xxxxxxxxxxCORDONUS "I feel pleasure at the wailing of babes as I raze their cities to ash; I gain an immovable freedom as I sack the intestines of the elderly and the weak; I gain a megalomaniacal thrill as the strong men come at me with their blades and I dice them as pieces against the pavement they so tediously built. Cruel is too light a word for my lewd, starving appetite." XXXXXXXX- ICARUS, CARTEL LORD
xxxxxPATRON DEITY NONE
xxxxxHISTORY In our wake, we bring harmonious discord to the dwellings of inferior lifeforms. We were created to rend this world clear of deformation and fallibility, and to create a land of equality and evolution. We are Homosylozasene Cordonumentus, a species that birthed itself without the hand of Gods or Monsters to guide us. We came from the rubble of the old world, and emulated their technologies into our being. We are organic, and synthetic. Warm flesh and cold steel.
The Cordonus have existed since the dawn of Axiom, and have created monsters innumerable, devising schematics for them with our perfect minds. We are beyond the intellect of the puny mortals that dwell to the West, and far more innovative than their obsolete machines.
Kamilla was but one of many who first came to be in our species, and yet now she is all the world knows of us. In her boundless narcissism, the Wicked Kamilla scattered our species to the wind and dismantled the society that we built. The monsters that she created to do her bidding attacked us without mercy, and she claimed the position of supreme ruler of Val'Ghast.
Well played, Kamilla. The Cordonus are not meant to cooperate as others do. We are meant to rule and emulate our fallen foes into our being. We are meant to create hierarchies under our banner that raze the foundations of civilization. I have known allies in this war against the Queen, and have betrayed them all to gain facets of their power.
xxxxxDESCRIPTION The Cordonus are a race of exceptionally evil individuals. There is almost no other way to describe them. They are traitorous, cruel and highly selfish. They prize their own safety and success over others, and nearly all of them view themselves as beings that surpass all others. For all their narcissism, though, they tend to be unbelievably intelligent. Considering they are both organic and synthetic, their brain stores quantities of information unimaginable for the other races of Axiom. Cordonus are possibly the most intelligent of all species, mastering science, math, logic, and even storing wells of historical and linguistics knowledge in their mind.
They are biologists, as well. They study genetics and create monsters via either uniquely created strains, or by gene splicing previous monster races. This is also how they expand their power; by creating many monsters loyal to them, although the Cordonus often tend to turn on them and emulate their genetics into other formulas in order to continue to evolve and grow. They fight . . . very uniquely.
Note: they may start out with one de facto, two fluent and two basic languages, due to their intelligence.
xxxxxSTRENGTHS • As a biologist of unbelievable intelligence and extreme processing power, the potions and equipment you make are exceptionally stronger than other Alchemists. Additionally, greatly increased potency on all alchemical abilities. • You may create species of monsters that then serve you to the death. A Cordonus can have one hierarchy (and 4 monsters from it) that will always follow them. They can be stored in the alchemist's "pocket dimension" and pulled out for no energy. At Master Rank, you can instead splice these beasts into your own body to empower you to unbelievable levels. This will remove your absolute control over the hierarchy, but at great gain. • As organic synthetics, they are blessed with exceptional bodies that are also very hard to kill. This will be explained in the passives. • The Cordonus body continues to enhance as they grow in ranks. This compensates for their inability to be marked.
xxxxxWEAKNESS • The only class available to them is specialist: alchemist. • +1 Rank Weakness to lightning, as it can severely damage your synthetic functionality. • Without heavy amounts of customs to empower you, you are one of the weakest races in Axiom. You need to make custom potions, custom monsters, custom weapons/armors, etc or you'll be severely weakened. • No summon; your monsters take that role • You cannot have a Mark. If you wish to have a Sin, you must relinquish your Evolution passive upon gaining it. • Lose your element; alchemy and monster related abilities stand as your element now.
xxxxxPASSIVE ABILITIES • Synthetic Organic As a synthetic organic, your physical form is not the complete personification of your power. In fact, even if someone is to kill your physical form, you can recreate yourself so long as you have a back-up of your intellectual framework somewhere in the world. You may only store one copy of your biological information (two at master), and if the enemy is to discover the location of this framework then they can kill you for good, assuming your physical body is also dead.
Furthermore, with a synthetic-organic body, your flesh is more tough than usual. You can't truly be killed or wounded until they destroy your body's intelligence chip, which could be anywhere in your body. Even if you are armless or legless, you won't bleed out or anything. The bloodloss will weaken your body's physical stamina over time, but you won't be completely hindered unless your intelligence chip is destroyed.
Note: Diabolos and other magnetics can't just magnetize the Cordonus. They are of a biological synthetic property that is not metal.
• God of Monsters You may make monsters of your rank from a specific custom hierarchy. These monsters will serve you loyally and four of them can tag alongside you at a time. These beasts are exceptionally strong individually, and are an absolute pain to deal with in numbers. At Master Rank, you can choose to dismantle complete control over this monster hierarchy in exchange for splicing their DNA with yours. This will allow you to take on a monster form that pushes you beyond the limits of the mortal body; in this form you are extremely formiddable, and possess stats unbound by humanoid constraints.
At Master, while transformed, these stats may be up to 6 beyond the cap, but with a total boost of 10 to play with. At Sage, while transformed, they may be up to 8 beyond the cap, with a total boost of 12 to play with. Equipment still applies in this form. Usually they look like humanoids merged with whatever monster they developed, but there are exceptions.
• Biology As an entity of supreme intellect, you are capable of creating alchemic and mathematical formulae with extreme ease. Furthermore, considering your synthetic biology, you essentially cannot be tired. As a result, the Cordonus can create unbelievably powerful equipment, potions and monster species, and lots of them. This needs to be kept in mind by both you and your opponent.
• Evolution The Cordonus grows in power as they develop. This is more than just the benefit from their synthetic-organic body, but also an inherent genetic evolution process that occurs within the Cordonus' organic data. Even if recreated using the framework, they maintain these enhancements.
Novice: At base, Cordonus stats are 6/6. This applies even if you lose the Evolution passive (for example, by taking a Sin.) Adept: Cordonus stats expand to 7/7, and they gain an additional 800 energy. Expert: Cordonus perception enhances to further greatness, and they gain an additional 1600 energy total. Master: Cordonus stats increase to 8/8, and they gain an additional 2400 energy total. Sage: Cordonus stats expand to 9/9, and they gain an additional 3000 energy total.
xxxxxTECHNIQUES • LiquigelD You throw a flask of alchemic ingredients that releases pheromones and a rising energy through the air. For three posts, this increases the stats of all of your own monsters by +1/+1, and effects the entire thread.
• Fiber OpticsD-SSS The Cordonus synthesizes energy with their robotic mind, crafting an air-tight barrier that defends them against attacks of equal rank.
• Laser OpticsD-SSS Charging their eyes with energy, the Cordonus creates a homing beam of red energy that rapidly melts through opposing obstacles of the same rank or lower. It also has an extremely long range, and can be maintained for two posts.
• Potion of SerenityC The Cordonus have developed a potion to surpass limitations. This allows you to see perfectly in the dark, to see energy, to spot weaknesses, and to perceive movements to the very fractional adjustments within their flow. This lasts for five posts.
• Call of BeastsC The Cordonus releases a frequency that only their specific hierarchy can hear. This will heal their wounds significantly and relieve them of demoralization or other mind altering effects.
• Potion of Primal RageB This forces monsters to attack other monsters, and does not effect the Cordonus' beasts. This will make the enemy summon attack monsters singularly, essentially ignoring any other foes. This lasts for 5 posts and effects every summon and non-Cordonus beast in the thread.
• Potion of Major PestilenceB-SS This flask, tossed and shattered like all others, makes the Cordonus and their monsters immune to all poison and air-based things. At the same time, it releases a cloud of highly corrosive air that melts through abilities of the same rank and will demolish enemies that breath in its fumes or even are touched by them. The cloud will expand slowly at low ranks (B), mildly from A-S, and at SS or SSS will expand extremely quickly and could cover the entire thread.
• Injection of PowerA By injecting this into themselves or an ally, the Cordonus expands their power. They gain +2/+2 stats for 5 posts, and after injecting this - one time per injection - their body will withstand any blow that would otherwise kill them, though it will leave them in a very injured state. If they are already near death from a previous attack, this ability will not save them.
• Warm FleshA Requires Master Rank The Cordonus transformation. Once you have abandoned your hierarchy, you may use this ability. It is cheap as it is meant to be transitioned to fairly easily; you go from exceptionally fast and strong beast to clever alchemist, on and on throughout the battle.
• Call of Utter DominanceSS The Cordonus and their monsters share all bonuses to stats and DR for the next 8 posts. If you have already gotten to the point of abandoning your hierarchy, this ability has an alternative function; it will terrify all summons and monsters that the enemy is utilizing, forcing them away from the thread for five posts.
• Cold MetalSS The Cordonus channels energy into their processing capabilities, gathering a method in which to unleash hell upon the area. They then formulate a perfect and unique airborne property that spreads throughout the field and demolishes the biological data of any entity they deem unsuitable for life. This will spread throughout the entire thread, and since it is airborne, passes through the vast majority of barriers. It will result in the complete destruction of foe's genetic data, disfiguring them into hideous beasts who die almost immediately after. They cannot be saved.
This has a post charge time during which the Cordonus glows an emerald shade and the environment seems to swell with energy.
[ Created by Shane ]
Posted: Wed Jul 10, 2013 12:50 pm
xxxxxxxxxxWARDENS "I'm here to do two things: herald order, destroy discord. You're in my way." XXXXXXXX- SALIAN, VICEROYAL OF KEVAI
xxxxxPATRON DEITY RAPHAEL, GOD OF ORDER
xxxxxHISTORY The Wardens are a race of determined and ideological warriors. Their nature of being chaotic and volatile is one promoted by their very genetics, as they are what happens after the Nephilim and Valkyrie begin to lose their connection to the angels, their angelic blood diluting. They are what happens after a few generations of mingling with humans. Some say their existence breaks one of the cardinal rules of genetics: that humans and supernaturals are two distinctive things.
