. Roll down a hill, fall off a cliff, he'll live. And he will always know where you are, and he'll always want to come find you. His father's mark was a sign of matrimony between you two; this Incubus, your son, will be with you forever.
And he'll be heartless. Your child will be more sought after than all other humans. He'll be handsome, to the level of song and story. He'll be smart like the point of a quill. And yet around him, for his whole life, will be broken hearts; yours, the boys and girls of the neighborhood. He'll detest them, and rain the sun down on them from his magnifying glass, like insects. You, like them, are just a human woman. You will be abused and in the end, when he's ready to face the world, left alone in shambles.
xxxxxDESCRIPTION Ancient tales say that the Incubus and Succubus were conceived from one special union; Lust and one of the most powerful demons of hell bonded, creating the first Incubus, Eklopyter. The first of his kind, Eklopyter contained all of the powers of both demon and sin, a man of extreme power, beauty, and mystique. He bewitched cities and left nations drooling over him, and with time impregnated many women, creating many of his kind. With time, he changed the bodies of girls into Succubi to spread his blood outwards, and so began the first generation of Incubi and Succubi. However, there was always a difference between the two.
First of all, Incubi are closer to their demon side. While they possess the powers of both fallen and sin, the demonic half of their coin glimmers ever-brighter. They lust and desire more for their own pleasure rather than for self-defense, their strength stemming from other things. However, you cannot count out the Incubi's ability to please. From their great matron, they have gathered the ability to manifest in the most sensual ways, and can bewitch others as they seek. Much of their power lies in what others perceive of them. They turn their foes into their own enemies.
xxxxxSTRENGTHS • Extremely seductive. Like Succubi, you possess the ability to instantly seduce others as long as they're two ranks below you. It's said that this becomes possible only due to their astounding beauty, but that is only a supplement. The Incubi are indeed far more handsome than all other races, but their seduction lies in the magical energy they are born with. This energy flows around them and into the air like cells into a vein, bewitching any they seek. • Extremely high amounts of energy (1.5X the regular pool). • Ability to manifest aspects of the demon at will. They can extend a tail, wings, sharp fingernails, as well as horns when they please.
xxxxxWEAKNESS • Many problems with interaction. They tend to wander aimlessly for their entire lives, detached from both people and reality. It's very difficult for them to form lifelong bonds. • Unholy creatures, one rank weaker to holy magic. • Incubi can get caught up in the game. They can destroy themselves lusting over others. When a particular target is challenging or especially attractive, they will lose their minds trying to capture their affections. This is more of a vanity thing than actual love for that person, but it can result in ruinous penalties. Anyone who is close to that person will become your enemy. You will find yourself extremely jealous of people approaching them, and this will often lead to physical violence. • Extremely weak early. Your bloodline is far below the tier of others until Master rank, and it only truly shines at Sage.
xxxxxPASSIVE ABILITIES • The Demon's Dance The way the Incubus seduces others with their charms. Regardless of rank, the affected will find it very difficult to deny them. If the subject is two ranks lower then the user, they're automatically seduced. The higher ranks can be seduced as well, but it'll be more difficult. Once captured the target focuses only on the Incubus, sort of like tunnel vision blocking out the surroundings. Seduction is two things: pheromones (thus it is stronger agaisnt those with enhanced smell) and an aura. It's an aura that pushes outwards and seduces people, as well as a smell that leaves them hungering for you. It can't be blocked by barriers/etc. Fully seduced foes cannot attack you, and will heed one command from you before the seduction ends (they won't kill themselves - regardless of how you word it). Partially seduced foes (anyone within the aura) are still enamored by you and their attacks will deal one rank of reduced damage to you. The aura is around 8 meters, while foes with enhanced smell will be effected up to 20 meters.
• The Game This can only be applied to someone the Incubus has met before. Since Incubi appear simply as men, it's impossible to tell them apart from others. The moment you interact with them, they can register your desires. They'll remember you, and discover the aches and wants of your body. They'll know what sort of kinks you're into, and what type of person you like. They can use this to seduce you in person, or they can use it to manifest in your dreams. They'll send a little fraction of themselves to wherever you lay your head at night, and corrupt your body with their touch. When a victim is stronger and more able to resist them, they'll stick to beautiful and elated imagery to keep you hooked on your fantasy world. Timid and fearful victims will often be tormented with their desires, controlled by them rather than gifted them.
When a victim is truly infatuated with their fantasies, or crippled into submission by them, the Incubus has the power to manifest their spirit completely. They will then loom over them, and please their bodies however they want. This is most often used simply for the personal satisfaction of an Incubus, but can also be used for assassination purposes; ie, if the Incubus has reason to kill the target he's seduced, he will. The Incubi cannot use this ability to teleport to people while in combat, or to teleport to people who are in combat. The opponent will not suddenly be alarmed by the Incubi, but worked into it. They'll know they're coming, and will eagerly await them.
xxxxxTECHNIQUES • CloudsD Usually, an Incubi's wings can only glide and help reduce the impact from falling. With this ability, though, you coat your wings in energy and allow for full flight, for a time. This energy will remain on your wings for three posts, at which point you will have to re-apply it. You gain +2 speed while flying.
• ThroatsC With a bite deep into their neck, the target will lose all ability to resist your seduction. They will immediately go under heat, lusting and desiring for you. This feeling is described as being extremely sensual, for both the Incubi and the bitten. However, consecutive bites can quickly drain the target's energy away and leave them completely immobilized.
• ClawsB Your nails will grow momentarily, and then you will swipe both of your hands, causing ten waves of energy to arc out. These waves will press forward in collaboration, smashing through projectiles, and picking up in speed the longer they're present. They will then begin to track down the opponent, and will hunt him/her for the next two posts. As stated, the longer they continue, the faster they get. Eventually, on the second post, they will all merge together to form one great blast of red energy.
• HornsB-S This ability can only be sustained for one post, but will block techniques of a rank higher. Manifesting your horns, you will create a force field of energy around you to nullify incoming attacks. When the force field dissipates, it will sink into the ground and leave a satanic circle around the Incubus. This circle, while he is inside of it, will slow incoming opponents by one point for the next five posts.
• RingsA A demonic power. Circling around you will be two rings, coming over your torso from your waist to a bit above your shoulder. The rings themselves are see-through and can be passed through easily. However, on each ring will be three beads. During any time since activation, you may fling one or more of these beads, and they will explode into a chaotic blast that extends about twelve feet outwards. Flinging them is as simple as throwing their energy at a target. These beads may also be glued to parts of your body, and if these beads are directly hit, they will explode and damage only whoever impacts them.
• EmblemsA-SS A shield of demonic energy will cover you in a complete field of protection. Everything within ten feet of you, for the next post, will be immune to damage from things A rank and below. This scales with the rank of the technique (this technique can be boosted). The power of higher-ranked techniques will still harm you, but will deal you a fair amount less in damage. The next rank up (S-SSS depending on your boosts) from the rank of this ability will deal almost no damage to you.
• DemonsS Requires Master Rank, Requires Self-Performed Mission of 5000+ words in length. The mission should describe the process: 1. The inquisition of how to turn into a demon 2. Searching for a demon that has entered the mortal world 3. Finding the demon, gaining their trust. This can be done verbally, sexually, or even by showing them your power 4. Killing the demon and harvesting their remains. Just as Azazel drank a demon's blood and ate his flesh to become the first vampire, Incubi can master their demonic power by killing demons and using their bodies. Eklopyter, grossly, performed necrophilia on the dead demon. The other Incubi after him (of which there have only been 1-2 to undergo this transformation) have eaten the dead corpse
This is the final step. Once you take this leap, you won't be able to go back to the way you were. Your demon half will eclipse your sinful half, and your power will multiply. First of all, your appearance will change. Incubi who turn into demons tend to take back from their development cycle, growing taller, more intelligent; a superior, more apex predator. Their skin goes paler and sometimes greyer. Usually, your teeth will grow sharper, and your eyes will begin to turn silvery. The process of turning into a demon usually takes days. For Incubi who are physically weak (such as mages, necromancers, etc) will take much longer (weeks, months) to integrate the demonic power through their body, as they will be overwhelmed with pain when they try to rush the process. When the process is finished, your body will begin to more rapidly change, and eventually you'll become a pure demon. Your sinful side will completely vanish, and so will your connection to the matron, Lust. However, surprisingly, not all that much changes about you.
Lukhan was a very sexual demon. He, as well, had the power to control the hearts of others. Like him, you will grow brutally strong, but may also be charming and seductive. It is impossible for an Incubi to escape from their true roots; they will always be immersed in passion and sexual desire.
• TonguesB Requires that you've become a full demon
Locking lips with someone and letting your tongues dance, you can then begin to channel your power. This sweet kiss then becomes a curse on their body, and whether they lay egg or seed, their child will become someone much like you. This is another way Incubi create Incubi; they can assure that a child of their own kind is created, with just this kiss. That person will always feel the need to watch over and protect their Incubi child, regardless of how they may find themselves treated by them. Then, in time, they will give birth to more and more Incubus children.
• FeelingsA Requires that you've become a full demon
The Incubi can perform something paramount to telepathy. This is actually a form of demonic possession, but weakened. Channeling your energy into their body, you can make the target feel all sorts of things. Pleasure, elation, arousal, pain, sadness, anguish. There is only one specific feeling you can make any target feel at one time. You cannot make them feel multiple things. Combined with your seduction and charm, this can make people fall on their knees for you. Or, combined with your ability in battle, the pain or irritation can really make a difference.
This feeling is amplified for the rest of the fight.
• LashesA Requires that you've become a full demon
You manifest (bring out) a certain aspect of the demon; your tail. The tail, as an Incubus, was fairly short and basically useless. It was only good for aesthetics, and sometimes bondage, really. This tail has far more usage. The tail is now extremely large, as if from the body of a dragon. There is not only one tail, but three. They start off camouflaged, barely visible as if to not take away from the demon's desirable appearance. However, once they've first made a swift movement, they will become visible again. They are good for attacking opponents, catching projectiles (they are capable of lashing out, grabbing projectiles and then absorbing them; obviously ones too large/too strong can't be eaten), and when they make contact with the ground, they sense things within the immediate area. They can be destroyed, and must be regenerated by performing this skill again.
This costs high energy to activate, but will remain active until you decide to turn it off. With this ability, your skin as well as your seductive aura (8 meters) becomes extremely cold to foreign touch, far below zero. Making contact with an Incubi at this point is like dashing into the world's most horrific blizzard, with hail and frostbite coming upon you. However, contrary to what you might believe, this experience is extremely pleasurable for whoever feels it. They will, rather than flinch, want more and crave more. It is said in ancient lore that the most powerful of Incubi could seduce a dozen people, lay with them, then make an ice sculpture of them all. While that seems a little far-fetched, it may not be out of spectrum for a practitioner of this ability.
• FuturesS Requires that you've become a full demon
This is a powerful ability that the Incubi may perform on someone they are having sexual relations with, and only during the act. It's so subtle that you won't notice it; a tiny, faint glow against the palms that may brush against your skin. This ability ensures that people they've made love to will not betray them. How? It sets up a certain calendar event within their body. For example, the Incubi will whisper to their heart: on the twenty-eighth of the final month, you will be unable to control yourself and will come find me. You will lust for me and need me, and I will be there. These appointments are not to be taken lightly, and the Incubi will always deliver on their word. Until this day, however, the recipient of this spell will never desire to hurt or kill the Incubi. They will instead feel a closeness with them, something similar to a blossoming love. They'll often think about the Incubi, and it will slowly build up until, on the promised day, they will want to see them again.
This promised day can only be within a few months of the current day. So, you cannot set the date to a hundred years later or something. This ability is actually commonly used by Incubi who legitimately wish for someone to love them, and they will slowly guarantee their target's love with visits every so often, with the blossoming feelings growing like a weed into their heart. For the most part, though, this is used to remove potential threats.
The date can be up to three months later. If you miss the appointment and don't meet them, then you miss the chance to safely reapply the spell.
• WintersS Requires that you've become a full demon
An advanced version of "rings". This ability coats your body in an energy shield that, upon being struck, will devour whatever hits it, and explode if it is impacted with something beyond its power. It will not hurt the demon. Similarly to Rings, you may launch shards from the energy barrier around your body at foes, and they will explode for a freezing blast of about fifteen feet. There are ten shards. You must specify from which part of your body these thrown shards have come from.
