Character Name: Lilith Character Rank: Novice Undead components: It has the stomach of a creature who once held a very corrosive acid within it. Its body consists human bits aside from that. Undead Rank: C Link to where the parts were gathered: Undead abilities/stats:
• 5/5
• Toxicity N/A The ghoul releases a very pungent and palpable aura from its body. It is positively toxic and oozes this corrosive substance from all over its body. Eyes, mouths, flesh wounds, ears, and all secrete the acid. It is capable of eating through flesh and eroding through armors over time. Making physical contact with the ghoul is the easiest method of getting the crap on you.
• Caustic Explosion C At any given moment the ghoul can choose to erupt into a shower of fleshy acid. It bursts in all directions though lacks a strong concussive force. Acid will shoot every where from it and cling to the first thing it hits.
Character Name: Lilith Character Rank: Novice Undead components: It has collective body parts of a series of talented fighters. Undead Rank: C Link to were the parts where gathered: Undead abilities/stats:
• 8/7
• It has bits of metal laced through its body in key points. All of its joints are gilded with a plate of iron. His knuckles are covered with jagged pieces of iron and even up his arms and legs. Other than that it is a regular ghoul stitched together from a number of different humans.
• Access to the Flame element, capable of using Hell's Grasp up to C rank.
Weapons
RPC Name: Lilith Odam Rank: Trainee Class: Necromancer Element: Fire Weapon/Armor name: Rift Walker Type & Material: Iron Description: Rift Walker is a scythe stands taller than Lilith at 5 feet and eight inches. The entirety of the scythe is made out of iron but the handle portion is wrapped for better grip. There is a curved and bladed portion at the end of it for stabbing. The blade is connected to the handle via a circular and spiked portion. At the back end of the blade there are three protrusions connected to another spiked circle. The blade is hooked and jagged; all the better for tearing and ripping. Abilities: The scythe is able to produce rifts with a slash. This opens up two openings, one directly attached to the blade and one wherever Lilith pleases within a range of 30 feet. For every slice done through one side of the rift the same slice appears in the other side of the rift. To produce these rifts Lilith must pay D-rank energy. She can produce up to five rifts at a time.
Posted: Thu Aug 28, 2014 7:36 pm
xxxxxxxxxxDULLAHAN [Beyond death. Utterly terrifying. Harbingers of the end.]
xxxxxHISTORY Dullahans are as old as death itself. They are spirits of great warriors who have returned to perform a service for the underworld. Their existance revolves around collecting souls for the passage into death. Wherever there is chaos and destruction, the Dullahan will gather. These beings absorb the spirits of the newly dead and become stronger for it.
xxxxxDESCRIPTION Dullahans are always made up of two separable but connected via magic parts. The head of the being is the source of magic and the holder of souls generated. The body is a suit of armor with a certain weapon of choice. While the two parts are able to move on their own they must always be near each other.
xxxxxSTRENGTHS • Two different fighting methods in one. • Power grows the more souls are collected. • The blood inside of the body is dead and useless to the head and body. • Two different stats for both parts • They do not need to breathe, and they do not age at all.
xxxxxWEAKNESS • The Dullahan is strong only when their head is nearby and out of imminent danger. Any physical damage done to the head can be shown harming the body due to a lingering muscle reaction between the two. (ex. punching the face will knock the body off guard or make it flinch.) • Being undead, it suffers a -1 rank penalty when attacked by holy energy. • If the head is destroyed the Dullahan dies.
xxxxxPASSIVE ABILITIES • Severed Head The Dullahan's head is capable of floating on its own through the air with no resistance. It can choose to rest on its armor or follow it around.
• Soul Powered For every soul collected the Dullahan is strengthened. The souls are stored in the armor, and if the armor is destroyed any extra souls can be lost. Because of their ability to retain more than one soul a Dullahan may need to be 'killed' more than once. The head is what needs to be destroyed for the being to die. If a Dullahan has an extra soul in it and is killed once, it loses any bonuses that other soul may have given them and is reverted back to its original power level.
xxxxxTECHNIQUES • Body: DisconnectD With a bit of energy pumped into the body, the armor is able to separate its parts. This is used to keep the body from being destroyed easily. While the separate pieces are physically disconnected, they are still held together via energy, meaning they are free to move as if normal.