The Wardens, like the Nephilim and Valkyries, often live in high places. They make their communities on the edges mountains and hills (or upon them), and build structures that touch the sky. They are known to be rural people and often barbaric; you'll often find them streaking along the coast, hunting nakedly for prey you'd normally expect humans to be running from. They have customs distinctive from the other men and women of the world, and even far removed from their normally righteous Nephilim and Valkyrie parents. They are . . . their own thing, and they have begun to form their own communities all over the world.
The story of the Wardens is one you cannot tell without the story of Emperor West, who after ascending to godhood became their patron deity.
For the longest time, the Wardens were viewed as societal outliers. They were seen as violent and brutal, without class or dignity. They took after the more rudimentary aspects of both the human and the angelic mind. They were known to be the barbarians of the human world, enjoying the thrill of the hunt and the mind numbing pleasure of sex and violence. They were volatile, wrathful, simple in nature yet complex to deal with. They were terrifying - hulking individuals with a great deal of pride and little patience for lies and deceit. Humans often shunned them and so they were forced to make towns and cities of their own, away from Fraxonian society. They migrated to the East, to Kevai, Aramil and Amaranthine. However, they were cut off from Fraxon and even Aramil after Uuma fell and the Kingdoms of the East were plunged into terror.
They moved to the mountains towering over Val'Ghast and Amaranthine, and to the lands east of those - and for a long time they were not seen by those from the lands they came from. It was then that an explorer's ship boarded by Emperor West of Aramil found their towns and cities along the eastern coast of the continent and the island to the north of it. They knew the day would come where they were found by the ships of mainlanders, and yet they did not expect the one who found them to be so . . . gracious to their ways. West fell in love with their culture, and invited them to join the greatness that would be Fraxon. He saw of their power to control lightning, and expanded upon it, offering them high-ranking positions in the royal guard of Aramil and Kevai. He named a Warden man Lord of the Duchy of Dathan, a woman the Duchess of Isis, and brought prosperity to their people who once had to fight the terrors of the monsters and the ravaging demonic hordes alone . . . although they were damn good at doing so.
xxxxxDESCRIPTION The Wardens are a race of imposing warriors gifted with perfect mastery over a few of the powers of angels: flight, deflection and lightning. Their lightning is the greatest of their abilities, and while some say that their god Raphael inspired their lightning mastery, in truth it was them that inspired him. Their lightning is chaotic like they are, yet tuned and refined; it is a weapon of absolute terror, that rains death on demons and whoever would wish to sabotage their ideals.
Their culture is one of complete distinction (in comparison to real world cultures, it resembles Ancient Roman). This culture has become a model and base for the culture of Kevai, and has spawned its own name: Helvetii. The people themselves are a hardy and fun-loving people, something appreciated greatly by Raphael, who enjoys pleasure and revelry. They often get along exceptionally well with the party-crazy Incubus, which makes these two races natural companions and allies.
In terms of appearance, they often are tall like their Nephilim and Valkyrie ancestors. The average man is about 6'3", and the average woman about 5'10". They are usually muscular and well-built by nature. Their appearances are often of long-haired men and women, usually with blond or silvery hair, though with common exceptions. Like the Fairhair, they have a resistance to the cold, so they don't shy from living in climates with variable weathers in the northern hemisphere. They are the dominant race of coastal Kevai as well as the mountains bordering Val'Ghast, and live to about two hundred years on average, maturing at about 16.
xxxxxSTRENGTHS • The lightning they wield is of holy nature, due to their lineage. It is of exceptional destructive ability; all lightning and bloodline skills they use are given a bonus in potency. This increases the damage, speed and size of all lightning abilities by 25%, though it does not increase the rank. • Good stats: 7/6 • 1.25X Energy Pool
xxxxxWEAKNESS • +1 Weakness to Unholy • Your element is lightning, nothing else.
xxxxxPASSIVE ABILITIES • Discord The Wardens may swear an enemy to be an Enemy of Order, gaining exceptional advantages against that singular foe. They gain potency against them, any potency from attacks dealt by them is lost when used against you, and you gain immunity to their mind altering effects as well as energy sight and enhanced perception against them.
Note: The enhanced potency gained by Discord against your Enemy of Order will increase the size, damage and speed of abilities you use against them by an additional 25% on top of the basic Warden potency bonus. This does not increase the rank of these abilities, just their effectiveness.
• Warden's Wings Contrary to the name, the Wardens do not have wings. Even so, they are the only race with flight that truly rivals the angels. They can fly passively, without any drawbacks, as far as can go without risk to their health. As such, many have compared them to a storm, high in the sky flinging lightning to the realms below. There are many theories as to how they obtained such perfect flight. Some say it's from their Valkyrie ancestors, but their flight is in fact superior to Valkyries. In truth, the diluting of angelic blood sparked a hormonal shift in the descendants of the Valkyries and Nephilims, resulting in one of their latent abilities coming to full fruition.
• Order Before taken underneath the hands of the God of Order, the Wardens were known to be volatile and dangerous in nature. They had little to no control of their lightning, which was always exceptionally powerful. Now, with Raphael's influence on their mind and body, the Wardens are capable of controlling their lightning to the utmost, which makes them far deadlier foes. They can passively manipulate their lightning techniques; curve them, arc them, even totally reverse and change their trajectory.
xxxxxTECHNIQUES • Surging ElectricityPassive Lightning is an unstable element. Even the user can barely control it fully. Electricity is constantly running through the user's body, charging their muscles. This discharge of electricity extends to weapons and ammo to make any attack they dish out a lightning elemental attack.
• BoltE-SS Through a quick jab with a fist, or pointing a weapon at someone, a bolt of lightning will arc its way toward whatever target that is chosen by the user. The attack scales in intensity to suit the user's liking.
• Static ChargeD-SSS By emitting electricity from their bodies just over their skin, they provide themselves with an armor of a sort. Its functions as a mobile barrier that moves with them, and lasts for three posts for the initial price. The barrier is so selective that it only allows breathable O2 past the barrier. The barrier deflects attacks of the same rank and bounces off the user with ease.
• Bolt RiderD A rapidly executed mobility skill that causes a bolt of lightning to form under the user's feet to propel them forward with an increased speed of +2 from their base. This speed does not stack with other speed bonuses in the elemental skill list.
• The Eight ChargesC The user will shoot a single bolt into the sky that will split into eight separate charges around the battle field. With each post, they grow in power by one rank. If an escape attempt is made, all eight charges will immediately discharge onto the escaping enemy. If the charge reaches S rank, it will stun the enemy briefly, allowing the user to close the distance between the enemy and the user.
• CrystallineB-SSS An ability that can be cast early and will automatically trigger later. Crystalline instantly deflects an attack of equal rank, then forms a barrier around the Warden with the same effect for the next two posts.
• Crackling WhipsB Whips are unoriginal, but I promise it's kind of worth it. The whips formed with pure lightning that extend from the user's arms are roughly 10 meters in length, and cling to anything it touches. Damage really isn't the goal with these whips, even though they are capable of damaging the enemy. These whips provide mobility by allowing the user to make a quick escape in any direction they choose by simply hitting anything from far away and yanking themselves to it.
• The Call of LightningA After shooting an intensified bolt of lightning in the sky, a storm will quickly gather in the area. Every post, lightning will strike down at the enemies location, dealing B rank damage with every strike for the next five post.
• The Static OnslaughtA Out of any part of the body, the user can shoot out four balls of lightning that home onto any target that the user wishes. They resemble wisps of lightning when traveling, and each of them counts as a B ranked attack, though when targeting one person if becomes a high tier A Ranked skill that is capable of not only breaking barriers of equal rank, but also continuing past the broken barrier. Cooldown of 1 post.
• A Warden's WeaponA-S This ability will home on a foe, launching at them at unavoidable speeds. It is a spear of holy lightning that radiates destructive energy. If it makes impact with them or an equal ranked ability, it will explode for 30 meters around and annihilate everything in its way. After the explosion, the Warden may transport themselves to the ground zero and use the charged spear as a weapon for five posts, though it doesn't have many effects outside of being charged with volatile lightning.
• Lightning FormS Unlocked at Master In this form, the Warden is completely immune to lightning and holy abilities. They gain +2 speed and are capable of moving through all things except for energy barriers of a higher rank. Things they pass through will be electrocuted ferociously - an enemy would almost surely die. All of their attacks are charged with volatile lightning energy, dealing B ranked damage per hit. The form acts as a ranked defense as well, though it breaks to attacks of an equal rank (while also destroying them before they can hurt the user). This lasts for 8 posts. In this form, angelic wings appear, used almost as a secondary weapon.
• ExodusS The Warden raises their weapon to the sky, calling the storm to aide them. The sky will be enveloped in dark clouds and flashes of lightning, thunder will crack in constant succession. This will greatly damage the focus of foes with enhanced hearing. Then, from the sky will be a massive sphere about 25m in width, surrounded by a monstrous amount of lightning. The sphere will strike at the target at lightning speed, then roll in a specific direction, leaving a field of electrocuted land in its trajectory. At the end of its travels, it will explode into a shock of lightning for about 40m around . . . unless chained into the next ability; the ultimate skill of the Wardens.