• HeightsS Requires that you've become a full demon
This can be used in conjunction with Clouds, as it requires for your wings to be manifested. Wherever you run, and wherever you fly, your wings will leave a trail of energy. This energy will be extremely thick and molten hot, as if you were creating a fiery maze around the opponent. And in a way, you are. For the next three posts, this energy will exist, and be present. On the second post, it will start to radiate, and the vision of it will blur. On the beginning of the third post, it will begin to dramatically shake, it will become brighter and brighter, then it will ignite; it will become a thick blast of demonic energy, incinerating whatever is too close to it (about 20 feet). Usually, upon casting this ability, the demon will continue to run and fly around for the next three posts. The blast does not hurt the demon, nor does the molten energy.
xxxxxADDITIONAL COMMENTS Explaining the Incubi's power The Incubi draw their power from their father, Eklopyter, and his father, Lukhan. This demon, Lukhan, was one of the greatest demons of hell. So powerful was he that the gates split open and allowed him into the mortal world at a whim. He hunted for the sins, curious as to their power; they were like demons, supernaturals and humans, but at the same time separated from them. They were a new power, on a league of their own, and they rocked the mortal world. He desired to obtain them, usurp their power. He desired to become the King of Hell, using them as his conduit. Unfortunately for him, he learned that pure demons could not contain these creatures, but that didn't change anything. He wanted to at least understand what they were.
So, he continued to look, and he found. Deep in the ruin of an ancient city, he found a tribe of people hailing a red headed woman as their Goddess and Queen. They were exhausted on the floor, all of them spent and lusting for more. This sight brought him great curiosity, as well as excitement. He wanted to know just what was waiting for him deeper in the ruins. However, all he found was a note; she had known he was coming, and wished to avoid him for her own safety. Lust did not want to be made into a demon's hag, or a demon's coat of skin. She realized the difference in their power: that if he willed it, he could crumble her to dust on a whim. However, because of this difference, he eventually caught her anyway. In the chase, he felt passion, and he let this out when he claimed her body. From his seed, the child was born. The new race was at hand.
Yes, as it has been told, the Incubi are closest to their father. Eklopyter, a loving son, was even said to have become a demon in his last days on the planet. He then joined his father in hell, leaving the mortal world forever behind. But with his leaving, he left his sons great knowledge of how to use the power of the demons. Lukhan, in particular, was a demon whose power was built on brutality. He was a fighter, not a lover, not a contractor, not a liar. It is because of their connection to their demon half that, even while they have the potential to be wily and charming, they tend to be more straight-up and honest. They do not attempt to soothe and seduce people, but rather they make them feel as if they're just that much better. They will allow the people surrounding them to have a taste of their beauty that is both demonic and sinful, and leave them wanting for more.
That, however, is just a part of their power. What really lies within the Incubi's arsenal is a whole load of demonic spells. It's even said that, in the height of their power, they can surpass their limits and become much like Eklopyter, something far from Incubus. With this, they give up a majority of their sinful side, and embrace complete harmony with their other half.
Once you've become a demon Because there are different types of demons, you can consider yourself far separated from the Diabolus and Dreadnoughts. You are a completely different creature, from a different sect of hell, and with a different intention. Of course, it will be easiest to simply describe the changes inside of you.
1. You may now set up waypoints in areas. Using these waypoints, you can travel through the gates of hell and appear all over the world. The only way a waypoint can be used in combat is if you have already set up that waypoint in the thread far prior. Waypoints are massive red stones. The only way to connect a waypoint to hell is to bed a virgin against the stone, then sacrifice them when they've lost their innocence. You may only own six waypoints at any time.
2. Each demon has their own weapon that brings them great pride. Incubi who already owned powerful weapons can apply to enchant them with special effects in the custom area. These effects are fairly strong, but don't get ahead of yourself. These weapons will be named after the demon who you killed to become a demon, as they are from the remainder of their parts. Once this weapon has been enchanted with this effect, it will never leave them. It will always return to them, somehow.
3. When you've become a demon, you will not lose your ability to seduce people. In fact, your type of demon is even more alluring than an Incubi. Your pheromones are intense, bringing people towards you. You will be more attractive and exotic than ever before, making you the awe of many eyes. However, this doesn't actually increase the rank of seduction or anything of the like.
4. You unlock the final abilities of the demon. These are the powers that Incubi can never obtain unless they surpass their sin.
xxxxxRESTRICTIONS • Your stats are 6/6 • You must be a male to be an Incubus. You must be a female to be a Succubus.
-VL- El Hiro Fresco
[ Bloodline created by Shane ]
Posted: Sun Jun 30, 2013 11:37 pm
xxxxxxxxxxTHE SUCCUBUS "Control for its own sake is a pointless diversion. I don't want to control mankind out of lust for personal satisfaction, but for a gratification for the power I have always deserved. My power. Unholy, sinful delight." XXXXXXXX- JUDIE OF FRAXON, THE FIRST SUCCUBUS
xxxxxPATRON DEITY LILITH, GODDESS OF DEBAUCHERY
xxxxxHISTORY Hundreds of years ago, on the first day the sin Lust emerged from her former self, a demon named Lukhan hunted her across the world to discover what she was. He had an interest in her body, and her power. He had an interest in what she could do for him if he were to control her. However, she made his lust control him instead, and managed to escape with her life. It is from his lust that a child was born, Eklopyter, the father of all Incubi and Succubi. He seduced a thousand young ladies and with his sinful energy, changed their bodies into your kind. They then became the first generation of Succubi, and their impact on the world was great. They rocked the ideas of pleasure and sin, bewitching thousands of men and creating massive fractures within even the greatest Empires. Eventually, however, a great purge of the Succubus was called. It was a holy war to regain stability in the empire, which was completely severed. Many thousands of the winged women died, but many still lived. From that point on, like the Incubus, they began to work in the shadows, only making their own fun and their own factions. Some of the women would eventually conceive, and from that, they'd create you.
From the moment you were born until now, you were always taught that men are evil. The first words from your mother were "protect yourself", before she left you in the dust. Sometimes you would be sent to an orphanage, sometimes a bordello, even as a babe, so that you could be trained in the art seduction for your entire life. However, unlike the Incubi who often don't, you will understand who you are. Inside of your body is a fraction of Her; Lust. And because of that, you will lust for bodies, and lust for control. You will want to stand over the world with an army of a thousand, and have them all leap from the sky-tearing cliffs just for the hell of it. You revel in control.
And with just a little patience, you will have it.
xxxxxDESCRIPTION Your matron is Lust. Because of your closer connection to her, your seductive powers are not as demonic as the Incubi, but more sinful and far more similar to Lust's own powers. The Succubi possess magic akin to enthrallment, and will use anything at their disposal to obtain that. They will use illusions, spells, and other things all for the purpose of controlling you. This is their true power.
xxxxxSTRENGTHS • Extremely seductive. Like Incubi, you possess the ability to instantly seduce others as long as they're two ranks below you. It's said that this becomes possible only due to their astounding beauty, but that is only a supplement. The Succubi are indeed far more beautiful than all other races, but their seduction lies in the magical energy they are born with. This energy flows around them and into the air like cells into a vein, bewitching any they seek. • Extremely high amounts of energy (1.5X the regular pool). • Ability to manifest certain aspects of the demon at will. They can extend wings, sharp fingernails, as well as horns when they please.
xxxxxWEAKNESS • Unholy creatures. (+1 Rank Weakness vs Holy Magic) • Against foes too powerful or too clever to fall into your schemes, your powers can be rendered almost useless. • Selfish creatures. Since Succubi are more open with their race than Incubi, they also have a bad reputation and are known for being users and manipulators. It is best to give people the impression that you're a human unless absolutely paramount that you reveal yourself. • Extremely weak early. Your bloodline is far below the tier of others until Master rank, and it only truly shines at Sage.
xxxxxPASSIVE ABILITIES • The Sonnet of Sin The way the Succubus seduces others with their charms. Regardless of rank, the affected will find it very difficult to deny them. If the subject is two ranks lower then the user, they're automatically seduced. The higher ranks can be seduced as well, but it'll be more difficult. Once captured the target focuses only on the Incubus, sort of like tunnel vision blocking out the surroundings. Seduction is two things: pheromones (thus it is stronger agaisnt those with enhanced smell) and an aura. It's an aura that pushes outwards and seduces people, as well as a smell that leaves them hungering for you. It can't be blocked by barriers/etc. Fully seduced foes cannot attack you, and will heed one command from you before the seduction ends (they won't kill themselves - regardless of how you word it). Partially seduced foes (anyone within the aura) are still enamored by you and their attacks will deal one rank of reduced damage to you. The aura is around 8 meters, while foes with enhanced smell will be effected up to 20 meters.
• The Dance It's raining. You meet a girl, standing somewhere in the center of the road. She doesn't bother with an umbrella, she sings in the rain and dances with the wind. A free spirit. You can either choose to approach her, seeing as she seems such an open and enjoyable person, or leave her to her own devices. If you choose the first option, then you're falling into her claws. There are three signs to true seduction with The Dance: a visual sign, an audible sign, and a physical sign. The visual sign was the rain, and the audible sign can be many things. It can be her voice, it can be the sound of birds chirping, as long as it's something that you can clearly hear, that clings to your mind. The physical sign can be simple; she can shake your hand, or give you a hug. Anything, really.
With these signs, she sets everything up for the next time you meet. She will perform three different signs. The only requirement is that one of the signs remains exactly the same. For example, if you see her again underneath the rain, then that sign is the same. If she hums the same tune, that sign is the same. When these requirements are complete, anyone, and of any rank, can be seduced. It is best to ease into this ability, so that someone doesn't notice the signs. It is not a requirement for a Succubus to state they are using signs, or this passive, even in-character.
Rules - 1. The physical sign must involve physical contact between the Succubus and the target. 2. The visual sign cannot be something directly connected to or relating to the Succubi's body or their attire. 3. The signs have a specific order in which they must be done: Audible, visual, physical.
xxxxxTECHNIQUES • CloudsD Usually, a Succubus' wings can only glide and help reduce the impact from falling. With this ability, though, you coat your wings in energy and allow for full flight, for a time. This energy will remain on your wings for three posts, at which point you will have to re-apply it. You gain +2 speed while flying.
• ThroatsC With a bite deep into their neck, the target will lose all ability to resist your seduction. They will immediately go under heat, lusting and desiring for you. This feeling is described as being extremely sensual, for both the Succubi and the bitten. However, consecutive bites can quickly drain the target's energy away and leave them completely immobilized.
• DreamsB This requires the succubus to be within touching range of their target. It is similar to The Dance in the way that there are certain requirements to fulfill in order to activate this ability. The succubus must give an auditory cue pertaining to resting or sleeping, and then caress their target in some manner. The target will then grow tired and promptly fall asleep.
• ChainsC-S The succubus has the ability to create manacles/ropes/chains out of their energy. These are launched out at an opponent and will immediately try to clasp onto them. The succubus can control how tight they are.
• SinsS Requires Master Rank, Requires Self-Performed Mission of 5000+ words in length. The mission should describe the process: 1. The inquisition of how to turn into a sin 2. Searching for a Succubus who has encountered lust, a man who has been controlled by lust, and a piece of the sin herself 3. Once you have gained all of the necessary information, you will gain an impulse and you will immediately know an important, hidden thing: the location of your own mother. You must kill her in order to pass the test, and become a Sin.
When you were born through a modest woman's womb, you must've found it unlikely that you could ever reach this point. The sins... they are creatures in power beyond all men and women, on a league of their own. They are deadly and terrifying, they are immortal and incomprehensible. And when you take this step, you become one of them. First of all, a Succubus who becomes a sin is capable of changing their features slowly, and outside of battle. They can change their hair, the color, their facial features, their body type. Second, they, like the Incubi who become demons, constantly emit an arousing scent that draws others desires to them.
When you become a sin, you give up what you once were. No longer are you that girl who was brought up into sex and need. You will become a creature far unlike your mother, one with ambitions only rivaled by their supreme power.
• AntonymsA Requires that you've become a full sin
After the succubus has managed to put someone underneath their seduction spell, they can instantly turn all pleasurable feelings into immense pain. Any form of pleasure the target was feeling would become so painful it could easily cause someone to pass out due to the stress.