• Body: ReconnectD With the body into pieces, but the energy still surrounding it, the user can use the energy itself to move the pieces to another area, out of danger. Once they've done that, the body begins to rebuild itself piece by piece for a post before it's fully regenerated.
• Body: RecallC In case the head is ever in immediate danger or has strayed too far from the body, it is capable of recalling itself back onto the 'neck' of the armor. The head essentially dissipates and reforms back in its rightful place.
• Head: Reverb ShockC A surprise type of technique most notably used by the head as a 'get away from me' technique. It utilizes the electricity located in the brain, amplifying it with their energy before it releases a shout. The amplified electricity shoots out as a small barrier, shocking whatever is around it in a 6 ft radius.
• Body: Phantom PainC The Dullohan has the power to create a phantom pain inside of his target. The range of this technique is 10 feet all around them. Should the opponent be in the range they will immediately be inflicted with a pain equal to the energy this requires. It isn't a pain that will die out, though it does not physically harm. It serves as a debilitator and distraction. The pain can be healed away.
• Head: Degenerative WaveC The head can release a wave of ill intent in a range of 15 meters. This wave, if it lands, will stop and source of regeneration an opponent has for 5 posts.
• Body: Counter MeasuresC If assaulted the body will dissassemble and rapidly assemble back onto the limb/weapon they were attacked with. This effectively traps that attacking limb/weapon and keeps them from moving. From there, the Dullohan can strike out in whatever way they want.
• Head: Wave of BloodB The blood of the Dullohan has long since turned caustic and hellish. The head can fill their mouth with this substance and spew it out when they please. The blood will eat away at any organic substance.
• Head: The Foul WordB The head will release a powerful breath of their foul breath. From years of being dead as well as the energy behind it the wave that shoots out is incredibly foul. Anything that has even remotely increased senses will be sick from the scent and be forced to lose their lunch. The blast has a range of 15 feet.
• Body: CombineB The body reaches out to grasp at their own head, and if they get their hands on it, they will lift it up and dramatically 're-attach' their own head. This grants them devastating power as they gain half the stats from their head. They cannot use any head skills, but the body skills can now effect the head as well. This state lasts for a small moment. (3 posts).
• Body: Release RestraintsA Utilizing the soul power it has built up the Dullohan can increase their strength and speed. For 5 turns they will receive a +2 to either stat. Once a post they may switch which stat receives the bonus. This has a 10 post cool down after the fifth post.
• Combined: Superior SlashB The body uses the elemental magic inside of their head to channel it towards their arms. As such, their muscles get even stronger as it grants their weapon an increased rank in strength for two posts. The weapon will begin to seep unholy energy, making it an excellent bane against holy beings. +1 Unholy Damage during duration.
• Combined: Otherworldly CannonB The user begins to channel their energy from their body into the head as they start to take in a deep breath. They soon exhale, creating a small portal before a blast of ethereal energy shoots out, estimating to be around 5 feet in radius all around. It cannot be stopped by any type of shield and will go through walls. It can only be stopped by energy skills.
• Combined: Extreme SpearA The head and body can focus their power together, combining their strength for a single attack. With a single punch they can cleave through an armored skull like it was butter.
• Combined: Feral BladeA The user strikes out quickly with their weapon, not putting much strength into it as they strike with a glancing blow. The foe that is actually hit by this is forced into a feral rage, aiming to strike out at anyone while they become unable to use any skills for 3 posts. Once it wears off, the foe cannot be inflicted by Feral rage again for 10 posts.
• Combined: The Graves of the DamnedS As he raises his hand, the clouds began to move inward, blotting out the skies before energy coated tombstones began to fall from the skies. The tombstones fall around the user, marking a 30 feet radius away around the user in a circle. The tombstones erupt and explode in a 15 feet radius, leaving only a 15 ft sweet spot in the circle with the user. Once the explosion is over, the stone debris from the headstones create an unholy barrier that can only be broken via an S rank HOLY attack.
• Combined: The Head Taker BladeA Head taking is something the Dullohan specializes in. With this ability, every single slice from their blade will cleave through a target, preferably their neck. What makes the ability potent is that it stops beings from being able to regenerate for the duration of the fight or until healed. Anything that CAN survive without a head will have to do so until then.
• Body: Soul StealerS The Dullohan has a single instant kill IF the hit is landed on the neck. They will swing their sword in whatever fashion they want, ripe with their damned energy. When it makes contact and severs the opponent's head their soul will be stolen. Their body will be but a husk, ready for destruction whenever. Creatures without souls are immune. Sucks to suck for the Dullohan if they make the mistake of trying to take the soul of something soulles.