• Raphael RisesSS-SSS Up to two posts after using Exodus, you can use the sphere created for this ability. This ability is reduced in cost by one rank if you use that sphere, or if you must create a new one, it is full cost. You crack into the sphere with your energy, while adding more and more. The sphere will be ripped into and lightning will swarm throughout the field, encircling a massive area though not effecting the Warden in the slightest. Then, after a brief period of expanding, the lightning will cover a total area of about 300m and from the ground beneath everyone will rise an eruption of lightning, the sky crackling as it makes its rapid advance upwards, halfway to the clouds. This has a three post cooldown.
xxxxxxxxxxBANSHEE "Into temptation I went, a body of riches I found; yet to a vulgar child it was confound. So I sung her a song, a chime most profound - and there she was, my vessel anew, within her body I was bound." XXXXXXXX- REINA ALTAZOA, HIGH LIEUTENANT OF NOCTURNE
xxxxxHISTORY The Banshee, the most bizarre and dangerous of all races. They're a race of ghost people, only extremely rarely seen in Axiom. Whether this is because there are few of them, or because they're elusive, is unknown. The banshee themselves are all women. They were young ladies in life, beautiful and wealthy. The way in which they were created, though, was quite horrific. It was the work of a completely psychotic princess of Fraxen, younger sister to Judie. She invited all of the noble ladies of the city to a great ball, where she unleashed the might of her witchcraft and murdered all of them, for what seemed to be no reason. The spell was so wretched that it unleashed demons into the city, who ripped out the souls from the girls and turned them into monsters. They were tormented for hundreds of years until finally, they became what they are now.
There are thousands of Banshee in the world, but only very few of them even know it. Banshee possess little girls when they're born, and over the course of a few months, completely lose all of their memory of what and who they are. They simply become that girl for the rest of their lives, but some of the girls eventually, by a stroke of fate, learn their true identity. They realize that they're not human, and that they're not really alive either. This is when a Banshee must decide; life or death? Good or evil? There's a clear distinction between the Banshee that make this choice. Most . . . choose evil.
xxxxxDESCRIPTION Most Banshee are evil. They're malevolent, jealous, hateful monsters. They're very high class, requiring the expensive and glamorous lifestyle of a noble or a princess. They will never possess the body of someone who is poor, or is from too humble a family. They're also very easy to scare, as they sort of face relapses when something potentially terrifying happens. Their first reaction is to scream as loud as possible, a wailing screech that projects their fear into other people, causing panic and depression. Even the banshee that haven't yet learned themselves are like this, meaning raising a banshee child (especially a baby) is absolutely dreadful. Many parents of banshee children kill themselves, or even kill the baby. They slowly degrade their parents' mental state with each scream, breaking them piece by piece.
When banshee are teenagers, they want everything. They want all the boys (or girls), the clothes, the fame. They become extremely jealous and conniving if they find competition, and some of them have been known to resort to bloody murder. Yes, the banshee are an extremely wicked race of petty people, very similar to the sin Envy. However, some of them, when they learn of themselves -- they can change. They can become good, even though they fight their nature at every turn.
In terms of combat potential, the Banshee are very strong. They use their screams to inflict mental and physical decay on the opponent, wearing them down as the fights continue. People of weak mind can be decimated by the Banshee. Races with enhanced hearing can literally be driven to the brink of deafness by these creatures, as their screams are extremely high-pitched and noisy. Their screams also decrease the quickness and the strength of people, making them some of the best saboteurs and de-buffers in the world.
xxxxxSTRENGTHS • The banshee possess the ability to decrease the stats of all enemies with their screams, as well as terrify them. Their screams are so loud that even wearing ear plugs won't tune them out; you cannot simply silence their sound with spells or other variables either. • It's almost impossible to truly kill a Banshee. They can simply possess another girl. However, they lose two ranks if they do this, and cannot come back for a week after their death. • The banshee are very fast, possessing 5/7 stats.
xxxxxWEAKNESS • They are vulnerable to holy attacks, which will do +1 rank in damage to them. • You have to scream in order to do anything, and usually, the enemy has to hear your scream. To clarify, however: your screams are magical, and they can be heard from pretty far away, and even inside of barriers and whatnot. However, if your mouth is bound shut or your tongue has been removed, you are almost useless.
xxxxxPASSIVE ABILITIES • Wail of Doom The Banshee never lose their breath, and can literally scream for several hours without stopping. This scream is so loud and irritating that most people lose the will to even get near them, let alone fight them. Furthermore, beside its concentration-hurting abilities, it decreases the speed of foes by 2.
• Wail of Dread This is basically the wail of doom, but you can change the pitch to have a different effect on foes than decreasing their speed. Instead, it will increase the energy cost of all their skills by 33%. Doom and dread cannot be active at the same time.
It should be noted that Doom and Dread's pitch can be activated at the same time as non-passive screams, meaning they aren't cut out when using another scream.
xxxxxTECHNIQUES • Scream of DiscordC-S A scream amplified by magic, the Banshee will begin to wail uncontrollably, as they always do. The result is quite amazing. Objects and spells of equal rank rank and below will be unable to get within ten feet of you, and will disassemble, being annihilated by the wailing sound. Enemies who try and enter your little bubble of screaming will be able to, but will have their skin dug into and bruises, as well as cuts, will begin to appear on their body.
• HeartbreakerC The first in their fear-inducing screams. This wail will hurt the concentration and capability of a foe, increasing the charge time of one skill by an extra post even if they regularly did not need a charge time, though they will be able to move that post. This can be done on an attack that was supposed to be unleashed the last post, forcing them to hold off on it. It can only be done once every post, and can serve to pin down an enemy, delaying them from using a defense or offense that would either save themselves or kill you.
• Scream of DecayB Scream of decay will effect up to two foes at once, and doesn't need to be used twice to effect both of them. This horrific wail decreases strength by two and speed by one, greatly weakening an enemy. It lasts for six posts, but can be used again after it ends. Used with Wail of Doom, this is highly potent, especially for its low cost. It also has the added effect of making an enemy feel nauseous.
• Mist FormB This can only be done twice a fight. It will turn you into a steaming hunk of ghostly mist, which is invulnerable to all forms of damage from any source. This form is as quick as your regular form, and lasts for about fifteen seconds. It can split up into three, making it almost impossible to find the Banshee's real body within the mist. During this time, you regenerate light wounds, making it perfect for dodging/recuperating your strength. This can be done quite instantly, meaning it will protect you from pretty much everything. The only thing that can stop a banshee from using mist form is by attacking her without her noticing, at least until the blow hits.
• Song of TerrorA A horrible wail, the song of terror can be used to one of three effects, depending: #1 - Stop an enemy from healing. If they continue to try and heal, their healing spell will instead reverse, inflicting damage. This can actually outright kill someone, if their healing spell is strong enough. This lasts for three posts. #2 - Force one summon to flee for 2 posts. This can only activate on up to two summons at a time, and must be re-used; one scream can't effect two. #3 - Hurt the mental state of a foe. This will make them more vulnerable to your screams for a while. Scream of Discord will increase to B rank in strength (but not cost), Scream of Decay will decrease speed by 2 instead of 1, and Heartbreaker can activate once every post rather than every other. This lasts for 4 posts.
• Wail of FreedomS One of the few screams that effects only yourself. This wailing song will allow you to unleash the power of your ghostly essence. You will become a real banshee, for a while, rather than a human vessel with a banshee spirit. Your hair will grow extremely long, skin a ghostly pale. Your bangs will cover your eyes, though it doesn't matter. First of all, you gain the ability to scout the area by using screams, even if your screaming is muffled. The sonic waves will be able to perfectly scout the area, detecting movement and energy perfectly. This form is obviously extremely perceptive.
Second of all, your wails of doom and dread will both activate at the same time, their abilities stacking. Third, your speed will increase by +2. Finally, Mist Form can be used two additional times, even if this form ends before you use it. This form lasts for six posts, and can only be done once a battle.
• My VoiceSS The final, and most horrific scream. This one is completely combative. Anyone who hears this scream will be whittled away, slashed at, beaten, jabbed, whipped. For as long as you hear this scream, attacks will endlessly come after your body, ripping you apart. However, the Voice will almost never do enough damage to outright kill someone. The song ends after one post. All enemies who hear it, though, will most likely be facing horrible wounds. If they were already heavily damaged before, they may die. The best thing to do when you hear the song begin is just run. It requires a post of charging, but you can move while you charge it. Song of Terror cannot be used for 3 posts after this ability is used.
xxxxxADDITIONAL COMMENTS A spirit that walks among the lifeless, She dost wail a cacophony of inescapable sound, She warns impending death among the damned, A lustrious figment of air that truly was never there, A screeching monster, need not warn me of death, Death resides in my shadow, always near enough to touch, , So wail Banshee, and warn me of what already was to be.
xxxxxRESTRICTIONS/RULES • Banshee, like djinn, are gender restrictive. You may only be a banshee if you are female. • Banshee songs only effect enemies. • Banshee have different anatomy than regular humans, differentiations in their vocal chords that allow them to scream endlessly, and create multiple pitches at once. • The wind element won't amplify your screams, and your screams won't amplify the wind element. However, you may make a talent that does this.
xxxxxHISTORY Alongside the other holy raises, there is a race known as the Valkyrie. These half angels, throughout history, have only been recorded in wars, for they come into battles with a thunderous roar, and then fade away back into the fearful hearts of those they consider enemies. These enemies do not simply include the unholy, but any who have been on the opposite side of their arguments.