• SoulsA Requires that you've become a full sin
Once their target is lulled into a state of unconsciousness or otherwise subdued the succubus can pull the energy out of their target. It will appear as if both the mouth of the succubus and the target open, and the succubus seems to almost rip out their soul through a thread of energy. This will take away 1/3 of the target's energy every post. During this time, you must save them, or they are gone.
• FeelingsA Requires that you've become a full sin
The Succubi can perform something paramount to telepathy. This is actually a form of demonic possession, but weakened. Channeling your energy into their body, you can make the target feel all sorts of things. Pleasure, elation, arousal, pain, sadness, anguish. There is only one specific feeling you can make any target feel at one time. You cannot make them feel multiple things. Combined with your seduction and charm, this can make people fall on their knees for you. Or, combined with your ability in battle, the pain or irritation can really make a difference.
• ThreadsA Requires that you've become a full sin
The succubus can create a link from their body to their opponents body. This link cannot be destroyed through any means other than removing oneself from its range. As long as the link is intact they will suck the life force out of their opponent. For each post they will siphon off 1 stat (speed/strength) point and it will be added to their own stat pool. Once the link is broken the succubus loses the added stats and the victim gains them back. The link has a range of 30 feet. The way to establish this link is through shooting a light beam that moves at the speed of a bullet. Once it pierces, it will connect you two.
• CharadesS Requires that you've become a full sin
This skill lasts for two posts. You don't have to say that you used it or even hint at it IRP. Instead, you must tell a VC or the Captain when you used it in a fight. If you did not tell either, then the skill never happened, and you can face the consequences of that in battle. This skill changes reality; the enemy will continue the fight as if all were regular, when it is not. It is an illusion, a fake world. Everything they do is meaningless. They could cut off your head, destroy you, it wouldn't matter. The energy they use in this dream world is still lost even though the spells were not performed. Anyone who enters this thread is also caught in the dream, including you. However, your spells do not cost you energy while this is active, meaning that you could easily pressure the opponent into defending themselves and blowing ridiculous amounts of energy without the same drawback. You can only use this once in a fight. If an individual enemy uses more than 500 energy within charades, it will end.
• EndingsS Requires that you've become a full sin
Sins are strange creatures. They can't be described by words, music, or even the minds of both angels and demons. Even the sins don't understand themselves. They don't get what type of creatures they are -- why they can't truly be killed, why they can be held inside of mortals like a weapon and a trophy. However, the most powerful and ingenuitive of sins can use this against another. This can only be done by forcibly opening another's mouth and then basically ejecting your soul into them. The result is the Succubus entering the body of another, like a sin into a vessel. And then they corrupt them, fast. It only takes an instant, and the harvesting of their body will take place. With this, the Succubus will essentially own their body, and it will be similar to a bond between a sin host and a sin. You will keep your Succubus abilities and stats, as well as your three sin abilities, but you will be the 'sin' and therefore can only sometimes be present. The regular body of the 'host' will become your new playing ground. This can only be done once. You can't hold another sin, or obtain a mark past one, after this has been completed. You may rank up with the sin host, like with regular sins.
xxxxxADDITIONAL COMMENTS Explaining the Succubi's power What Lust always desired, when she was simply known as Princess Judie of Fronta, was just to control the world. She manipulated the hearts of men and women to do her bidding, and truly she was the one who started it all; she was the Eve of Axiom, who helped to craft sin into seven bodies. She was the first one to be twisted, followed by her sister, men who desired her, and so on. What caused all of this strife was the obsession with Judie: she was a woman who was beautiful and desirable, and whether you liked her or hated her, you knew of her. And you would go to any lengths to either help her, or bring her harm. That was the effect she had on people. That is the effect that you have on people.
Lust was a woman born with the imperial regalia, a golden crown and a handful of pearls. That is what many who knew her would say of her; that she was always prestigious, a true Queen amongst regular men and women. Many who knew her were exalted, unable to fathom her. She was so far beyond everyone else. She had the beauty of the sun, the mind of a diamond, and a true understanding of her peers. Everyone knew she would be the best Queen to ever lead the nation. You have this same, exalting effect on people.
Your father is a demon, and one of the most powerful of hell. His name is Lukhan, and he is a true, free spirit. He doesn't care about armies, power, ambitions, fate, or anything. He simply uses his power to do whatever he pleases, and understands that more power means more freedom. He sought out Lust with the intention to imprison her within his body, which would essentially make his ability to control others unstoppable. Lukhan is a Desire Demon, one of the more prestigious species of demon. They are also one of the least malevolent of them, usually basing their actions on what brings them entertainment, rather than what brings misery to others. If they were ever to hold Lust, their power would be boundless, as they would be able to completely indoctrinate all other creatures. That is why this entire race began: Lukhan sought to become the ultimate creature, and when that seemed impossible, he sought to create it.
Once you've become a sin Like with other sins, you gain certain powers upon ascending to this elevated status. They are rare and amazing abilities, and with them come some interesting extra skills to guide you through life's challenges.
1. You may create a set of [3] custom skills, known as your Post-Sin powers, that are extremely powerful. These are similar to the actual sins abilities, like omniscience, erase, etc. They are ridiculous compared to regular skills in their base energy : base power.
2. To clarify - #1. Post-Sin Succubi can still hold other sins, just like sin hosts. This means that, their maximum capacity for sins is two, themselves and another. It also means that you can skip Lust if you are trying to gain the seven sins, and make the wish. You would be using your own body to make the wish, though surely such a sacrifice would be highly compensated. #2. If the sin dies, your time playing her is over. However, other RPCs may venture out to find her spiritual essence, and could perhaps try and integrate her into their being. The Captain will have to be contacted for this.
3. When you've become a sin, your connection to Lust grows ever stronger. You emit a pheromone, like the Desire Demons, and use it to draw people's hearts towards you. They will see you as a creature purely of beauty, a fragile spirit. They are wrong on this. This doesn't actually increase the rank of seduction or anything of the like.
4. You unlock the final abilities of the sin. These are the powers that Succubi can never obtain unless they surpass their demon half.
xxxxxxxxxxTEMPUS INEXSTINCTUS [ Destroy the boundary of time. ]
xxxxxPATRON DEITY NIRALIEL, GODDESS OF TIME
xxxxxDESCRIPTION Quite possibly the most powerful thing in the world is the tempus. The rarest bloodline of them all once again its given out on special events due to its power.
This bloodline has only one skill.
xxxxxTECHNIQUES • Time LagS An absolutely devastating ability that is rarely defeated. The ones who awakened this bloodline have incredible power over time and it is demonstrated by this one ability that is known.
This ability slows down time that a running trickster being seems like he is taking a casual walk, bullets slow down enough for you to actually catch them without harming yourself while you are moving as fast as you normally can.
To the enemy when you move in this state you seem to vanish and appear somewhere else. There are limits however.
This costs S rank energies to activate and costs another A rank to extend to another post. Sad thing is when you shoot an arrow it will slowdown to the speed I have said only things in contact with you remain at your speed meaning... as soon as an arrow leaves the bow, a bullet leaves the barrel or a knife is out of your hand it slows down too.
Other people's energies seem to interrupt this incredible ability, whenever you wish to strike someone with a melee attack in this state as soon as you are a meter's distance from the enemy time returns to normal but when they attack you , you are able to dodge with this ability as long as they are at least a meter away. Dont think you can surround the enemy with a hail of arrows from all directions or bullets. Remember as soon as you are not in contact with them they too slow to the relative normal speed of the enemy thus they may still dodge, but you can move behind them during this state and release the hail of arrows or bullets there surprising them and then go back in front of them.
xxxxxADDITIONAL COMMENTS Time holds no meaning to me. I walk between the boundary of life and death. I carry the shadow of the past, all scars, all pain, all love, all joy. I am the tempus. I carry the shadow of everything.
-VL- El Hiro Fresco
[ Bloodline created by Squishy Havock ]
Posted: Sun Jun 30, 2013 11:39 pm
xxxxxxxxxxDREADNOUGHT [ Of Mice and Men, we care not. It is ours to tend the darkness. ]
xxxxxHISTORY
When men think of demons, too often do they think merely of beings like Catherine and Cayene, not frequent are their mentions that of the more common lords of evil that roam Axiom. The name Dreadnought, to those who truly do know of their vile nature, brings equal parts contempt and fear; apprehension and hatred. These beings may not be as powerful as the Gods and Demons, but they share common place in that they were once bound and truly held back by Kala. The tearing of her hold over them sent the demons roaming into the world, claiming territory again, razing cities again, being true lords of terror again. Though they do not directly work together unless tied through bonds of some sort, it appears as though the unholy horde is headed by these monsters who act as generals, bringing lesser demons forth to do true battle, ispiring allies with unholy roars, while still being able to rain fire and brimstone, ice and frigid winds, or even rock the earth and stone. Through history the Dreadnoughts have inspired nought but dread in more stories than can be recounted, and too far back than what has been recorded. It is hard to tell their story definitively, but one thing has always been known. The sight of a Dreadnought bears ill will for those who see them.
xxxxxDESCRIPTION Incredibly tough to put down, and just as hard to survive against, those of this races are considered highly dangerous, even among the other incredible and strong races. Fighting a single Dreadnought is tough, sure, but facing off against a Dreadnought and an ally, even another dreadnought, can be more than just daunting. They can literally almost force a change in any willing ally, making them suit their needs as need be.
xxxxxSTRENGTHS • Your body is a living weapon, charging into a Dreadnought half cocked is almost always a death sentence. • Passively loses their weakness to holy at Master. • All attacks and skills considered Unholy. • Buffs from dreadnoughts to ally have a special property when coming into combat with holy attacks. The Dreadnought's skills gain a +1 when coming in contact with Holy skills, but only their direct skills.
xxxxxWEAKNESS • +1 Holy Damage • Their damage put out is often inconsistent. • Better in a group where they can buff others to do their bidding. However, in a group they are often limited in what they can do without harming allies. •Specialist is a nono for them. • Normal heals won't work on them, they need healing from a necromancer or a shadow knight. • One Element, which dictates how a lot of their skills work.
xxxxxPASSIVE ABILITIES • Kala's Will Dreadnoughts are monstrosities of truly powerful inclination. However, as they are created directly by Makath himself, they are all unique. No two look or fight the same way as another, and this shows truest in how they look. Some choose to sustain flight and perfer to move slowly, menacingly. Others choose to barrel across the ground, tearing the earth in shows of awesome force. Whatever they look like, their aesthetics are anything but. Their method of transportation, their looks, even their voice holds importance to them. You see Dreadnoughts often take the form of men with burning eyes and smokey breath as they go about their days, but when they go into combat their true forms are released. They grow to massive sizes, taking truly beastial forms. This form must be applied for when the character is created, and can have up to three of it's own passive abilities. This also describes what you look like, so be descriptive. This also allows them to create a custom weapon fueled by dark energy for the dreadnought to use when they enter demon form. Apply for it in the Talent subforum, with no weakness necessary.
For example: An example of a Dreadnought focused on fighting alone will be large, spiky and have passives that allow them to put out more damage or resist it more efficiently. A Dreadnought better suited to using others can be just as large but focus more on passives that make people fighting with them more ferocious and powerful.
• Black Soulgems The Soul of a Dreadnought is contained within a Black Soulgem that the Demon protects at all costs. If it is destroyed, so too will be them. However, this is not often located on the Dreadnought's person. It can be kept literally anywhere, and is the reason why Dreadnoughts are so tough to kill. It is widely known, however that this is the case. If anyone comes to be the possessor of the Dreadnought's soul gem, the Dreadnought will become their willing seek them out and be compelled to do whatever it takes to get their gem back. However... a Dreadnought's Soulgem is a powerful artifact for the dreadnought. When their bodies are slain, their form will turn into a black flame that shoots into the air, retreating to it's gem to regenerate. After a small amount of time decided by crew, the Dreadnought will revive in a massive explosion of fury and genesis, equal in strength to what they were before death.
xxxxxTECHNIQUES • Black General's RallyE With a deep bellowing roar of commands the general will send his allies into a rush, rejuvenating them and fueling them to keep on going. Mostly raises morale, allowing allies to ignore wounds and push forward.
• Shed E Their most basic skill, allowing them to enter/exit their demon form. Costs no actual energy.
