So you have it on hand still...
Clan of the Old World
Who We Are:
As technology evolves and the new world encroaches on the forests, the ways of the old world are slowly lost. This fact would be true if it weren't for the Clans. What was once a small band of savages has quickly grown in numbers and influence, spreading their might across the natural world. Through the teachings of their leader, a cyclops known as Skahg, members of the Clan are able to tap into their inner savagery and connect with the natural world like never before. Upon joining, the initiate is sent into the woods to hunt the largest predator in the area. After whatever beast they are tasked to hunt has been slain, the initiate then makes a weapon from the body of the beast. Once the initiate has done so, they return to the Clan and they, along with their weapon, receive the emblem of the clan. The mark gives both the initiate and their weapon the powers of the clan. The Clan gets it's power through markings and war paint, which has been blessed by the shamans to grant special abilities when energy is focused into it.
Law of the Clan:
- Only Kiranu, Kakurenbo, Unicorns, were-beasts, Draconians, and Pital worshiping humans are allowed to join the Clan
- You do not use technology
- You have an aversion to metal weaponry
- Rank up by Issuing challenges to higher ranked members
- Cannot back down from another clan member's challenge
- Clan tattoo must be visible.
- Get a special custom weapon from the clan [2 max]
- Tribal Markings must be applied before fights, but last until they fade.
- May only have a number of Markings on equal to your rank in the Clan
Your Place in the Clan:
- Young Blood
- Hunter
- Disciple
- Alpha
- Master of the Clans [only 1]
Gifts of the Old Ways:
Clan Tattoopassive
Upon being marked, the initiate chooses one of 2 paths: Savage or Stalker. Each Path gives you a different stat bonus and makes your tattoo glow with a different colour. Choosing the Path of the Savage gives you +2/+0 and makes your tattoo glow red. Choosing the Path of the Stalker gives you +0/+2 and makes your tattoo glow green.
Clan SealPassive
The seal of the Clan is placed upon your weapon, glowing the same colour as your tattoo. In addition to your custom weapon's abilities, the power of the clan courses through your weapon making it harder than steel and adding an additional 25% damage to basic melee attacks in the form of energy.
Tribal MarkingsYoung BloodMark of Instinct
- D-rank
By focusing energy into this marking, you sharpen your instincts to new heights. Your RPC gains a +1 bonus to speed while dodging for 3 posts. Mark fades after 3 uses.[5-post CD]
HunterMark of Power
D-rank
Your next melee attack deals one rank extra damage. Mark fades after 3 uses.[5-post CD]
Mark of Flame
C-rank
By activating this marking, you become coated in an invisible field of energy. The next melee attack landed on you deals D-ranked damage to the attacker. Mark Fades after 3 uses. [7-post CD]
DiscipleMark of Camouflage
C-rank
The user fades out of sight for 3 posts. This camo is broken upon movement and only hides you from sight. Smell, Hearing, and Energy sensing will still find you. Mark Fades after 2 uses. [7-post CD]
Mark of Fear
C-rank
By activating this mark, the user may cast an intimidating glare upon their target. Anyone at least 2 ranks lower than them is paralyzed in fear, 1 rank and equal will avoid the user and not attack for 2 posts, and ranks above the user will be unaffected. Mark fades after 3 uses. [7-post CD]
Mark of Growth
B-rank
By activating this mark, the user summons a single, massive vine from the ground to fight along side them. These vines have 3/6 stats and, while stationary, can grow out to reach distant opponents. The vine lasts for 5 posts and can sustain 300 points of damage. Mark fades after 2 uses. [10-post CD]
Alpha Marked in Blood
A-rank, Passive
A secret only taught to those who have achieved the height of power within the clan. The Alpha has learned how to infuse their blood with the shamanistic powers of the clan, letting you apply new marks during combat at the cost of one of your allotted attacks per a mark. You must be wounded and bleeding for this to work.
Mark of Shielding Vines
A-rank
At the cost of 1 Uncanny Dodge, you may activate this mark, growing a wall of vines to block one oncoming attack. When the wall fades, 2 vines are left over. These Vines have the same stats as the vines from "Mark of Growth". Mark fades after 1 use. [10-post CD]
Master of the ClansMark of the Clan Leader
S-rank
Activating this charm sends a surge of energy through the user and the ground around them. As a result, their stats increase by +2/+2 and 5 vines sprout from the ground. These vines have the same stats as the vines from "Mark of growth". Mark fades after 1 use and cannot be reapplied through the use of "Marked in Blood"[15-post CD]
Abandon the Path - The shamans overload your Clan mark, scaring the location it was tattooed on you, branding you as a traitor, and destroying your clan weapons.