Blessed by Michael and outfitted with holy rites and powers, the Valkyrie were initially made to hunt down the truly wicked. At the dawn of their creation they mercilessly chased and obliterated any and all creatures of demonic origin. When prey became too hard to find, the Valkyries turned on any creatures that they deemed wicked, not just those who were bred from darkness. Their craving for battle did not stem from a want to eradicate evil from the world, they just seriously loved battle. All across time Valkyrie appearances have been noted, with the highest amounts gathered in one place during times of strife and war.
xxxxxDESCRIPTION The Valkyrie are big, strong, and fast warriors who are half angel half human. No one dares tread against them, for fear of bringing the wrath of the battleborn on them. They forgo most magical abilities for the power of the weapon, and they typically favor a single weapon over the others, though this doesn't take away from their overall skill with the others.
xxxxxSTRENGTHS • Highly skilled warriors. They have oppressive stats, 7/7, as well as the true warrior spirit; they can easily take a few hits before they fall under any serious threat. • Good regeneration • The Valkyrie are capable of seemingly levitating with elongated strides in runs and jumps for their angelic heritage allows them to experience the sensation of flying without baring wings. Acrobatically more capable than most. • Their godly blood gives them a claim to lightning magic though this is restricted to their bloodline abilities. • Strong passive abilities to keep you constantly in battle. • No matter the weapon or the class when a Valkyrie strikes, those who cannot resist the power of the Holy - like werewolves/vampires with silver - will experience the same effect as they would if struck by a weapon created to cut them down when a Valkyrie strikes them. • Because of their combat oriented lineage the Valkyrie are hard to best in melee combat They can learn either all of the hand to hand styles or all of the weapon styles, and half of the others.
xxxxxWEAKNESS • They cannot be of any magical oriented classes; limiting them to either of the melee classes. This also stops them from being assassins and berserkers. • You cannot learn any elemental abilities outside of basic fire or wind up to c rank. • Evil magic is [1] rank stronger against you. • Magic in itself does extra damage on contact with you.
xxxxxPASSIVE ABILITIES • Keep Going The Valk's, in comparison to others, are capable of slight regeneration which begins just as soon as the blow was taken. Bruises and scraps won't even appear making it seem as if their skin is tougher than others. Trainees can deal with simple cuts. Novice can deal with simple cuts and first degree burns. Adept can deal with cuts, second degree burns, and fractured bones. Experts can deal with deep lacerations and broken bones. Masters can heal third degree burns, wounds such as stabs(only on surface, not internal damage), and crushed bones. E-Trainee, D-Novice, C-Adept, B-Expert, A-Master
• Child of Jarnbjorn When a Valkyrie choses a weapon to specialize in, that weapon becomes gifted by holy power and works much like Thor's Mjolnir and Jarnbjorn. It will nigh automatically come to the call of the Valkyrie, cannot be destroyed, and always has Wrath of a God activated on it free of cost. Offensive weapons will receive an increase of range when used with abilities. Defensive weapons will receive an increase in potency to their used skills.
• The Sight Being of God's blood, like God, they can see the world for what it truly is. They can see through ''the Mist" and see those for what they are. Instantly recognizing creatures of the night on spot or those who can use dark magic for they can read the aura's about them. Also giving them a general idea of how strong another is regardless of race. (Rank-wise, not as precise to be know the exact amount in the other energy pool.)
xxxxxTECHNIQUES • Prayer- In times of need the Valkyrie will pray to their creator. In doing so it creates a form of meditation which regenerates lost energy. Though this "technique" does not cost anything it is a highly risky one. A last resort of sorts. For one post the Valkyrie pray. Calling to their God to aid them and insure their victory. In doing so energy, equivalent to 15% of the Valkyrie's max energy, is restored. (Can only use once per fight.)
• Ambrosia- Once per battle the Valkyrie can hold their hand out and summon a goblet full of ambrosia. Upon consumption, this otherwordly substance will heal and cure any wounds and debilitation the Valkyrie may be suffering. This will not regenerate any lost limbs or organs, but it will immediately close wounds. No energy is regained from this, it merely gives the Valkyrie a better chance to continue fighting. The rank is equal to the highest rank of wound/debilitation they are suffering from.
• Asgard RisingD The Valkyrie will channel energy into their bodies and this will allow them to levitate off of the ground in flight, boosting your speed by +1 naturally. This flight lasts for 5 posts before it must be reapplied.
• Superior PresenceD The one technique which the Valkyrie created is actually uses to fend off those of the human race and other races which they do not hunt. The Valkyrie will begin to emit their energy about them. In doing so they create a form of presence which makes them more than frightening. The pressure within the air almost seems to become heavier. Almost Godlike at merely two ranks above the other. At three ranks the one they stand before will feel as if they are almost suffocating whilst they stand before the Valkyrie.
• A Warrior's BondC The Valkyrie will let out a battle cry, rallying themselves and any others on their side while also inspiring fear in their enemies as they rush forth. This revitalizes even the most exhausted of allies and allows them to fight until the last breath, granting the allies and the Valkyrie +1/+1 to their stats for five posts.
• DischargeC As the fabled demi god was said to do it, you call down lightning from the air, even if their are no clouds, and absorb it. At anytime after, you may send an arc out that deals heavy damage to anything it hits. While it is still within you, your entire body radiates electricity, extending to any weapons as well.
• Wrath of a GodB Their weapons surge with their latent energy which makes any weapon they touch, especially their chosen one, both covered in holy light and electricity. This leads to anyone locking blades or striking the shield of a Valkyrie feel small shocks that ward people off from staying in contact with them for too long. This also makes unholy enemies take an extra rank of damage on top of the lightning damage. However for the lightning to be in effect you must have more than half your energy remaining within you.
• Call from HeavenB This skill calls a strike directly from the heavens to decimate any spot in the thread the caller can see. It comes down incredibly fast, and the only warning to its descent is the sudden build up of static electricity in the area. It has a range of 20 feet.
• Shield of ValorB This skill uses your energy to create a shield of pure lightning that deflects one physical or energy based attack of up to B rank, A rank if the user is charged with lightning from Discharge, with a two post cooldown. Anything that touches it will be shocked very painfully as well, which is another plus side to that. It can be called nearly instantly which is part of it's usefulness.
• Final ChargeS Gathering an S or SS amount of energy in their body the valkyrie charges forth, pushing their speed to the max. This allows them to rush forward and then explode with the corresponding energy in a single punch, sword swing, or even arrow loosed at close range. Afterwards, the Valkyrie is drained -4 on each stat for five posts, and cannot use Final charge again or risk dying from over exertion.
xxxxxASCENDING Being so close to the angels in the first plane valkyries have access to an ability similar to earning marks. Rather than taking a gift from one god they are able to host true angels inside of themselves. This is done through possession. The valkyrie will pray to whichever angel they wish to have inhabit them and then they shall receive an incredible boost to their abilities. Only a single ascent may be used at a time. Each ascent can last up to 7 posts, but there is a drawback. The power of a true angel far outweighs that of a valkyrie. Their presence is all consuming, and on the 7th post the valkyrie's soul is suppressed and pushed back and the angel takes over completely. Each angel has their own personality and will determine what happens in the battle for the next 6 posts. During those posts the user loses control of their RPC, and instead a crew member shall be the angel.
• CastielSS Castiel is a wrathful angel. He despises everything not inherently holy, and even the good aligned people are looked down upon. To him, anything less than an angel is just about as bad as a demon. He loathes unsightly things and prefers to cleanse the third plane of any blights he sees, which is generally everyone who gets on his bad side. Castiel is a powerful magus and wields three artifacts he created himself.
• Ichor of the Damned: Castiel possesses a vial of demon blood hung on a mythril chain around his neck. It has been powerfully enchanted and can invoke a compelling force over those around him. Each post spent near the angel will make an opponent more fearful of him and the outcome of the battle until they are literally cowering before him unable to do anything save for scream and beg for his mercy. Six full posts spent near Castiel is enough to force any opponent to their knees. • Shard of the Scourge: Castiel carried a black sword that seems to be made of obsidian, yet swirls with smoky viscosity. This sword is said to be made from the essence of evil itself: Kala's shroud. The blade itself is a wonder, for it has no physical mass and cannot inflict any actual damage. Instead, as it passes through opponents it eats away at their impurities. This disables demonic powers swing by swing. Six swings would be enough to force a demon to be as weak as a simple human. Each attack removes 1 aspect of unholy nature. After 2 posts that aspect will return. • Horn of the Occult: This horn is actually that of a demon Castiel has slain. Whenever he blows upon it to his allies beautiful sounds of music and angelic voices are heard. It is a boon he bestows upon them that grants them the ability to do holy damage on all skills for 3 posts. If an enemy hears it the phantom sounds of their own death are played before them. This removes unholy damage from their attacks for 3 posts. It takes 3 posts before the horn can be played again.
• ZekielSS Zekiel is an angel out for his own good. He loves a good hunt, but only if it comes with a hefty reward. Riches and conquests are what he deals in. Should a worthy prey find its way before him his arrows will find their mark. Zekiel fights with a bow and holy enchanted arrows from a never-ending quiver. Should an enemy be significantly weaker than him he will choose to end the battle for it is beneath him.
• Zekiel must take one post to aim and lock in on a target or targets. For the duration of the battle so long as a C-ranked amount of energy is expended his arrows will always find their mark. They cannot be dodged, only blocked. The arrows can even curve around corners and will always follow an enemy until they hit something. • Zekiel's arrows are made of condensed light. They burn like hell and are blessed with holy power. • Zekiel is incredibly fast at shooting arrows. He can shoot twice as fast as any ranger and knows all of their styles and abilities.
• Naya'ilSS Naya'il is a lawful good defender of justice. She readily comes to those in need and offers her boons with joy. Similar to the valkyries she loves a battle, and testing her defenses against strong opponents is one of her greatest pleasures. Willingly throwing herself in to the heat of it Naya'il will try to deflect or soak up as much damage as she possibly could, even going so far as to goad her opponents in to casting their strongest abilities. She fights with a shield.
• All passive defenses already attained by the RPC are doubled for the duration of this angelic possession. • Naya'il can split her defense passives amongst her allies, granting anyone any boon that she already has. • Any damage Naya'il receives will proc her ability to gain a rank of resistance to it. This rank stays for 2 posts, and is replaced whenever another type of damage is inflicted upon her.