• TerrorD This skill sends a boomburst outwards after a massive roar, reaching across the battlefield to do the opposite of the Black General's Rally. It demoralizes enemies, putting fear into the most hardy of enemies barring something such as the Lich passive making them immune to fear.
• Domination Ray D-SSS Depending on the energy put into the attack, this skill shoots a concentrated beam of energy from somewhere on the dreadnought's body straight ahead. This beak, for one payment of its cost can, lasts up to two posts at maximum and it's range scales with payment of energy, starting at 20 ft and doubling for every rank after. The beam is only 10 feet wide, however. The damage is enough to bore into and destroy defenses of equal rank over the course of it's attack, and is devastating when focused on a target. However the already low dreadnought speed is even slower during this time (-2.) It also has the elemental affinity of the dreadnought, if they so desire.
• Carapace ShieldC-SSS A hard outer layer of damage reducing energy armor grows from the dreadnought's skin. It lasts until its knocked off but cannot stack, and cannot be used for two posts once it comes down to an equal or higher ranked attack.
• Scatter!B-S With a burst of dark energy, anyone the Dreadnought considers an ally suddenly gain a large buff to mobility as a dark aura surrounds anything that can propel them. One step can take an ally farther than they could before. This gives allies affected a +2 to speed for three posts at B rank, four at A, and five at S.
• Flex!B-S This Skill gives the same buff as Scatter, except to strength instead.
• Terror ShotsB-S This skill fires an element dependent volley of black energy from the dreadnought that moves fairly fast as it hunts down an enemy. The shots explode on contact, and will relentlessly hound an enemy until they are destroyed. At B rank, only one is created, but for every rank of the skill higher another one shot is added, with the total damage equal to that rank (IE the two Shots from A rank only deal a total of A rank damage if they all hit.)
• Raze their LandsA From the gullet of the dreadnought an elemental blast of unholy energy. The effects and damage are based on the element of the dreadnought from crushing rocks that can crush and break bones to ice breath that shoots malicious icey spikes and razor sharp winds. The area in which this skill is used normally doesn't survive long, as the skill has a massive range of 100feet.
• A Gift from the Dark OneVaries By expending equal ranked energy a dreadnought can protect an ally from damage up to the energy they put into this skill. The shield will last upon them until it is taken down, and can be formed fairly quickly, though at least a moment is needed before they attack to see it coming.
• Hell GateVaries-Must Be Expert To Use A black portal opens up in the sky, ground, or even a wall that is impervious to damage. Once per post a hellspawn similar in appearance to the dreadnought spawns with 5/5 stats that attacks with all manner of melee weapons, though they deal the same damage. For trainee energy, you only get one per post increasing by one per rank of energy spent. This portal can only last for five posts, and has a five post cooldown.
• Black FuryA-SS With a roar and an Expulsion of energy, the Dreadnought can direct a massive clot of dark energy to release from their body, in target direction. This blast is both unholy and can be representative of the element of the dreadnought if they so desire, and is extremely deadly in that it has a fairly large area of effect, starting at 100feet, and increasing by fifty for each rank higher. Even if elemental, this skill is entirely black, and even though it is a massive aoe attack it can be directed not to harm allies by the dreadnought. The area, after this attack is complete, is usually left all but entirely destroyed by the dreadnought.
• Mephisto's RageS A black moat opens below every ally of the dreadnought and themself, giving them a bonus +2 speed and strength for four posts. It also primordially boosts the potency of their skills and attacks. All of these can break the caps, but cannot further stack. This skill can be used once every six posts after the buff ends.
• Kala's Will Be DoneSS This skill opens a black moat similar to Mephisto's Rage over a field around them of over 100feet, that moves as they do. This skill saps the energy of all enemies in the area, draining their strength and speed, each of which is lowered by 2. It also makes holy spells one rank weaker when they enter the radius. It lasts for 3 posts, after which it can only be used once more for the duration of combat. Feelings of dread overcome their targets.
xxxxxADDITIONAL COMMENTS
xxxxxRESTRICTIONS • Cannot be a Specialist
[ Bloodline made by -, revamped by Demonic Slayer Wasuken and Boverk Viper - and Again by Kerron aka da bes ]
xxxxxxxxxxTHE SIRENS "I'm not who you think I am. I'm more than that. I don't itch in the night because of sore skin, but feathers wishing to come out and fly. I don't hum for fear of a poor voice, but rather one that would blow you all away. I'm a Siren. I'm more than you'll ever know." XXXXXXXX- SEIADORIA, EX-QUEEN OF KUSANA
xxxxxPATRON DEITY DANIEL, GOD OF CREATIVITY
xxxxxHISTORY Even the sweetest things can be made to destroy. Song, for example, was meant for enjoyment; it could bring life into a village, and establish a culture for the people. And yet, even the sweetest of things . . . can be made to destroy.
Within the history of Axiom, there was one especially beautiful and talented individual. It was Kohana, the younger sister of Kaminae. She was a Mer, like her sister, and she projected the beauty of her voice all across the sea. It was from her lips that the whales learned how to sing to another, as well as the dolphins and all the rest. She taught them how sound could form harmony, and from her guidance, they flourished. She was sought after by all of the Mer in the realm, desiring to witness her beauty and let her voice nourish their ears. She was the darling of Los Anthos. However, this did not last forever, only for a while. When Kaminae and Kohana were still young, the older sister discovered the gate of hell at the bottom of the ocean floor. With the whispers of a demon, she opened it, and unleashed a curse upon her family. Kohana was stripped of her scales and her connection to the ocean, and all she sung to would last for only a time before succumbing to some horrible fate or another.
She then decided that she would never sing again. She met a handsome Mer on the coasts of Amaranthine, and they eventually grew to raise children together. She made sure to teach those children to never, ever use their voice. To never let them sing. Her partner found this very strange, and she quickly grew defensive about it. She noticed that the children did not have scales, but rather the same aspects as her; feathered arms, and sharp nails. She realized that they, like her, had been cursed. Even so, she resolved to keep them alive and raise them, and taught them to never let the voice overcome them. However, forbidden from them, this aspiration grew in their hearts. They wanted to sing, and to see just why it was forbidden. They would then do so in secret, and actually turned out to possess beautiful voices. Some people overheard them, and praised and cheered. One of the old women of their village even approached their mother, Kohana, and informed her of their beautiful voices.
That night, the Siren senselessly beat her children, and told them to never do it again. A month later, a large portion of the villagers died, struck with a sudden illness. She made sure to let the children know that they were the cause. In guilt and grief, they never again sung. In fact, the girl didn't even speak again, fearing what her voice could do. It was only the son, the oldest of the two, that allowed the shame to eventually heal. When he grew older, he vowed to begin his own life. He took his sister with him, though she profusely refused, kicking and groaning as he took her. He realized, though, that they were special. He wanted to eventually refine his voice, and make it so that he could sing freely and to the benefit of the villagers, without them all dying and him being at fault.
However, he was wrong. No matter what he did, he could not refine his voice. Many died around him, and eventually he was rumored to be a witch, and cast away from society. His younger sister was pursued, and was to be slain by pitchforks and torches, for she was a beast with feathered arms and sharp nails. However, before her death, she opened her lips and allowed her voice to flow through. Rather than all of the villagers dying, they all became calm. And that was the first step to peaceful coexistence.
xxxxxDESCRIPTION When it comes to their personalities, the Siren are an open book. However, they tend to enjoy the coastline, and many of them even reside in Los Anthos. They retain a close relationship with their kin, and many of them often consider themselves simply as Mer.
Sirens possess two types of magic: Magic to destroy, and magic to recreate. These two may not coexist however, and upon changing the frequency of your voice to fit the situation, all effects of the other side will cease. For example, if you were to curse an enemy with a stat debuff, upon switching to the more gentle magic, that would disappear.
xxxxxSTRENGTHS • You can breathe underwater, and are an exceptional swimmer. Furthermore, the feathers on your arms can sprout at any time, and allow you to fly through the air at high speeds. This means you are capable at land, sea, and aerial combat. • Amazing at survival. The voice of a siren (with certain spells) can easily lull even the most vicious of opponents into disarmament. • You must subclass into bard, but can completely master that subclass.
xxxxxWEAKNESS • Weak offense. The sirens tend to focus on protecting themselves rather than killing enemies. Even with their destructive magic, they can usually not secure a kill. • The more people you kill, the less resolve you have. Sirens are naturally weak in spirit, as a part of the curse. They can retain guilt for their whole lives, and the more guilt that racks up, the weaker your decision making becomes. Once you've killed enough, you will find yourself unable to finish people off, or even fight people. The pacing of this progress is up to the discretion of the RPer. However, if you are ignoring or highly downplaying this weakness, you will be corrected. • Like Mer, you are weak to lightning. It is one rank stronger against you, meaning it will severely hurt your body.
xxxxxPASSIVE ABILITIES • Soul Song Each Siren has their own personal tune that their soul follows for its entire life. Known as the Soul Song, the effects, abilities, and even name of this technique varies from Siren to Siren, growing with its performer over time. It is possible to play the Soul Song on an instrument but it can only be performed properly by its owner. While the Soul Song is able to cause things that regular music cannot (ex: levitating weapons), there are limits to what it can do. As a result, each rank of it must be approved in the custom skills section. Often times, the Soul Song can be compared to a second talent.
• Nature's Harmony While Sirens can only sing one song at once, physically, their voice is able to persuade the nature and energy around them to sing along. This ability is referred to as Nature's Harmony and by paying the needed energy cost, it is possible for a Siren to be singing two songs at once, one with their voice or instrument and another with nature.
• Silence A passive ability, Silence is the ultimate technique of Sirens and can only be achieved after becoming a sage. By singing in a voice well above the sound frequency of any range of hearing, Siren's can sing a song and never let their targets hear a word of it. However, this technique can be very stressful to use, doubling the energy cost of any technique and limiting its usage to three times per battle.
xxxxxTECHNIQUES • StormE -A A variant of Feather Storm, Storm has the exact same effects and restrictions but without the use of feathers, taking away most of the offensive strength that is found in Feather Storm. However, the wind is still strong enough to rip houses off the ground if need be. Because it doesn't use feathers, Storm has a lower energy cost.
• Feather ArrowsE By plucking a feather off of their wing and hardening it with energy, Sirens are able to easily access razor-sharp arrows without the use of a quiver. This technique works even if the wings are wet and is not only limited to arrows (ex: sharp throwing knives); however, most of the feather is extremely sharp, making it unsuitable for use as a close-range melee weapon (ex: dagger). The number of Feather Arrows created must not exceed the ammo capacity limits. Regular arrows and Feather Arrows are counted together towards the ammo limits.
• Twister D A variant of Feather Twister, Twister has the exact same effects and restrictions but without the use of feathers, taking away most of the offensive strength that is found in Feather Twister. However, the high-speed winds are still more than enough to keep people out or in depending on the situation. Because it doesn't use feathers, Twister has a lower energy cost.
• Healing Melody D-S When using their own voices during a period of rest, it is possible for Sirens to heal the wounds of their allies by singing the Healing Melody, a soothing song that washes away all worries. The strength of the song depends on the amount of energy put into it and its length. At the very least, though, a D-rank amount of energy must be put in. At B-rank and above, this song can be used as an antidote to poisons and such. While singing this song, the Siren may not move. Every 5 posts, more energy--equivalent to the amount that was originally used--must be put into Healing Melody to continue the song.
• Feather Storm D-S By strengthening the feathers and then forcefully shooting them out while simultaneously creating a blast of wind, it is possible to create a horizontal twister of wind and extremely sharp feathers that originates from the user. The radius of the attack equals the length of the wings and the strength of it depends on the amount of energy used. A D-rank amount of energy (the lowest possible) creates a twister that can cause several minor cuts and is more of a distraction than anything while an S-rank amount of energy (the highest possible) creates a twister that can rip houses off the ground and cause deep, possibly fatal, gashes. Feather storm has a 5 post cool-off period.
• Mimic C Mimic can only be used by bards/minstrels because of its reliance on extremely sensitive hearing and sound. After further training their already enhanced knowledge and sensitivity to sound, siren bards are able to perfectly mimic any sound with their own voice, including the voices of others. They are also able to copy songs that they have heard and play them perfectly on an instrument of their choice, with the sound of the song being different with each instrument, of course. When copying a skill, Mimic will create the exact same sounds as the skill but without the effects. While it is considered a C-rank skill to learn, Mimic requires only an E-rank amount of energy to use.
• Feather TwisterC Creates a twister with a radius of 5 meters anywhere within a 30 meter radius of the user for up to 5 posts. The twister consists of high-speed, raging winds and razor-sharp feathers. While the center is relatively untouched, the walls of the twister can be very dangerous. It can be used either as a shield or a cage, depending on the occasion. Only one Feather Twister may be created at once and the user must be able to locate the target before using it. Feather Twister has a 3 post cool-off period.
• Feather ArmorC By hardening all of the feathers on the wings, it is possible to use them as a shield of sorts to either deflect attacks or, if worst comes to worst, to push away enemies. Feather Armor lasts for up to 5 posts and has no cool-off period, allowing it to be used continuously if need be. However, a Siren cannot fly when using Feather Armor. At the most, Feather Armor is able to block up to C-rank physical attacks and D-rank magic attacks.
• Sealing Mantra A When Sealing Mantra is sung for ten posts with a Siren's voice, it can seal a chosen item into a scroll. While performing Sealing Mantra, the caster must not move. Sealing Mantra cannot be used during a battle. The only way to release an item sealed with Sealing Mantra is by singing its counterpart, Releasing Mantra.
• Releasing MantraS Releasing Mantra can only be learned by the Sirens who have managed to become sages. It requires a Siren's voice and cannot be sung during a battle. During the 15 posts required to sing the Releasing Mantra, a Siren must not move. The Releasing Mantra is the only thing that can unseal an object that was sealed with the Sealing Mantra.
• Death's RequiemS Death's Requiem can only be learned after becoming a sage and requires double the number of posts than a regular S-ranked technique to learn because the first time it is sung, will be the last time any song is sung by its singer. As a result, it can only be understood and must be understood thoroughly to ensure that it has been learned. Requiring the voice of a Siren to use, Death's Requiem must be sung by itself, with absolutely no interruptions or harmonies or anything else of the sort. Requiring ten posts to complete and absolute silence from everyone but the singer, Death's Requiem has a haunting and pleading melody with a harmony consisting of sorrow and loss that will bring a dead person back to life. The benefit of this over resurrection is that you can revive someone who died a long time ago, without their body or their belongings. However, once this ability has been used, your vocal chords become unfit for song and you must either cure them or vanquish the ruse of the Siren, becoming a Mer, the race you would have been if not for the curse.
xxxxxADDITIONAL COMMENTS
xxxxxRESTRICTIONS • Unable to perform any songs while absorbing sound. • Sirens, as their mixed roles in various stories seem to suggest, are neither holy nor unholy. They are simply neutral.
-VL- El Hiro Fresco
[Bloodline created by Kagetsukiko, then fully revamped by Shane]
Posted: Sun Jun 30, 2013 11:45 pm
xxxxxxxxxxDRACONIAN [ There's a beast inside of me. ]
xxxxxHISTORY It was rumored that long ago, a tribe of humans that were so barbaric pillaged several villages, slaughtering all in their quest for treasure. One day, in fear of the approaching barbarians one mage cursed their entire tribe, forcing them to go into hiding. What they saw was hideous, for it had never been seen before. Their skins became scaly and they often found themselves asleep for the majority of their time. What wasn't expected was a growth in their desire for gems and gold. Using their newfound power, the tribesmen of the Drakaryan tribe destroyed village after village easily taking their precious gems. They were living nightmares. Eventually, with the rise of Knight's and those truly gifted in the Arcane Arts, the humans hunted the fearsome beasts into near extinction. Today, there are only a few left in the world. They now call themselves the Draconians.
xxxxxDESCRIPTION Also known as the cursed breed. Granted with long age and incredible strength they are a formidable enemy. Underestimate them and you may find yourself at their mercy.
xxxxxSTRENGTHS • Tough scales: Their skin is covered in scales which are tough. By the time they are of sage rank they feel like they are covered in steel. • Strength of Many: Draconians are born with near super human strength. Naturally they are stronger than any other bloodline. • Transformation: Users of this bloodline can go full dragon form, at which point they will be equal in power to most of the dragons in the codex.
xxxxxWEAKNESS • Dead Slow: Due to their heavy bodies, Draconians are among the slowest of the races. • Narcoleptic: Users of this bloodline sleep a lot. After going full dragon form, you have to sleep. • Underbelly: The only weak spot of a transformed Draconian is their underbelly, which is a pretty big spot while transformed. Guard it carefully, a basic iron sword can pierce it. •
xxxxxPASSIVE ABILITIES • I Am the Dragon For no cost at all, user's of this bloodline are permanently in a half dragon, half human form. Their scales make them resistant to the elements. (-1 Rank in damage from elements.)
xxxxxTECHNIQUES • Gaining AirE Description: A simple skill that all rookie Draconians learn, by utilizing their wings, the draconian flaps several times taking them a few feet into the air. At most 5ft in the air, jumping in the air and then flapping can get the draconian will gain three more feet.
• ClawsD Description: The user transforms their arms and legs almost into dragon form. With this, breaking rocks would be like crushing paper.
• GustD Description: Even before attaining flight, you can actually use the wings a bit. You can flap them around and create a gust of wind. The ability to create a powerful gust of wind is here though it can only knock away unsuspecting victims and arrows.
• Sand Paper ScalesD Requirements: Novice Description: A defensive skill, the draconian infuses their energy into their scales, making it raise at an ankle and much harder then normal. For three posts, the scales will have twice the hardness and be very sharp as if like shark skin. The purpose of this is to make close contact very unfriendly as flesh can be shredded from simple contact.This skill needs a two post recharge after use.
• Razor Scale BarrageC Requirements: Sand Paper Scales Description: A technique used in combination of Sand Paper Scales, as it cannot be used unless during the active state of the skill. Infusing the scales with energy, the draconian can launch their scales from their body at a target, turning them into a storm of slicing scales. The scales can cut into material as hard as themselves or weaker. After use, the draconian will have no scales, making them weak to physical blows (physical skills gain one rank against scaleless draconians) for two posts. At the end of the second post, the draconian will of fully regrew their scales.
• Predatory RoarC Description: A technique all dragons and draconians alike know, since the beginning of time. Dragons often roar to demonstrate rage, challenging, or simply to inflict fear or show domanince. By amplifying the sound from the vocal cords inside the draconian's throat with energy, and unleashes a roar. The roar will be in comparison to that of a full grown dragon, enough force to knock back anyone who is before them within 10ft and blast their eardrums enough to make them deaf for two posts. Those with sensitive senses would take double the damage. In dragon form, the power of this skill and distance increases two fold. After use the user must wait two posts before using this skill (or any other voice-oriented skills for that matter) once more to let the vocal cords recover.
• FlightC Requires: Adept rank Description: Your wings are no longer just for show. With enough mastery, you can actually fly into the air and launch your attacks from there. Though this costs a drain of E rank every post of flight.
• Dragon ClawsB Requires: Adept Rank Description: After claws have been used, the user can use a rather powerful skill to make their dragon like claws to become more dangerous. Coating energy around the claws, the user adds their element into the attack, causing different things to occur depending on what element the draconian has. This lasts three posts, and requires a two post cooloff period. The energy coating the claws gives it an extra 3in length, and is capable of cutting through hard substances. At Adept it can cut through Iron, steel at expert, and through most things but diamond at master. Remember, regardless of your rank you have to spend B rank energy.
Fire = Claws are burning with searing flames Water = Claws are icy and cold, wounds they make leave small icy crystals in the body Wind = Claws are coated in swirling winds, making it sharper and slightly longer by two inches Earth = Claws are hardened further and more solid, increasing to be harder then steel and adds to the sharpness
• Dragon BreathC-A
This attack is one of the first powerful techniques the dragon will learn. Charging energy into their mouth, they will roar as a burst of energy is released from their mouth. The attack scales in power with rank, and different elements produce a different effect. - The fire element is the classical flamethrower effect, but at B rank the flame is so concentrated it's more like a beam of heat that can melt steel. - The wind element Blasts the opponent black with a huge blast of air. at B rank, this attack has cutting winds added with it, eviscerating the target as they are caught in the wind. - The water element is much like an ice breath. This attack will freeze opponents if they are caught in the blast, although an opponent with a strength of a higher rank than yours can break free from this. At B rank, this has the added effect of sending icicles as large as daggers at the enemy, each icicle as strong as steel. - The earth element sends a rediculous amount of rocks, mud, and debris flying at the target. If they are caught in the blast for the full duration, they will be buried underneath a s**t ton of earth and rocks. At B rank this earth hardens on contact, slowing the opponent from the added weight and making it much easier to cover them with the rest of this skill.
For users with no element, this attack shoots out of their mouth in a wide crescent, widening largely as it leaves his mouth until it reaches it's maximum width of 5 feet. At B rank the crescents grow to a maximum of ten feet in length.
• TransformationS Requires: Master Rank Description: This makes you into a large dragon. You are capable of all of the abilities of the dragon like flying, breathing your element and incredible strength. This is when you grow those tough scales. All skills of the dragon will be free for ten posts after ten posts it costs B energy to stay dragon. After the transformation you must rest for one actual day and while in full dragon form you are not able to use your class skills. Remember you can kill just by stepping on people you are going to be around six stories tall.
xxxxxADDITIONAL COMMENTS Attracted to gems and gold.
xxxxxxxxxxTHE DUSK ELVES "I let the world around me guide my hands. The sun guides my awakening, the moon my sleep; the tides draw me to the ocean and the cold drives me away. All things are as they should be. Technology, mankind - they wish to destroy the fundamentals of this world." XXXXXXXX- ALLEI OLYDIA, DUCHESS OF GEL ADAL
xxxxxPATRON DEITY JUSTOR, GOD OF THE MOON
xxxxxHISTORY The Dusk Elves (often called Dark Elves) represent night, winter, sorrow. They are said to be, along with the Dawn Elves, the first race of mortals on the earth. In these days before civilization, they were fervent cultists and worshipers of the moon god, Justor. This god represented many things; love, harmony, and the simple pleasures of life. They believed that the moon dictated everything, and that enlightenment flowed through the air at night. This enlightenment was actually magical energy, known as mana. The Dark Elves were to be the first of all mortal races to learn magic, guided by the moon and its light. They later shared their knowledge of magic with their kin, the Dawn Elves, and the two summer and winter races formed the beautiful and eternal Kingdom of Kranila.
The Dark Elves were the scholars and scientists of Kranila, as well as the diplomats and missionaries. They dictated all mental pursuits in the realm, whereas their kin represented all physical pursuits, including handiwork such as crafting, smithing, sailing -- et cetera. The Dark Elves had a royal family, surname Vontor. The Dawn Elves had another family of royals, surname Sontus. They married and had many children to tie their union together, and made the ruling dynasty of Kranila, which lasted for many hundreds of years. It thrived, and quickly became the most powerful of all Kingdoms, stretching farther than anyone else, and wielding the most advanced weaponry and magic. Until suddenly, and for seemingly no reason, Narathos struck. The reaper destroyed their capital city of Kuladhan, now known as Kusana.