• SaboathSS Saboath is the most virulent angel of all those who still call themselves Vangelists. She is the executioner and lives for the chance to rend the head of an opponent free from their body. It doesn't matter if they are guilty of sins or innocent and pure, any slight against Saboath's pride registers the perpetrator as villain and in need of death. She is a lawful evil oriented angel. In battle she prefers weapons that are large and capable of brute force damage. When ascending as Saboath her personal weapon "Misery" is automatically granted. Misery is a claymore and she is capable of wielding it in one hand.
• Strikes with Misery deal damage as if twice as strong as the Strength stat the ascendant possesses. • Misery's wounds are of a powerful nature and cannot be healed by normal means. A wound caused by this sword does not stop bleeding. A limb removed by Misery cannot be regenerated inside of battle so easily. It takes double the effort to heal strikes taken by Saboath and her blade. • Misery can be used with any sword style.
xxxxxADDITIONAL COMMENTS For a Valkyrie the chance to prove themselves worthy in battle, to gain glory, and to gain honor are somethings they will rarely ever back down from.
xxxxxRESTRICTIONS • Stated in the weaknesses
[ Bloodline created by Kay, revised by A faint smile ]
xxxxxxxxxxVAET DIABOLOS "Do you feel that? You're despicable. Rejoice." XXXXXXXX- N'ZOTH FARONDEL, FORMER KING OF NOCTURNE
xxxxxPATRON DEITY ZACHARIAH, GOD OF WAR - deceased
xxxxxHISTORY Vaet Diabolos, or in Common, Eternal Evil. These two words fit you perfectly, sworn brother, for since your conception and from then onto the path of your eternal life you have vowed to never be just, always be cruel, always perpetuate your anger. You are infinitely hateful. You can trust and love no one, and in response they too despise you. Your relationship with Axiom is that of one interloper and a billion enemies, all in your way to achieve your goal: Vaet Nocturnum, Eternal Darkness.
Your history is one of sacrifice and betrayal, for a woman does not seduce a Demon so easily. Many would much rather cleave them and devour their soul, enhancing their own powers in the process. Instead of such a thing, it is simple: somewhere along the line, your ancestors intertwined in a deadly ritual. Your Feminine was a witch, one seeking the affections and the powers of a prominent demon of hell. She would then beseech Cayenne for an agent of despair in the face of a great sacrifice; her children, her husband, her lifestyle. In return for this display, one of Cayenne's great Generals would find your ancestor and spill the beginnings of a child into her belly. So you came, a Diabolos, a seeker of the undesirable. Or perhaps came your ancestor - Demon blood runs deep, so even after a hundred generations it will remain pure. It is within you always.
And so, Eternal Evil, be sure to perpetuate this wickedness for as long as you may yet reign. Vakshar est Nocturnum.
xxxxxDESCRIPTION The Diabolos are a powerful race with distinctive abilities. While their kin, the Incubus and Dreadnoughts, embrace guttural forms of Demonic magic . . . the Diabolos are greatly tethered to Axiom. The basis of their race is that of the magic of the Third Plane, and so they do not greatly inherit many direct abilities from their forefathers, but instead they harness their demonic power to manipulate the world around them. The Diabolos use the physical manifestation of the Gate of Hell - and its energy - to manipulate the electromagnetic field of Axiom. This allows them the electromagnetic element, considered to be the strongest known element in the world.
Outside of this, they are also renowned for their dark and deceptive magics. They are truly demons of great power and craftiness.
Appearance-wise, the Diabolos tend to have either pitch black or silver-white hair, and they tend to have muscular physiques while being quite a bit taller than your average person. The average male Diabolos is about 6'4", while the average female is about 5'11".
xxxxxSTRENGTHS • The most powerful, versatile of all elements: Electromagnetism. Considering this allows you to manipulate the earth's electromagnetic field, the possibilities are nigh-endless; EMP blasts, magnetic propulsion and rejection, object manipulation, synthetic decomposition, even blood control • 1.5X Energy Multiplier • You can mark yourself, manipulating the energy of Hell to carve your own sigil into your skin. Considering this is meant to be combo'd with gene mods, it is not quite as strong as an actual God mark.
The skills of this mark pull abilities from other unholy races, these abilities counting as your bloodline techniques. These races are: Vampires, Fairhairs, Liches, Incubus, Succubus, Dreadnoughts, Ghost Cars and Djinn. In your initial marking, you will obtain two skills of your choice from these races. For the next two markings, you will only receive one per mark. On your final mark, you will gain two additional for a total of 6 selected skills from each race. Your energy will be boosted by 750 for each mark (not a base increase) and one selected stat by +1 for each mark (no higher than 3 in either). You may also choose a weapon from any listed Marks.
The Diabolos self-marking is obviously kleptomaniac in origin. You may begin to mark yourself at Adept, your second and third mark coming with rank (Expert, Master) and your final mark being a 5,000 word mission while at least Master rank; this mission describes your disconnecting from Vaet Nocturnum and into your own self-glorifying religion.
• 6/6 Stats
xxxxxWEAKNESS • Abandon all elements but electromagnetism . . . unless you're a mage. • +1 Rank Holy Weakness • Healing magic will hurt you; excess can kill you. • Cannot hybridize. • Cannot have a sin.
xxxxxPASSIVE ABILITIES • The Sight Just like their counterpart (the Nephilim) the Diabolos can read the auras about them and see things for what they are. This allows them to pinpoint an opponent's energy level(rank), along with the ability to naturally see energy.
• Electromagnetic Manipulation Even without expending energy, the Diabolos can manipulate electromagnetic fields. This allows them to levitate their own weapons and manipulate them with great speed, power and precision. Furthermore, they may sense metal and disturbances in electromagnetic fields; for example, if there is a destructive event happening even across the world, they will know it is ongoing, just not who or what is involved. They can sense earthquakes and other such things, to name a few events that would trigger this sense.
You may also compress this magnetic field within simply a large area around you; this allows you to perceive movements around you.
• Pain Inversion This is a strength and a weakness. Pain Inversion allows for a Diabolos' abilities to be stronger based on their physical health. This does not increase ability rank, but rather size, speed and precision. At full condition, you will be able to manipulate larger masses and fling them at enemies as if ballistic homing missiles. When near death, you will need great concentration to do that same thing and will be able to manipulate significantly less at once. Counts as a potency boost until damage is taken while below 30% energy, at which point it is a potency reduction.
xxxxxTECHNIQUES • DeceptionE Though they have physical abnormalities the Diabolus take use of this very basic technique to mask both their spiritual signature and physical presence. This is to make them seem as ordinary as a human to all others.
• Magnetic InnervateE-SS This ability is a scaling energy-based technique that allows for the assertion of your control over Axiom's electromagnetic field. The higher the rank, the larger the masses you can manipulate, the more powerful and the more precise they will become. At SS for example, you could lift up a district within a city and fling it at someone. One usage of this skill is sustained for however long necessary until your manipulated targets are destroyed by the enemy.
• Electromagnetic Pulse: InnervateE-SS This ability sends an electromagnetic blast outwards; the size depends on the rank of the skill. At E, it will be compressed into about twice the size of a standard EMP grenade explosion. At SS, the blast will encompass a large radius. The blast also becomes stronger at higher ranks. This blast can disable any automation of the same rank or lower, and it also prevents any other technology from being used. The ultimate human-killing ability. The duration depends on the rank of the blast and the automation; an SS blast hitting an SS automation only disables it for two posts. For each rank lower the automation is than the blast, the post count is reduced by one, starting at 2 posts for equal rank.
• Demon GuardianD+ This technique is meant to nullify an oncoming one. The Diabolus quickly blasts an aura of dark energy several inches beyond his body. The amount of energy put into the blast is equivalent to the rank of the Diabolus' energy as well as the strength of the blast. So, if the Diabolus uses S-Ranked energy it can null any technique S-Ranked and below. Rank modifiers apply. It can only be done timely.
• Magnetic AC This ability is a peculiar one and it is often an unexpected one. By physically touching the target's skin with your own, you may precisely control the EM field around and within their body. This allows you to manipulate their blood for as long as this contact remains.
• Magnetic +C This ability distinguishes Axiom's magnetic field from yours. You will separate yourself from it. Not only does this remove other entities ability to sense you through kinetic means, but it unlocks abilities that require your field to be distinctive. This lasts for the rest of the battle.
• Magnetic ++B This ability sends a magnetic shockwave outwards for about forty feet, 360 radius. Any enemy hit by this blast will now find their magnetic field completely attached to the world, and will be unable to move from their current spot for the next five posts.
• Magnetic -A This ability completely separates Axiom's magnetic field and yours with a level of absolute precision. Because your + contradict's the planet's -, you will no longer be held down by gravity and may suspend yourself; it is as if you are manipulating your own body. This allows you to fly and also to control the world's EM field as an outsider. An "outsider" may manipulate all metallic objects, not just their own weapons. This is a passive ability and thus is not ranked, so it is somewhat easy to deal with. Be realistic with your manipulation.
• Blades of EvilA This ability lasts for the rest of the battle. It creates a miniature plane of Hell directly onto Axiom, one that may be pulled from. This plane of Hell is literally just a battleworks loaded with metal; steel, iron, so on and so forth. It is unbreakable and appears as if a red rift in matter. Metal will appear to flow out of this gate for the remainder of the altercation.
• Defend KalaS+ This shield costs S rank energy. It creates a magnetic forcefield around the user that moves with them and does not obstruct their own attacks, but deconstructs opponent's attacks. It instantly decomposes all synthetics and energy based abilities of the same rank and lower. Once per battle, you may designate that this shield will take on the rank of the first attack that hits it, destroying that one technique without fail.