No one alive today, not even the elders and shamans of the Elven race, know why Narathos did this. Many assume that their power was just growing too quickly, and so he stopped their progress by force. It is rumored that the Dark Elves know the most powerful magic of all races, and so one can understand why there'd be a target on them.
xxxxxDESCRIPTION The Dark Elves are practitioners of black magic. Their offensive magic is simply beyond the level of everyone else. While Seers are split into magic, mind-reading and sensory, these Elves focus only on the power of their spells, and thus are impossible to rival. In terms of appearance, they usually have a darker shade of skin that verges on a sort of caramel brown. Many of them have grey or blue skin, or pale and whiter skin. The variance of their skin tone is large.
xxxxxSTRENGTHS • The Dark Elves have a rank stronger potency in all magic. • Every three posts, use one skill up to your rank for free. • Start with extreme favor for mark of Justor or Solonor if desired.
xxxxxWEAKNESS • The Dark Elves lose the mage increase to elemental magic. • Like all Elves, the winter ones have their souls in visible places. While High Elves may have their souls take the form of a small pet that will never go too far from them, the Dark Elves do not display theirs in such obvious places. Common places for a Dark Elves soul; a glove, a necklace, a bracelet, a pouch, a grimoire. If the soul is struck with an attack A-rank or higher, it will be heavily damaged, and you will have to retreat or pass out in 3 posts. If struck with an attack S-rank or higher, directly, the soul will die, and so will you. This is not your only "weak point", the rest of your body is also regularly applicable to damage. This is simply the worst spot for you to be struck. • As worshipers of the moon and practitioners of black magic, they too are considered unholy creatures, which is a standing curse of their blood. Holy magic used against them will effect them just as it effects vampires/werewolves. • Pathetically low physical strength. • Dark Elves, being very pious, may not obtain genetic modifications. However, their skin-tight connection with Justor and Solonor enables them to not only unlock a Mark from either of those Gods starting from very early on, but climbing through that Mark will be significantly easier than with other bloodlines.
xxxxxPASSIVE ABILITIES • Dementia This ability allows them to store a tiny fraction of Justor's magic into their own body. The result is simple and yet very efficient. Not only are their casting times reduced by one post, but their spells are increased in size and range (and speed... slightly). This makes their magic harder to dodge, further solidifying them as the most efficient magic-users. The rate at which size/range are increased = add 1/3 of the base. So, 15 feet in length would become 20 feet in length. Speed is increased by about 1/5th, although this can become overwhelming if you constantly sling spells.
• Mania *Can be used at any time The Dark Elves may project their immediate conscious into the moonlight, and projecting your conscious into very nearby mana allows you to directly connect to Justor's energy. This allows for a wide-range of spells that are not possible with other bloodlines, simply in concept. Furthermore, these spells are all free of energy, as they use the mana nearby, not your own reserves.
These abilities, as listed: The Dance of Veils By projecting your magical conscious somewhere else, a very quick and easy process, you may warp to that location, similar to a teleport. Upon disappearing, your location is wrapped in a dusk-colored shroud, and re-appearing is animated by a bright white flash. Of course, this is a very useful spell, but it may only be done once every other post. You can only teleport up to twenty feet away. It should be noted that you only project your [magical conscious] here, meaning you don't go blank or lose concentration while using this.
The Scion of Justor In legend, it is told that Empress Cirstec - the first Dark Elf - was brought to a state of immortality and divinity by Justor. This ability conjures her influence in the mana rather than his, allowing for a unique spell. Cirstec will allow you to twist the light around you, making you invisible to the enemy's eyes. Those with good hearing/smell can still sense you, but many people will be unable. Casting or attacking ends this spell. This means all you can really do is walk and run. It's useful when cornered, as it's a very potent hiding skill. It's also useful when trying to use a surprise attack, although the technique will end the moment you begin the attack. The most common use of Cirstec's shroud is waiting for the cooldown on the Veil (teleportation) to come off, so that you may make distance between you and the target. The Veil will not end the shroud until it has already teleported you.
I Am Loved This is a legendary ability of the Dark Elves, only spoken of in stories for its heartwarming take on the relationship of Justor, Solonor, and their children. If a dark elf is to die, their light fading and their blood running cold, they may call upon their God and hope that he answers. Those with mark three and above can use this once in a real life year, though they will be ejected from the fight and teleported far away after being brought back to life. This will simply not work for someone with a lower marking.
xxxxxTECHNIQUES • SabotageD; C at master rank This is the base for the racial-exclusive Dark Elf magic, which is known as debilitation magic. Something to compare it to would be the spell known as 'Slow', in the C-rank category for mages. Sabotage replaces slow (meaning Dark Elves cannot learn Slow). It has the same base effects of Slow (-2 speed, -3 at master), but also tightens up the enemy's muscles, which makes them feel very uncomfortable, and also decreases their precision to a small degree. It lasts for one post longer than Slow (6).
• Poison SkinD Another ability of the Dark Elves is 'Poison Skin'. Like all saboteur spells, it is simply casted upon them via the mana in the air. Poison Skin does not actually poison them, but makes them feel a stinging and even burning sensation (during the second half of the spell's duration) on their skin. It's very distracting, hurting their concentration and their ability to properly process what is going on in battle. This is also recognized as the first 'bluff' spell of the Dark Elves, where they seem to prove to the enemy that they're god-like beings that can kill people at a whim. However, as it is only a bluff, this is untrue. This lasts for six posts.
• Hot HandlesD This spell can actually magnify the heat around a weapon, making it extremely painful to wield. This can also apply to a Berserker's gauntlets, but it cannot apply to natural bloodline weapons such as a Reaper's arm. Holding a weapon that this has been applied to for longer than two posts in succession will result in your hands facing first degree burns. Four posts can mean second degree burns, or only three posts if the Dark Elf is at expert rank or higher. Five posts will, no matter what, result in third degree burns. This lasts for six posts.
• Cold FeetC This is a mix of sabotage, a mix of ice magic. Upon casting this, the enemy will find their shoes/feet stuck to the ground, no matter what they do. They can't seem to move. This is actually as simple as freezing the mana around their feet, which prevents them from moving. This technique lasts for one post, two posts at expert or higher, and the enemy simply cannot move their feet during this time. However, they may still use magic and other abilities.
• Stone BreathC This is perhaps the most physically agonizing ability of all. Inhaling and exhaling will quite literally feel like swallowing and spitting out blocks of stone, smashing through your throat or crawling over your tongue. It's extremely uncomfortable, and will force the enemy to basically open their mouth as wide as they can, coughing and gagging constantly. The effects of this are obvious; reduced concentration by far, pain, as well as demoralization. This spell is often used against vampires to prevent them from using their fangs, or against cocky people who can't seem to shut their mouth anyway. It lasts for five posts.
• The Veil Once MoreB-SS An ability created by Empress Cirstec herself, this is probably one of the only defensive abilities of their blood. It can be casted faster than any known defensive spell, and lasts for only one post. It's as simple as being wrapped in the same shroud you use to teleport, but instead this shroud repels attacks of equal rank (without being destroyed) and weakens the damage of attacks ranking above (obviously, your natural boosts to magic power increase the Veil's power as well). Upon repelling the attack/spell, a smash of kinetic energy pushes outwards for about ten feet, and can possibly break the defenses of the enemy, or stun them for a moment.
• The Hand of JustorB-SS Whether this spell is actually a method of calling upon Justor is unknown. What is known is that it's highly dangerous, easily fatal. By holding your palm out, facing the enemy for a short second or two, you call upon Justor's wrath. A massive 3D triangular prism will launch at them (from your palm) faster than most spells of its rank, and solidify once it's caught them (or their spell) inside. What happens next is pain. More pain than you could ever imagine and ever want to experience. The mana inside of the prism turns visceral, slicing and dicing and gutting at the enemy. It turns into a wild animal, really. There is barely a carcass in the world that would be tough enough to resist the endless slicing of the mana. The prism is about twelve feet tall and ten feet wide, and if it can't wholly eclipse an enemy (if they're larger than it) it will simply solidify the mana inside of it anyway, easily taking out that portion of their body.
• Power LeakB-S This is a spell that proves the dominance of the Dark Elves versus other mages. You quickly launch a small red laser from your palm, and upon clashing with a spell that doesn't outrank it, it will annihilate the spell and continue on, gaining one rank in power. Depending on the rank of the spell it absorbed, it will slow down. Absorbing E-ranks, for example, will slow it down minimally (barely noticeable), whereas A-ranks for example would decrease its speed by a solid half. The laser explodes whenever the caster wills it to, at B rank a radius of 10 meters and gaining 5 meters for every rank above.
• The Good Days Are GoneA Requires Expert Rank This is the ultimate saboteur ability, and the last one, as the bloodline from this point on dips purely into offensive black magic. Consider all of the other saboteur spells as like planting a seed. Growing a crop. This spell is the harvest. Every single saboteur spell currently active on the enemy will expire upon using this, but to horrible effect rather than to their benefit. They'll essentially transcend their limits. Stone Breath will make you feel like the stone blocks are traveling down your throat and into your chest, making friction with your heart and your other organs. It's the most agonizingly impossible experience many men could ever face. The Poison Skin will feel like being lit on fire, with oil used to ignite it even further. Sabotage will feel as if your muscles are being sewed to your bones, restricted so tightly you can barely move. Hot Handles will make your weapon handle quite literally feel like lava, and will apply first degree burns in a matter of seconds, second degree burns a few seconds later, and third (if you're dumb enough to keep holding your weapon at this point) after about ten seconds of acquiring second degree. Cold Feet does not have a variation in this skill, and thus is simply omitted from its effect (meaning it won't cancel either). This can only be used once a fight, and only lasts for two posts, but the sheer trauma is enough to send even the most powerful warriors unconscious or immobile. There have been cases, often, of people developing psychological problems (similar to PTSD) from being the victim of this ability.
• The MoonA Requires Expert Rank If you can manage to land your palm against the enemy, you can quickly (but not instantly) trigger a very powerful spell. Your body will glow a bright white, an armor that will quickly defend you from harm as you cast this ability. A white sphere will completely cover you, and will latch onto the enemy, directing a beam into their chest. Once they've been caught in this, it's nearly impossible to escape, as it suppresses your ability to move. The beam will grow wider and wider, extracting more of their energy every second. This energy is simply given to Justor, not to the mage. After about two posts of being drained, they will die. Only one post is required to leave you at the verge of going totally unconscious, with very little time before you must simply run away.
• The Exalted MarchS-SS Requires Master Rank This ability is quite simple. Calling upon the energy of Empress Maghlya, you launch the thousand blades of the fallen Kuladahn empire at the foe. These white, shining blades fall from the sky and are easily sharp/strong enough to break through almost any physical obstruction, such as a cave or a roof. They're all locked on directly to the enemy, and will fly at the enemy endlessly for two posts. The swords won't even disappear for about three posts after they've landed, and can be used by the Dark Elf and his/her allies, considerably more durable and sharp than steel. Enemies who make contact with these blades even after they've met the ground will face extreme pain and burns all across the contact area.
• I Can Save UsS Requires Master Rank This is a very ironic spell. It allows the Dark Elf to cancel any spell being used, or even one that's already been used. Yes, it requires a great deal of energy, and therefore is a last resort. This ability is used to counter abilities so powerful that they could wreak havoc upon their surroundings. This ability has only been used once, by Empress Maghlya, to save Kuladhan from Narathos. Although it had already been wiped out, in her last moments, she saved the small remaining number of her people by destroying the Vermillion Drive that was coming forth as a method to assure their complete demise. This can only be used once every three posts.
• Justor DescendsSS Requires Master Rank The most powerful spell ever known, even outclassing the likes of Vermillion Drive by a small margin. This uses up so much power that even Justor will have to go to rest after assisting with this spell. After two posts of charging, during which time you may walk and use Mania, but not run, you gather the energy of the moon. Even if the sun is up at the time being, it doesn't matter; you'll literally drag the moon back into the sky, eclipsing the sun. Here is where s**t gets really weird, and obviously divine. The moon will quite literally begin to steam, as if it were being boiled in hot water or something of the like. It will grow whiter, and whiter, almost blindingly bright. Then, moments later, a city-sized ball of energy will descend upon the targeted area and completely annihilate everything within its vicinity. The power behind this spell is so unbelievably potent that the crater left behind will reach nearly a mile down. This spell has never been used in the entirety of history, but it was attempted once, and averted by the human King of Fraxen. The Dusk Elf is immune to this ability.
xxxxxADDITIONAL COMMENTS Bloodline skills do not use up learning restriction slots. Elves are extremely long-lived. They fully develop at the age of twenty-five. They're considered "young adults" even when they're in their early one-hundreds, middle-aged at around three-hundred, and old when they near around five-hundred. Elves usually live up to six-hundred years. However, they're also not very fertile, and elven women usually don't gain the ability to be fertilized until they're around 150, losing it at around 200.
xxxxxRESTRICTIONS
-VL- El Hiro Fresco
[ Bloodline created by Shane ]
Posted: Sun Jul 07, 2013 11:44 am
xxxxxxxxxxTHE DAWN ELVES "Beauty is not in the eye of the beholder. There is no such thing as subjective good and evil. There are rules to this universe that have always existed. Those of ill deeds and cruel hearts are without hope for redemption, and must be eradicated so that the hopeful may survive." XXXXXXXX- IMRELITH, GENERAL OF KRANILA
xxxxxPATRON DEITY SOLONOR, GODDESS OF THE SUN
xxxxxHISTORY The Dawn Elves are the counterpart of the Dark Elves. They too founded the empire of Kranila, their capital of Kuladhan a bustling city full of light and life. They were the guardians and soldiers of the Elvish empire, protecting their Dark Elf brethren who served as the scientists and scholars. The Dawn have a very close and intimate relationship with their kin, to the point where they barely see the separation of their races. They very often marry into Dark Elf families, as was the case with their Queen, Shaylia Sontus, who tied their bond eternally by marrying King Shanadan. Before those days, the Dawn Elves lived simply as nature-lovers and hunters. Their union with their brethren has increased their potential exponentially, an unbreakable bond between the two.
Unfortunately, the elven races were pushed to near-extinction when Narathos annihilated Kranila. Today, along with the Dark Elves, the Dawn are rare to see, even in Kusana. Their tie to nature is the only thing that's kept them alive, and this tie combined with exposure to the dark elves has granted them the most potent of nature magic. This magic is due to the connection to their God; Solonor, the Consort of the Sun. This deity is the sister of Justor, the God of the Moon, and serves as the matron of all High Elves. They are born under her blessings, and they die in her embrace.
xxxxxDESCRIPTION The Dawn Elves are not mages, but rather rogues with magical potential. They're very quick and agile, almost entirely dedicated to their craft of assassination and quick striking. They're skilled with archery, and very prominently: poison. Their talent for alchemy is beyond what you would expect. the elves are incredibly tall and limber, with most standing at 6'5" for women and an astounding 7' for males, weighing in anywhere between 120-165lbs for women, and 170-240 for men.
xxxxxSTRENGTHS • Unrealistically agile and quick. Not only is their speed top-tier, but their flexibility and reaction time is more than optimal. There are also some other modifiers to their speed, which are ultimately useful. First of all, attacks (and attack skills) are increased in speed by one point. As such, their slashing, stabbing, drawing and firing speed is legendary. All skills in general are one point faster, meaning you can pull them off quite quickly compared to other people. • Your 'alchemy' may as well be considered enchanting. The Dawn Elves simply can create some of the best gear out of anyone, their custom equipment carrying many dangerous effects. Examples of these; nigh-instantly fatal poisons, resistance to detection abilities, arrow tips that explode into a wave of corrosive acid, etc. Anything others can do related to alchemy/enchanting, you can most likely do way better. You can also apply silver/holy enchantments to your weapons, preying off of common bloodline weaknesses. • With Mania, the Dawn Elves can use light (moonlight or sunlight) to cloak them. While stealthed (even if detected by the opponent), the light inspires them with speed and courage. They are immune to mind altering effects while stealthed, as well as given a +2 boost to speed. • Martially, Dawn Elves are naturally better than most. This is akin to a significant boost to potency.
xxxxxWEAKNESS • The Dawn Elves have an organ that stores their energy gifted by the sun. This can either be their lungs, their stomach, their kidneys or their intestines. If this organ is damaged near the point of destruction, they will lose their ability to produce light. Losing the connection to the light is so unbelievably horrible for them that they will begin to hyperventilate uncontrollably, the light fading from their eyes. They'll reach their hand up at the sun, and then pass away. Simply put; Solonor gives them life, and without their connection to her, they have no ability to sustain life. • They're born with good agility and speed. However, the same cannot be said about their strength. They cannot hold up well in prolonged close-range battles, preferring to get in quick strikes and then jump out of sight. • Dawn Elves are weak to dark magic. Shadow magic, necromancy, all forms of magic inspired by the dark arts do one rank of extra damage. This doesn't include unholy type abilities, but solely evil forms of witchcraft. Right now, only necromancy and shadow magic are included.
xxxxxPASSIVE ABILITIES • Mania - Dawn Their connection to Solonor enables them some unique abilities, triggered easily and continuously throughout battle. Dawn Shroud Available during night or day, the Dawn Elves can mentally edit the light around them, turning them almost completely invisible. They can do this repetitively, although it ends when they begin striking. They're not wholly invisible like this; you can see an outline of them. In the heat of battle, someone with premature concentration would not be able to keep up with the Elf. Bright Lights A very potent ability, the elf can enchant two items/areas connected to their own person with a horrifying effect. Looking at the item will be like directly looking into the sun, causing extreme pain and permanently damaging their eyesight if they look for more than a glimpse. Even a short glimpse will damage their sight for the duration of battle, making it nearly impossible for them to see your outline through Dawn Shroud. You can switch the two areas that have this effect. You can choose between: both hands, your legs, your weapon(s), your arrows, your eyes and an accessory of yours.
• Dementia - Dawn Dawn Elves can transmit their conscious into the air, similar to Dark Elves. They can use this very effectively, especially for spying. This is perfect for assassinations, as it allows you to completely recognize the conditions of the target. It's as simple as projecting your vision to anywhere within a km of you. You can look through walls, magical or not. Your other senses are available as well; you can hear, smell, feel. You can even project your sight into their bodies, although that's usually only helpful against monsters. It is, however, dangerous to use this in many scenarios. While you have keen senses, another stealthy opponent could assassinate you while you use this.This is the first of their projection passives, as they have another.
The second one enables them to, after having projected their sight somewhere, warp to it. While this is useful, it is simply stupid to try in battle, as it takes time to project your vision. The Dawn Elves will often use this to warp into the shadows, and perform a perfect assassination.
xxxxxTECHNIQUES • DaywalkD By pushing the mana in the air away from you, your speed will increase wildly for a short burst, allowing you to strafe in any direction about fifteen feet. This strafe is much faster than your regular movement speed, and as such is useful as either a gap-closer or a dodge ability. This is the most commonly used ability of the Dawn Elves, as they will use it several times in one fight. It cannot be used in rapid succession, but can be used up to twice in one post (with pause in-between).
• The Blade MarchesD This can apply to any weapon, not just blades. You slash/strike your weapon, and a flurry of holy slashes/stabs barrages against the enemy. This skill is very useful against unholy creatures, but it's also very deadly against most anyone. It can be especially useful with arrows, as it would essentially be equivalent to shooting them ten times. Anyone hit with this directly will be damaged very badly, as each strike of the flurry does as much damage as a regular weapon strike would.
• Hands of IntrigueD In a previous post, and barely noticeably, you can set up an invisible sort of 'net' around the enemy. This doesn't effect them at all, and it cannot be chained with other abilities to insta-hit them. Setting up the net is as simple as facing your palm at them for a second, and utilizing it is as simple as reeling your hand back. Upon pulling at the net, you launch them to your location, carrying them up to thirty feet. You cannot use multiple nets at the same time. This pull is irresistible. The only exception is with creatures that are just too heavy, like a transformed Draconian. The pull is very quick, and used with Daywalk, can be extremely potent.
• By Dawn's LightC By focusing their magics for the entirety of the post, the Dawn Elf is able to make their weapons explode with a radiant burst of light, flooding a large area in light for a brief second. Those caught in the direct path of this burst are blinded for their next post and suffer a speed modifier of -2 for three posts. Even if you close your eyes or look away, you will still have light flash into your sight, and will suffer mild vision loss for the next post as well as a -2 speed loss for the next post.
• Sun SpotsC Technology has been quickly encroaching on the Elven Forests, threatening to destroy the last of their homes and race. However, the elves have crafted a way to combat machinery. By channeling the natural energy from the earth, the Dawn Elves are capable of sending out a massive magnetic wave in all directions for several hundred feet. While the shock only does E damage to organics, it's real power lies in it's effect on machines. All mechanical forces, be they implants, suits, robots, or weapons drop to 75% output, meaning all stat boosts, damage, and post durations are cut in half. At Master rank, the output decreases to 60% - thus, stat boosts to mechs or from other technological sources disappear completely, and instead are replaced by a -1 modifier to speed due to hindering of their functions.
• Slash Down EvilC As warriors of the sun, the Dawn Elves have abilities that work directly against the unholy races (dreadnoughts, vampires, werewolves, even their kin, the dark elves). These holy powers may be invested into their weapon, and for deadly effect. This ability conjures the light of Solonor into their veins, which essentially makes their entire body filled with holy properties. Even if the enemy hits you, they will feel a highly painful shock, and may flinch as a result. Your own strikes and shots will do double damage to them, most likely instantly killing all but the strongest of unholy creatures. This stacked with other effects (such as poison) can be extremely deadly, assuring that the Dawn Elves make the most of their strikes. It lasts for five posts, and in the fifth post where the light of Solonor begins to leave, they may project a C-ranked ray of holy white energy at the target.
• Drop DeadB The Dawn Elf, after preparing this ability some earlier time, will be able to breathe out highly toxic gas that shoots forward about ten feet. Anywhere beyond that five feet will still be effected, but not nearly as much. This poison can enter your body from your ears, your nose, or your mouth. Once it enters your system, it will corrode your internal organs and kill you within a minute. The poison is an obvious green tint in the air, so most people will be able to evade it. However, in the circumstance that it does work, it can easily assassinate an over-trusting target. It cannot penetrate any form of energy from the non-user.
• Morning WoodB This can be used at any time, not just morning. Due to their connection to nature, the Dawn Elves can track people down via reading the history of the trees around them. The trees can inform them of everything the person may have said, the direction they ran off to, et cetera. Essentially, you can talk to trees, interestingly enough. This is not the sole use for this ability, though -- the second is far more useful. While in a forest surrounded by trees, you are at your strongest. You can animate one tree at a time to fight in battle with you, and they will smash down at the enemy with great fury. They can launch their leaves at them, attempt to tangle them, whatever. They serve as great guardians for the Dawn Elf. You can animate up to five trees (only one at a time) before the spell subsides. While animated, the trees can be destroyed by C rank attacks, but they will be able to continue to move for half a minute after taking a destructive blow. Their speed is 4, with a strength of 8.
• Solar ChargeB-A This can be used three times for B, 4 for A, and they don't have to be in succession. You charge solar energy into your body, and it allows you to launch yourself extremely quickly in any direction for about twenty feet. The solar energy surrounds you, protecting you like a magical coat and also damaging things it comes into contact with. Enemies weak to holy will begin to burn if you impact them with this, although the burning will not be too insanely significant, causing (at worst) second degree burns. The transition into your dive is almost instant, making this very useful for evasion. Once you use all three dives, it has a cooldown of two posts. You cannot instantly chain dives, there is about a second of waiting time after exiting one dive to enter another.
• RevealedA The Dawn Elves have special augments in their eyes, gifted to them by Solonor. This ability allows them to utilize these augments, giving them some very potent abilities. Their eyes will begin to blow a golden color, like the sun, although it will slowly turn into a cold blue as this ability goes on. This power makes them hyper-perceptive of their surroundings, and it doesn't just effect their sight, but also their other senses. Hearing, smelling, feeling, touching. Like vampires and werewolves, they become sensitive to all of their surroundings, and react much more quickly than others. The largest and most powerful portion of this ability is what it does to the enemy. Inspired by the debilitation magic of the Dark Elves, "Revealed" will begin to somewhat sear the enemy. Even without looking at them, just by focusing on them, they will literally begin to be covered with ash, slowly face burn marks, and many other hindrances such as slight dizziness, nausea, and most likely vomiting. Essentially, you can make any race endure the weakness of vampires, even if there is no sun around. This ability, when used on vampires, will be extremely painful and cause much worse nausea, and even migraines. It lasts for five posts.
• Solar FlareA This is a defensive spell that lasts for up to five posts. Your body will be coated in a glowing gold energy, making all B-rank damage and below do absolutely nothing, and heavily reducing A-rank damage, only 'fairly' reducing damage a rank higher than that. The shield cannot be destroyed, and therefore it's very potent, as it will reduce all damage with a 100% success rate, making it difficult to one-shot the dawn elf. It also has a second effect, which can only be used once in the shield's span. A wave of white-hot energy, similar to the sun's flames, will burst out around you in a 360 degree, flying outward up to fifteen feet and burning anything around you. The burst is quick, but still possible to dodge. If you're an archer, the burst of fire (can) instead take the form of eight extremely fast, extremely deadly blazing arrows, all exploding upon impact.