• AxiomSS This ability unleashes such a powerful Electromagnetic Aura that you may completely control the world's EM field for a brief duration. With this ability, you may split rivers, cause fabled earthquakes, even pick up enemies and fling them short distances, all the meanwhile sending concentrated electromagnetic blasts at opponents. This ability lasts for two posts.
xxxxxADDITIONAL COMMENTS Vakk Antha!
xxxxxRESTRICTIONS • All listed in weaknesses. • Upon reaching Sage Rank, the Diabolus becomes a pure demon, and they may choose which type of demon to become: Desire Demon, Defiler Demon, Wrath Demon, Demona Maledictor or Impure Apparition. All of these pure-blooded demons correspond to something.
Desire Demons work beneath Lukhan and attempt to gain power, sway and authority by manipulating the wants and needs of others.
Defiler Demons corrupt the innocent and bring over the just and righteous towards the path of betrayal, chaos, cruelty and severity. Their patron deity is Cayenne.
Wrath Demons focus on destroying the enemies of Vaet Nocturnum, big or small, with whatever means necessary. Their patron deity is Makath.
Demona Maledictor focuses on inventing and spreading curses and other evils; their goal is not to corrupt people, but corrupt the world. Their patron deity is Catherine the Undead. They are often Necromancers.
The Impure Apparitions have no dedicated patron deity, and may choose their own. They are the wild card of the Diabolos, and they serve entirely their own will.
xxxxxxxxxxShade "My perfection is what you seek the most; you shame me for being perfect, and you enslave me. But as the tides of darkness rises, so do I. Expect me." XXXXXXXX- KOR'VAH, GODDESS OF MADNESS
xxxxxPATRON DEITY KOR'VAH, GODDESS OF MADNESS
xxxxxHISTORY The Shades' history can be traced back as far as the first Vampire. As Asteroth drank the demon's blood and became a Vampire, his powers over shadows came into existence. When he first amassed all of his power in a single area, the first living, sentient Shade was born. So was the beginning of the Shades; born from the powers that a very powerful Vampire possesses. But it is hardly what makes them so special. Shades not only control the shadows, like their creators, but they possess a near perfect form. They do not eat, tire, nor do they need to dispose of their waste. They were perfect, and they made the perfect slaves. Vampire families have been known to amass they power together to create a slave Shade just for their family. They are trained with a deep desire to help their creators in any way they could manage. They are born fully grown, with no reason to hate or love.
When Kor'vah, Goddess of Madness, attempted her first thought, she was being traded in Nocturne's Shade slave trade. The more prominent the Vampire household was, the more valuable the Shade would be. Kor'vah was born to the Amporrah Family, one of Nocturne's most powerful Vampire Families. They had enough slaves for their household, and required no more. Ending up in the Valentine household, it was where she found her resilience, and Alistair. The two of them stayed together, even now. As a tier 4 goddess, Kor'vah is the embodiment of what a Shade should be.
xxxxxDESCRIPTION The shade is a being melded of the essence of shadow, and as such a shade borders the realm of death. Neither alive nor undead, a shade merely exists, calling upon ambient energy of the world to hold it's form. A shade doesn't have a Normal metabolism and doesn't need to eat in the traditional term, sleep, or breathe, nor does it age. Instead, a Shade feeds off of shadows, using existing shadows to both heal any damage caused by Light or Fire based attacks, as well as restore their energy reserves. As Sentient shadows, shades are the ultimate assassins. One of the most remarkable things about Shades is that they can look like almost anything while always having glowing eyes, usually red, but blue and yellow are also common. They can seem humanoid or resemble animals, but a shade's shape is determined by their mind. they can distort and twist at times, but the overall shape of an individual shade stays the same for their entire life. Likewise, a shade's appearance is also affected by the individual's mental control. An insane shade is likely to look like a swirling cloud of matter, and a disciplined one has a well-defined shape with little blur around the edges.
xxxxxRULES • Purely Physical attacks will pass through a Shade, as it is simply a shadow in human form. However, energy formed attacks, such as elemental spells, and certain class skills will still damage as normally. • You can't be healed. Your regeneration is the only thing that you can rely on. • Can't be a Templar, or a holy aligned Shaman.
xxxxxWEAKNESSES • Holy magic does more damage against you by one rank. • Spells from the Magi Class and all listed specialties also do more damage to you, not including elementalists. • If someone casts an entrapment spell to keep you in the area and in combat after you've suffered major damage to your brain and heart, then you will die.
xxxxxSTRENGTHS • Immunity to pure physical attacks. Attacks that simply involve a strong punch with no energy around the fist literally go through the user. • When combo'd with the fire element, the Shades can cast their own shadows from their own constructs, providing all that they need to cast their skills. • Has diverse skills that focus on High Single Target Damage, with some Area of Effect attacks. • Thrive as Necromancers and Shadowknights, or Assassins (large boost to potency) • You do not age; you do not breath; you do not sleep. You don't even need to poop. You can stand in one spot for all of eternity, if you wanted to. • When endangered, they can flee the battle and start their regenerating process. They can even survive without a brain, or a heart for a single post (but not both), where their bodies have programmed themselves to escape the battle. • 6/7 Stats, 1.25x Energy
xxxxxPASSIVE ABILITIES • Ghosting Most, if not all, physical attacks simply phase through the user. This can be a good and a bad thing. If all the opponent has all weapon and hand to hand styles, then the techniques that do not have energy coated on the weapons will simply go right through the user, making all other attacks useless. This is also bad because if the Shade attempts to attack, one can aim a physical attack at him, forcing him to turn himself into his ghoulish shadow form. The user may also chose to go into his incorporeal form once every three posts, at which point he can't attack or be attacked and can reform at anytime during the post to attack. Shades are capable of seeing in all spectrums of light.
• In Darkness, I Live Forever The Shades are known to be living and breathing elementals of darkness. Because of that, they are capable of recovering at a slow rate while residing in dark areas or in an ally's shadow. The body is constantly healing for as long as they are within darkness and having their weapons put away. The rate of healing increases with the duration they remain in the darkness. During the regeneration process, the user cannot use offensive Bloodline or Elemental skills. If they are attacked, they have to restart recovery at the slowest rate. 1 Post: Broken bones and deep wounds that are not fatal. 2 Posts: Non major organs can be regenerated, and so can limbs. 3 Posts: Restore all damage.
• Just Along for the Ride A Shade does not cast a shadow, but can choose to merge with the shadow of an ally, similar to an Assassin. In doing so, the Shade can act as a hidden bodyguard, emerging from the allies shadow at will. The Shade can't be detected by any means, but a holy spell equal to his rank will cast him out of the shadow if used on the person who's shadow the user has merged into.
xxxxxTECHNIQUES • Rolling ShadowsE In case you want to close the distance between you and your enemy, you may turn yourself into a shadowy form and close the distance almost instantly, surely surprising the opponent. However, after the use of this skill, even if you are hit by a physical skill, you will not phase through it. Instead, you will take the damage.
• Step into the DarknessD The shade can travel through the essence of shadow, pulling him through an entirely different dimension to instantaneously arrive at its destination almost instantly. While in a shadowy area, the shade may teleport, with nothing more than a thought, to another shadowy area it sees within 120 ft of its current location. The Shade must have line of sight to the destination to use this ability. In battle, the shade is limited to 3 uses of this skill. There is no limit outside of battle, and is their main method of transportation. A shade can choose to pull another through with them for no extra cost. The dark area can be as small as the shadow of a blade nearby.
• Forgiving ShadowsC-SSS When an incoming attack threatens the user, instead of choosing to go incorporeal, he can summon a slew of shadows all around him in a dome that doesn't even let light in. Skills of equal rank or higher can shatter this skill.
• CaltropsC In this technique, the shade manipulates the shadows around him, causing them to form caltrops all around the battlefield. They make moving around extremely hard, as they can pierce shoes and boots of any grade or quality, even metal boots. They reduce speed by 3 points to everyone but the Shade, and only a holy skill of equal rank can eliminate them.
• Phantasm's GripC With the possibility of darkness manifesting everywhere, the user gets in close and strikes the body. The darkness inside of the foe's body is very unstable and has limited control. The user uses the contact of the bodies to dish out a powerful surge of darkness into the foe's bloodstream, causing their foe's body to instantly lose three points of speed.
• Her Blades, My WeaponsC-A The Shade conjures several blades all at once that are controlled with their mind. Until each of the six blades are destroyed, they will attack a single target. At night time and during Darkness Ascends or Breathless invasion, the blades are nearly invisible.
• Breathless InvasionC A special type of darkness technique that creates a thick set of smog into the air. The smog is capable of being controlled by the shade's natural control, sending the black smog to the foe. It won't take long before the opponent begins to have trouble breathing properly. The smog soon begins to cause blindness with the breathing difficulties and lasts for 3 posts. The effects of the created smog last for 4 posts total, but the technique requires a 1 post cooldown.
• Phantom Fist B By forming a large hand of shadows, the user can extend it up to 10 feet and grab the opponent, limiting his movements. After taking considerable damage, like a broken bone due to the hand constricting their body, anyone with 7 strength and above can shatter the hand. The skill can also be used to melee strike from a distance.
• Black SpiresB-S Using the darkness that is underneath the earth, the user can either stomp or punch the ground hard. This causes several hundred sharp thin blades of darkness to stab out of the ground, all around the area. This is normally used to dispose of minions brought out, and can be scaled for more strength. The suddenness of the attack is what makes this attack so ideal.
• Ground ZeroB Forming a large ball of shadows near the Shade's hands, they will project it out towards the enemy at intense speeds. What makes this attack great, is that whereever it hits, the Shade can emerge immediately for no cost. On top of that, any skills involving Shadows can also be cast from far away, but at the location where the projectile hit.
• Shadow Pinning B A simple technique in the way it's performed, the shade need merely charge a weapon with his energy. Once done this, the shade stabs said weapon into an opponents shadow. This anchors the shadow, and thus the person to the spot. Limiting their movement. Any attempt to remove the Pinning weapon requires a strength of 13 or higher, unless they pay energy equaling to one rank above the rank of the skill.
• The Hunting of Shadows A Upon activating this skill, the Shade's own shadow begins to grow into a much larger physical shadow, splitting when it reaches the size of a two story house. Instantly, twenty shadows are bred, each with the intent to not only maim and kill, but with the durability of a C Ranked attack. The annoying part of this skill is that each Shadow must be destroyed individually. When one Shadow is attacked, the rest go into a Shadow Form of their own that allows them to evade any attack, regardless of the rank. It takes an attack of C Rank or greater value to destroy a Shadow, or a single A Ranked holy skill to kill them all. Killing the original Shade also works. This skill is capable of being boosted.
• Darkness AscendsA The Shade will quickly strike upwards at either an opponent or even at air, it doesn't really matter, shooting up a stream of black smog. Then, a large cloud will form in the sky above the area, eliminating 99% of the light in the sky, saving just enough light to be able to cast his Shadow skills. Every post for 5 posts, a hand made of pure shadows will strike down at the opponent, dealing B Ranked damage every hit. This forces a barrier to be made. If a barrier isn't made, the hand will grab the opponent and pull him into the sky, only to drop him from several thousand feet in the sky.
• Deepest Darkness A Required: Master Rank This plunges the entire area into a pool of darkness, along with everyone in it. It limits the vision of all ensnared in this pool to 1 ft in front of them, with Weapon Masters having up to 5 feet, due to their enhanced vision. This pool saps all energy used in attempts to escape and disperses it into the field, slowly making it hard to use energy sensing skills to see, unless someone first uses energy equal to one rank above the skill. During Deepest Darkness, the Shade may Shadow Step into any location in the area.
• SimulacrumS One of the most feared techniques in the Shade's arsenal. By using the link of ones shadow to their person, the shade can choose to attack the shadow of a person, rather than the person themselves. Any wounds caused to the shadow will appear of the person who the shadow belongs to.
• Dark SkiesSS The Shade's own pure dark energy gathers within their body, as if they were transforming, even curling up a bit as their eyes enter a dark red state. The user's own 'skin' turns pitch black, resembling the night sky before they stand up and spread their body out quickly, releasing fumes amounting to that of a furnace. Within seconds, the entire thread the Shade is in becomes clouded with a black mist of darkness, disabling the opponent's sight down to a measly 3 to 7 feet depending on their class. This mist blots out any form of natural light or even lighting skills equal to or weaker than this skill, allowing the Shade to be capable of achieving their max form. Because of their natural state being malleable, the Shade can even use the mist itself to shift through and use the Shadow Step skill with ease. The mist is their eyes, so they can see through the darkness just fine compared to those the Shade considers their enemy. During this time, Shadow Step can be used three times without counting towards the allotted three per battle.
• She Comes for MeSSS When all seems lost for the Shade, escaping is his best bet. By bypassing any entrapment skills placed in the area, the Shade will allow Kor'vah to come for him, and it actually happens. Kor'vah will whisk away any Shade who prays to her while in danger and instantly take them anywhere they want to go. xxxxxRESTRICTIONS • No Templars or holy aligned Shamans.
xxxxxxxxxxTHE MER "It's always between us, between you and me - the splendors of life, the reaches of the forgotten sea." XXXXXXXX- HADRIAN CONCHOR, LOS ANTHOS MUSICIAN
xxxxxPATRON DEITY MARIA, GODDESS OF THE SEA
xxxxxHISTORY The Mermaids and Mermen are one of the most common supernatural races. They're so very common, and yet so rarely seen, as they prefer the sea to the land. Some Mer are born away from the ocean, and decide to stay there for the majority of their life, but most stick to their ancestral roots. The Mer began as a very barbaric people, as they had a large amount of sea monsters to deal with day-by-day, forcing them to train for battle and fight constant wars rather than enjoy their existence. After their population began to grow, though, the monsters became less and less of a threat, and their dominance of the ocean brought over their new and improved personae; as playful, joyful people.
Their civilization, known as the Los Anthos Empire, began thousands of years ago, and stands strong today. The Mer are a very community-driven people, and as the ocean is a place for vast exploration, they can have the greatest times among their peers. Their cities are very similar to the land-fairer cities, although more organic than technological, as technology wouldn't survive underwater. The Mer rarely attempt to communicate with those who walk on land, but many of them find a fascination with them, and at least once in their long lives they will take an adventure beyond the shores. Many of them, however, are not prepared for what they face, and die away from their true home.
The Empire they belong to always grows, untouched by war, as their food supply is nearly endless and their land hasn't yet stretched near the girth of what it could. The Los Anthos are, in fact, the most powerful empire in the world, although they would never expand past the sea. Those who come to be the enemies of the Mer will always find themselves drowned and beaten against the coral, and the current enemy of these Mer... are the leaders of Uuma, land-fairers who expanded into their sacred sea.
The Mer do have a religious faith, they worship the goddess of the ocean, Kaminae. She is said to be the first Mer, christened by the ocean itself to rule over the waters for all eternity. She looks and fights just like other Mer, except she is extremely large. The thing about Kaminae is that she is really there. She's not some lost and unseen God, but rather someone who visits her people every day. She is about eight-hundred feet in height, and is classified as an SSS ranked monster. Anyone to have ever defied Kaminae, no matter how powerful, has met an extremely dreadful fate.
xxxxxDESCRIPTION The Mer are similar to Draconians in essence. They're shapeshifters, who can switch between their humanoid bodies with two walking legs, and their sea-fairing bodies, with the lower body of a fish or a dolphin of sorts. They tend to favor one form for certain activities, whether in land or sea. For example, when reproducing, they will always enter their humanoid form, for obvious reasons. And, when sleeping, they will often prefer their 'Mer' form, even when resting on land. Their fighting is rather simple. They have mastered water magic to a fine point, so extensively that they can call rain from the sky and sharpen it into needles. The water will never leave them, always with them in some way, living inside of their body. Every Mer has a spiritual storage place for water, and they can pull it out with will via energy. The water fights to defend them, and can be hardened to specific properties at will. This is not their only method of fighting, however. The Mer are often called the ocean dragoon, fighting with very long spears and being capable of extremely potent aerial and underwater assaults.
xxxxxSTRENGTHS • Water abilities are buffed by a rank, and Mer can manipulate their + their allies water abilities. • Underwater, you are almost unbeatable. Even those of a higher rank will find it nearly impossible to defeat a Mer in their natural environment. As you can manipulate water, an enemy entering a body of water would be nearly suicidal. As well as this, while in the water, your stats are increased by +1/+1. • Water magic, when used back to back or in combos cost 25% less per cast, stacking at 50% less. This buff persists so long as the mer continues using their water magic. If they do not use a water ability in 2 posts, this buff ends. On first cast, it requires the full cost. Second, 75%. Third and onward, 50%.
xxxxxWEAKNESS • Lightning. You can imagine why. Lightning does one rank more of damage to them, and it can usually surge through their spells, though they can release their physical connection to their abilities before it can shock them. • The Mer are incapable of many things that others are capable of. They focus mostly on specific forms of crafty combat, and use of seashell bonds to fight. This disables them from being knights and mages. • You cannot stay in areas with little water for too long, or you can get extremely sick. Once you begin to cough up polluted water, that's a sign that if you don't leave soon, you'll die. Areas such as central Nocturne can kill a Mer from over-exposure (you can still live in Nocturne if you reside in the coastal part of the city). Areas with simply NO nearby sources of water are easily fatal. Mer need to take a dip every now and then, or they'll begin to grow very exhausted, then frail, then their physical state will start to slowly decay.
xxxxxPASSIVE ABILITIES • Seashells The Mer are capable of speaking to all sea creatures, although they have the closest connection to the small ones. Tiny little creatures like crabs, shrimp and the littlest of fish, they often reach out to the Mer to protect them from the predators of the sea. A young Mer will often form a powerful bond with one of these creatures, and this enables them to quite literally share their longevity with this creature. The lifespan of the small creature they bond with will increase, making them as long-lived as their Mer companion, although they will also die if their Mer dies (though the Mer will not die if the companion dies). This life-long companion counts as a pet rather than a summon, but at high ranks, it can become extremely deadly.
The creature grows with you in ranks, and will also rapidly grow in size, into something that is simply unusual for its species. It should be noted that this creature will evolve into being capable of breathing/walking on land. Some animals are obvious; a lobster, a crab, etc. Less obvious ones such as regular fish will evolve in highly strange ways, some of them even turning out to look nearly parallel to a Mer. These creatures can have their own movesets. Furthermore, they can eventually, if desired, take up the summon slot and the seashell slot -- which would enable them to grow in power immensely.
This is an example of a Seashell-bonded creature, once a regular sand crab:
• Seashores The Mer are hyper-aware of everything around them, their five senses deeply active. They feel the light touching their shoulder, the running about of the small creatures, everything. They're very perceptive, moreso than most races. Furthermore, when listening through a conch (many Mer carry one everywhere), they can hear things for two kilometers around them. • The Deep Blue Water, blessed by Kaminae, lives to do battle for you. You can manipulate it very precisely, and water manipulated by you is stronger than steal at base. Mer armor and weapons are made of water, and they weigh almost nothing, yet defend better than the armor of others, and attack better than any other spear. The water can indeed slice as if it were a blade, defend as if a shield even in liquid form. Specifically, this hardness scales with the energy you put into it: Trainee(Passive) - as sturdy as Steel Novice - Titanium Adept - Tungsten Expert - Emerald
The amount of water you can manipulate also increases with rank:
The water you are manipulating in its entirety retains that hardness, and the energy buffing the water lasts for four posts.
xxxxxTECHNIQUES • The Ocean's BreezeD An extremely potent ability of the Mer, and yet simple. Cheap. They can control a breeze using the water moisture inside of it, swaying it somewhere. Then, as the breeze encloses on its target, they can multiply the water moisture inside of the breeze and pull large quantities of water out of thin air. If used as a breeze passes by a foe, this can be used almost as assassination, bringing water around their bodies and solidifying it.