• Dead by DawnS This deadly ability can make the Dawn Elf absolutely overwhelming. To start, they gain a +2 in both stats, a magnetic/holy field around them that will cause disruptions and violent illness in mechs and unholies around them (within fifteen feet), and will conjure the full light of Solonor into their weapon. The cooldown of Solar Charge is removed while using this, allowing for it to be spammed consistently, making it nearly impossible to land a solid blow on the Dawn Elf in this state. The holy charge inside of their weapon is useful for only one strike, but will only be triggered upon a solid hit on their skin or flesh (and only with your mental permission). You will unleash all of the solar energy stored inside of you, accumulated by this skill, into their own. Unlike you, they will not be able to take this (unless they too are dawn elves) and it will burn them from within. The entirety of their vein network, and their organ structure, will be seared and melted away. The only thing that will be left behind is their little meat suit, storing nothing inside. This cannot one-shot full-form Draconians or extremely sturdy monsters. It will only damage them. Similarly, it can't one-shot dreadnoughts, but they are semi-vulnerable to it, and will almost certainly be weakened to a state of near-death.
This mode lasts for six posts, and after it ends, you will face physical exhaustion (-1 speed/ -2 strength) for three posts, being unable to use it again for this duration.
xxxxxADDITIONAL COMMENTS The Dawn Elves are very long-lived, much like their brethren. However, they do not live quite as long as the Dark Elves. They reach full maturity at around fifty, middle-age at around two-hundred-fifty, and usually die at around five-hundred. In exchange for this inferior longevity, they are far more fertile, meaning their population grows much more quickly. Despite being very rare as a race, they outnumber the Dark Elves about two to one, and always have. They become fertile at around sixty years old, and are fertile until they are around two-hundred.
xxxxxxxxxxTHE FAIRHAIRS "Burn me on a great pyre. Flail your whips against my flesh, lashing me as I scream. Coat your silver bullets with their silvery demise. I will always survive, and you will always live in fear." XXXXXXXX- KAELOJARD, KING OF UPPSALA
xxxxxPATRON DEITY BJORN, GOD OF THE HUNT
xxxxxHISTORY Beyond life and death, there is the cold. It is something that is eternal, a facet that reigns supreme. And then there is a man, a man in particular. This 'particular' creature had nothing special about him, other than the fact that he rather exceptionally liked the cold. And he was a pagan. His name was Bjorn, and he was the first to scale the icy peaks of Nocturne and the first to travel to the land beyond -- the place where golems and wretched spirits wander about, the place where it can go sixty below zero in an instant and ice your blood into a beverage even vampires couldn't aspire to drink. This was his paradise. Every touch of a snow flake against his skin was like a gift sent from the Gods, who were surely out there and more numerous and powerful than him. Then of course, the time of pagan tribes began. And Bjorn was not exempt from this lifestyle that they all craved, it was a desire nailed into them and it was inescapable. But Bjorn, not like the others - he wasn't evil.
No, he was entirely different than them. He was benevolent, patient, and wise. He brought his people, who surely loved him, to the icy peaks and then he told them: if you believe in me as your God, then cross the mountain with me. Some were reluctant, some screamed and kicked and cried. Some whispered. All of them feared. But they followed.
And when they made their way beyond the icy peaks, the men and women weak and freezing from the journey - well, they found that there was indeed a whole new world in store. Their blood turned quite cold and their eyes were made blue. The snowflakes felt like fantasy and the ice and tundra looked like a field of flowers upon a prairie. They moved through these fields of ice and then the change slowly began.
One night came that was unlike any other night. The sky went black and the sun never returned. Bjorn, in the midst of this, transformed into a massive wolf and he howled to the moon. The sound of his wailing shook the hearts and minds of his kin, and they too began to shift and change. Their leader had been possessed by the power of a demon, and they were changed completely into an entirely queer version of themselves.
xxxxxDESCRIPTION The Fairhairs are a race of brutal warriors, a race even more brutal than the vampires that sought to oppress them. When the power of demons began to fester and cover Nocturne, they viciously battled back against all of the tribes of demon-born children and monsters seeking blood.
The Fairhairs are no longer human. They are not even slightly human. They all resemble their patron, Bjorn, much as the Mer mirror Kaminae. They are ageless, they can survive for months off of a bare minimum meal, they are immune to any negative effects from poison and the cold. They are the perfect immortal soldiers, and they have the natural violence and lust for battle to match this. And most importantly, they are also beasts. They are wolves, monsters, not just men and women that live in the frozen wastes of the north.
xxxxxSTRENGTHS • Extremely potent warriors. They have superior stats (7/7) (8/8 when fully transformed; variable when partially), as well as exceptionally tough skin; they can easily take a few slashes before they fall under any serious threat. • Nigh-infinite regeneration, even more potent than a vampire's. • Their adapted bodies allow them to create and use ice magic from the very beginning of their journey, and gains a potency boost to this element. • Strong passive abilities to keep you constantly on the aggressive. • Exceptionally attuned reflexes and senses; they can smell and hear just as wolves can, and perceive and react to things extremely quickly. They can even sense threats.
xxxxxWEAKNESS • They are much like the Djinn, and this includes their restrictiveness; they can only be a part of the Weaponmaster, Knight, or Beast Master class. • You cannot learn any elemental abilities outside of ice, wind and water. You may however learn ice regardless of which element you pick between these two. Special elements like lightning and force can be retained. • Holy magic is [1] rank stronger against you. • Fire attacks are one rank more potent against you. • Silver. Anything silver harms. (+1 Str. To Silver Weapons) • Sensitivity. Loud noises such as explosions and heavy gunfire can harm your ears. Horrid stenches and so forth will do the trick to confuse you.
xxxxxPASSIVE ABILITIES • Sudreyajar You are constantly regenerating, as if your body is endlessly making an effort to kill and create new cells. When you take a serious wound, in all likeliness it will literally begin to regenerate before it's even finished being received. They have been known to take swords to internal organs and have all of the damage repaired by the time the sword was taken out. They can even regenerate a lost head, at high ranks.
The best way to kill a Fairhair is to destroy more of their body than they can regenerate at once, by hacking and slashing away, or obliterating them with exceptionally powerful spells. However, considering their sturdiness, even this is difficult. They are by far the most difficult race to kill in Axiom, even more difficult than ghosts.
D to C rank: Constantly regenerating. Capable of regenerating lost limbs within seconds. This costs 25 energy (for a limb) up until expert rank when it becomes free. Cleaving their head will kill them.
B to S rank: Even their head almost instantly regenerates. All regeneration is free. Their body is exceptionally sturdy and therefore it is incredibly difficult to destroy enough of them so they won't recover. They can move and use skills while their head is destroyed. Almost impossible to finish off.
Note: Destroying internal organs other than the brain, for example the heart, is also not going to kill them. It essentially requires the near-total annihilation of their body.
• Svipjod The Fairhairs can emit an extremely cold aura that will slowly freeze multiple targets in an area around them, or quickly freeze a nearby and specific target. This is a passive ability; they can constantly attempt to freeze opponents as well as projectiles mid-air, and the time it takes to freeze any one thing depends on the focus on that target. They can emit large and unspecific, clunky but not too solid auras of frost, or they can pinpoint an area and essentially freeze something with high speeds. This ability comes in handy in melee-based altercations as well as defense, and energy can be applied to it to make it more potent. It can be avoided and dealt with just like anything else; mostly used to slow people down.
• Sixth Sense It is not hard for a wolf to feel the presence of another being about him. Beyond being capable of smelling, hearing, and seeing at higher qualities a "sneak attack" is virtual impossible to perform against these creatures for they will feel the bloodlust in ones aura. This ability furthers within a werewolf transformation, or the Takeover, allowing the wolf the ability to see others' energy for purposes of tracking.
xxxxxTECHNIQUES • MoonsongE The Lycan will let out a howl, one of a not-so-special pitch for regular ears. Even wolves and other canines won't notice any significance in it. However, other Lycans for many miles around will be able to hear a sort of 'frequency' in the howl; they'll notice the specific pitch, capable of telling whether it's the cry for help of an ally, or a stranger of no interest. Lycans rarely use this ability, for it is seen as a sign of weakness by the strongest of them, to have to call for assistance. But every now and then, it is permissible.
• LeapD Like any other true wolf the lycan, whether in human form or in wolf form, can leap similar to a pounce to escape an initial threat. This is done by lowering themselves onto all fours, a squat of sorts even. Utilizing not just pure muscle but backing it with energy to leap and accelerate in speed (+1. Adept+ gain +2). This is a technique that is not meant to be used for attacking whatsoever. It is a dodge.
• Partial TransformationC A strange ability for it allows for the human to willing transform one of their limbs at will in order to gain the strength of a full transformation within a single point of their body. This can not only be done with the limbs of a lycan but with their eyes, forcing them to change color, to access the ability of their natural sixth sense. (Five Posts Duration. One Part A Time.)
• Half TransformationB This is an ability which allows for the human to achieve a near full transformation by sacrificing just how fast their real transformation truly is. Their features become like that of the wolf-man, more human than wolf. A bit of fur and a set of claws with the change in eye color. (Depending upon the Class of the RPC either their speed will be equivalent to their full transformation OR their strength. Not both. This is decided simple. Does your classes stats lean more toward speed or strength?) This can last for up to ten posts.
• Full TransformationA This ability comes with knowledge and mastery over the bloodline, and can only be obtained at Adept rank. Once one learns to fully control their blood, they can activate the Full Transformation and receive the +2/+2 stat boost, as well as obtaining the rest of the werewolf abilities and a durable, powerful form.
Werewolf Transformation Techniques
• Bristling FurD The werewolf makes the hair on their body stand up and become tougher and sharper with energy, making them much like a porcupine. This makes touching them unfriendly for the fur can pierce skin easily. The hair remains this way for three posts before coming soft again. Cool down post is 3 as well.
• Tail Whip (Bushy Strike)D A transformed human uses their tail to make an unpredictable strike at an opponent's face which will stun and blind them before the user pulls off a 180 degree turn to instantly strike them. This attack only works if the user is being attacked from behind, and it can be used as a regular Fairhair. It also extends the tail exceptionally, making it very long and wide.
• The Alpha (Leader of the Pack)C As it would work in a pack of wolves, the wolf howls loudly which is heard throughout the nation. Depending on the area, different dogs/wolf like monsters can reach the leader and help them fight. These wolves/dogs can only be up to B rank, and at most only 3 can be brought forth. This can only be used once in a fight. During the time the wolves are out, the user is limited to lycan and hand to hand/weapon skills. Any magic or elemental skills will cause the allies to flee or turn on the user out of fear. (Roll a dice 1-6. Even; they run. Odd; they attack)
• Needle FurB A stronger form of Bristling Fur, same effects only this time the fur/hair is as sharp as a sword and is hard as steel. They can puncture most material and rip through steel with precision. A lycan is much more dangerous for three posts, and will need the same amount of posts to recharge.
• Needle Fur LaunchA With this skill a lycan can fire all of their fur/hair at the foe if in Lycan form, or grow spikes from their body if Fairhair, making them rocket through the air at dangerous speeds. Upon impact these needle like fur can completely puncture steel, making it a weapon even against steel walls and machines. The fur/hair will grow back quite instantly (via Sudreyajar).
• Animal Rage (Rampage)S A wolf can only use this if they are under the moon. In exchange for their senses from telling friend from foe, as well as a large drop in intelligence, a wolf's speed becomes that of a Trickster a rank higher than their own. A strike from them can even chip diamond. This lasts for six posts, but afterwards the wolf will collapse from exhaustion and lose ability to stay transformed. This skill can easily turn the tides in battle, but if used wrong can end a werewolf's life. Only Werewolf skills can be used during this state.
xxxxxADDITIONAL COMMENTS The Fairhairs are fishermen, crafters, but most of all they are warriors. Like with many groups in Nocturne, they find their fortune by raiding and pillaging other settlements in other nations.
Physicality: General human-like aging, full maturity at 18 for women and up to 25 for men. Women tend to be around 6'1", men around 6'7". Blue eyes abundantly common; brightly glowing blue in cases of extreme cold. Blonde hair is common, as is pale skin. Men and women tend to have very large builds, their shoulders quite wide and their muscles developing to be far more flexible, dependable and generally superior to other races. Immunity to cold makes hair growth unnecessary, but their wolf-side nonetheless increases the growth and prevalence of their facial and body hair. Women tend to be exempt from this, however.
They have often colorful, intricate tattoos based on their name and their specialty. These glow blue in cases of extreme cold, much like their eyes.