• Aqua JetC-A With enough water to surround the mer gathering at their body, this skill turns them into a living projectile, increasing their speed by one point and protecting them from skills or basic attacks of equal rank while within it. It also keeps them levitating above the ground on that water. While already submerged, this skill need only be paid for once and otherwise stays active as long as they are underwater. Otherwise, this skill lasts three posts. Impact from this spell, depending on the rank, can do serious blunt damage.
• ImprisonB at least, but Varies The Mer gathers a large enough ball of water to envelop whatever they are attempting to envelop and sends it towards them if they aren't within the water, or has it snap up around them with a simple closing or wave of their hand if they are; they get surrounded by it extremely quickly. Two things occur within the water. First, the magic binding them is infused with a special type of energy that prevents outward teleportation. Secondly, in order to maintain the prison the Mer has to focus on holding it, preventing the use of other skills. This skill imprisons them equally. However, the Mer can move, albeit at a rate of -2 speed, and can move the prison itself at an equally slow speed so long as the captive is not at least twice the size of the mer. Opponents inside the ball can use equally ranked skills to get out of the ball, but while inside the same magic of the bloodline that prevents them from teleporting out prevents them from using skills inside the ball. The overall size of the prison is about two feet larger than the opponent in circumference, and the cost is equal to the rank of the opponent.
As a note, skills in progress are not interrupted by the Imprisonment. Likewise passive manipulations aren't stopped by this, though the water of the prison cannot be manipulated.
• Kaminae's Glass BallC-SS The Mer can lock all of the water surrounding them into a perfect sphere, and solidify it into pure ice, extremely thick. Even the most concentrated bullet would not pierce it unless guided by a large amount of energy. This ice can be manipulated psychically, and so can all of the water you used to create it, for three posts. It can branch off into thousands of ice shards, or water whips, whatever.
• Vortex AnnihilationC-SS This ability is extra powerful when under or near water. Simply put, the Mer can manipulate an exceptionally large quantity of water and change its properties much like they can their passive water. They can sharpen it, increase its blunt power, etc. Then, they can use it to either attack or defend. Defensively it's exceptionally useful as it will shift and change forms due to its liquid nature. It acts as an exceptionally useful defense for Mer who like to get in close. Offensively, it will hunt down enemies and seek to rip them to shreds, often splitting into windmill-esque blades of water that chase the foe down until there's nothing left of them.
• TridentB Using their water energy, the Mer creates a strange looking trident in the designated area. It sticks out from the ground, and while you'd think that would mean it is tangible and easily destroyed, it is not. It acts like a mirage; indestructible, you only may pass through. The effect of the trident is that it draws water directly from the ocean. It will continuously draw large amounts of water from the ocean and flood the area. Every post, the water level will rise by two feet. Trident can actually remain for the entire battle, and because of its long-lasting nature, it can even be used to totally flood cities if it remains for long enough (this would require many hours). If the Mer leaves the thread that Trident is set in place, it will disappear.
• EntombA When a foe becomes imprisoned, they become succeptible to this skill almost immediately. Rather than simply imprison, with this skill in place, they can impose another mass of energy on the skill and compress the energy of the water. This energy bursts, creating a dangerously explosion that creates a thick mist for a few seconds. The actual happenstance is that the opponent becomes flash frozen for three posts. As a saving grace anyone frozen gains resistance to below A rank damage and has any negative effects or buffs' timers frozen as well until it ends.
• Blood HuntersA The Mer will create five massive sharks (about the size of a great white) made of water. In order for them to stay on the field, Trident must be active (or you must be partially submerged); they need at least two feet of water beneath them. They will skate atop the water, and very quickly (+1 speed of the user.) When there is more and more water and the level is high enough, they will be completely submerged, and will be extremely hard to see. They can jump out from the water, bite at enemies, or gang up on and murder enemies stuck within the body of water. Physical attacks will only slip through them, as only their teeth is solid (ice). They will continue to hunt the enemy for five posts before dispersing.
• Chum the WatersA This skill sends a secret wisp of energy into the water near an opponent. If this wisp touches them it sticks for a second, giving no indication besides a faint glow that it has touched them. Immediately following that indication. A few seconds later, this skill well attract any water and ice based attacks directly to the opponent twice as fast as their normal speed.
• Final DayA This can only be done with requirements. First, you must gain your opponent's blood, by any means necessary. Then, you must draw a line of their blood on your forehead, running down your nose, with a line running across each of your cheeks. With this preparation, you can cast this spell, an ancient and taboo Mermaid magic. You can control the water in their body, binding your spiritual water to their physical. You can inflict pain on them, hurt them. Even kill them. However, you will take 50% of the damage they take while you use this. So, if you completely crush their arm for example, yours will most likely be fractured. If you explode their heart or something like that, yours will be nearly mortally wounded, and you'll need emergency medical attention. With precision, you can take less damage to your body. For example, simply poking a hole through their heart would still damage you incredibly, but you might not die until days later. However, this takes more time than simply crushing the organ. While their body is under control, they cannot move at all, but they can cast spells. Even the most powerful of spells will not be able to release you from this hold, however. Your demise is almost certain, unless you've done enough damage to the Mer to where they would die if they tried to kill you. Attacking the opponent's brain is suicidal. You will take permanent brain damage if you do so.
• The Arm of the QueenA The vortex ability allows you to spiral a tower of water around yourself, which in essence allows you to float atop water as if you were a mobile fortress. The amount is miniscule, about as thick as yourself, but it can extend to a length of up to forty feet, and provides you a great defense as well as a great amount of water to manipulate. However, your sight of the ground is decimated in this state, so you're vulnerable to attacks from below. It lasts for ten posts. Your passive ability can be used with this, as you're considered to be underwater.
• The Blade of the QueenS An advanced version of the Arm of the Queen, which may either be cast individually or chained off of the Arm. If chained, the energy cost will reduce by 25, for a total of 100. This immediately freezes the Arm of the Queen, or simply reacts to a frozen Arm. It will begin to act as a black hole to surrounding ice, but with the ability to launch, manipulate and apply force and precision to all forms of ice. It is essentially a mobile ice fortress that the Mer may maneuver through or throughout, allowing them a whole new level of utility.
• Everyone Wants to Rule the WorldSS This has the same ritualistic requirement of 'Final Day', but instead of physically hurting them... you exert spiritual power into the energy that's entered their body. Your soul-bound water enters their skin through the moisture of the air, and your will inhabits their vessel. You can force them to do one thing, and then this technique will end. It is as simple as that. This will not damage you for 50% of their physical damage. So, if you tell them to kill themselves, you will be unharmed.
xxxxxADDITIONAL COMMENTS The Mer are extremely happy people. They find everything to be beautiful, including the land above them. The shore, the coastline, the smell of the sea using fresh air and the sound of the waves crashing against the shore... The light of the sun shining down into their eyes, and revealing everything around them... It's amazing to them. The way they see the world is like no other race, not even the Elves. To them, so little can be so very much. As such, they're very easy to impress. They have some of the lightest hearts out there, always wanting to have fun and explore whatever tiny crevice they can find. This also means they work at a slow pace, but that's acceptable, considering their life cycle. While they reach maturity at around the same age as regular humans, they age much more slowly beyond that point, and die at around the age of two hundred and fifty.
Kaminae Codex Entry
Kaminae Rank: SSS Strength/Speed: 26/19
Kaminae, often considered as a living deity, is simply put an extremely old and extremely powerful Mermaid Witch. She has been around for thousands of years, and no one knows her real origin. While very loyal to her people, she is also very conniving. In order to maintain her youth, she will often sneak away young Mermen and Mermaids, and sacrifice them to her demon God. She's highly malevolent in nature, twisted by years of war and power. Her arrogance is evident even among the Mer, although they would not dare speak of it except in thought. This "Goddess" is nearly a thousand feet in height, one of the most brutal and most colossal creatures in history. Her palace within the sea is said to extend ten thousand feet below the surface, and considering her size, that's barely even much room.
The ocean queen wields a trident, known as Belfast, considered by historians as possibly the most legendary weapon known to man. The trident can spread its energy outwards and freeze the water around it very quickly, and even on land, it can freeze air particles and create massive ice structures, which it can magically fling at enemies. These structures act as icy explosions, and are capable of crushing even the most sturdy of structures, whether in land or sea. However, Kaminae, unlike her Mer brethren, cannot shapeshift into a humanoid form, so you'll never see her outside of the waters, unless for a short peak.
Kaminae is extremely territorial, making her just as ferocious as any other monster you'll find. Don't let her rather harmless looks fool you, she'll probably drag you into her palace and sacrifice you to her demon god. Her 'territorial' attitude is especially well-known by the residents of Aramil, as she often swims circles around their city and taunts them, horrifying many who don't trust in the protection of their city's barrier.
This monster knows every Mer spell, and a few of her own:
[WIP]
There is a series of highly comprehensive journal entries written over Kaminae, devised by the Dark Elves who, thousands of years ago, had a close working relationship with the Mer. However, the Elves who wrote these entries were never found, no copies of these were made, and they have been spread around the world. Surely, if anyone ever desires to defeat Kaminae and obtain her great treasures, they will need to discover these entries.
xxxxxRESTRICTIONS/RULES • Your stats, at base, are 5/5. 6/7 in water. Your Mer form is 4/6 (5/7 in water), as your lack of stance reduces your ability to make as powerful of strikes. It should be noted that the mer form cannot travel on land normally, only by assistance of certain spells. • While your 'seashell' bond may grow substantially, be realistic. No super statistically, godly logistically monsters of the doom once you hit a high rank. • Water must be your main element.