• Head: Soulless KillerS The head takes in a deep breathe, mainly trying to suck in anything and everything as the mouth becomes a void of destruction. Any projectile or beam attack heading for the head that is A rank or weaker, will be devoured. This can be used to even devour people as the void breaks and destroys EVERYTHING that isn't their body.
• Combined: Soul DevourerA-SSS In their combined form, the user's body glows with a dark energy, slowly creating a suction effect. Just like the technique states, the dullahan can siphon souls into their body and it is best to use in an area full of dead things. Tombstones are broken down and used to cover the dullahan, giving them an armored reaper appearance. The more energy used, the stronger the armor is and souls the user siphons, recovers the user's energy up to at least S rank when used at its strongest form. The form lasts until the combined state wears off.((Rank - 2 ranks = Energy restored.))
• NecrosisPassive Dullahan naturally come with an eery presence to them. They are different from shades or other ghosts because of their lack of a metaphysical presence. They are real, yet they are ethereal. The connection with death they share grants them powers most do not have. Necrosis is similar to the aura of an Incubus or Succubus in that it is not something one can readily block. Necrosis is a feeling that washes over any being that is not the Dullahan currently casting it, a feeling that makes them feel as if their soul is being slowly siphoned from their body. This causes chills, anxiety, and an intense paranoia. The more energy that is put into this the more potent it becomes. At higher rankings, anyone exposed to Necrosis for too long can be reduced to a quivering mass of crazy. At lower ranks it would at most make people wary of the Dullahan.
xxxxxADDITIONAL COMMENTS
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [The Soul Reaver] Dullahans may specialize in this class, which is a perfect mix of being a mage and a warrior. The Soul Reaver is an advanced form of the Dullahan, being able to change classes once the Dullahan reaches Adept rank to learn these skills. All of the Soul Reaver's techniques are aimed at the foe's spirit and energy pool, to cripple the foe before the Dullahan takes their soul to end their life. The Soul Reaver are bastards in the Eyes of the God of Death and damnation, taking spirits for themselves for the Dullahan to become stronger with each gaining moment.
Strengths • 6/5(body) ; 2/6(head) • 1.5x Energy Pool. • Access to all elemental magic • Ability to master a type of weapon and learn the styles associated with it.
Weaknesses • Two bodies with one energy source. • Due to access to two different fighting methods, the Dullahan will never truly be a master of weapons or magic. Because of this, each part can only master one thing at a time. The body can only fully master a single weapon, he head can only master one full elemental style, while they can only learn the rest up to C-rank.
xxxxxRESTRICTIONS • Dullahans can choose from these classes: Mage, ShadowKnight, Necromancer, Knight, Weaponmaster, or the Dullahan specialized Class. • The head cannot be more than 100 feet away from the body, or the body will fall apart.
[ Bloodline/Clan created by A faint smile, Knights Royal ]
A faint smile
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Posted: Tue Sep 02, 2014 5:46 pm
xxxxxxxxxxCENTAUR [Beast and Man as One.]
xxxxxHISTORY Throughout time there have been instances where man and beast have mingled and created something between the two. Werewolves, for example are men who transform into the beast. A centaur is very similar, though their origins are much different. Becoming a centaur is not something that is passed via a bite or some sort of blood plague like a Vampire. Instead, a being must choose to become one.
There was an elf named Kelios so attuned with nature he chose to live with beasts rather than even his own kind. He spent years working magic over himself and eventually received a blessing from the gods. Kelios took on a transformation most unlike any other; half of him became that of a horse and the rest of him remained. The transcended elf returned to his people and showed them the beauty of his being, and many came to worship him. Students flocked from all over the forests of Kranila to understand and achieve what Kelios had, though few could grasp it. Attuning oneself completely with nature required a self-sacrifice and a dedication to the world. An elf had to be completely willing to let go of their ambitions and become guardians of nature. Kelios taught them that every life was precious and the highest calling was to defend nature from the harsh maladies wrought against the land. The students were taught to heal the land where it was damaged, using spells to promote growth and bring life to places where it had been taken. Centaurs could be seen planting new trees all over the land or freeing up rivers that had been dammed up. Any animal that was unnecessarily wounded was given aid as well. Kelios taught his apprentices to be gentle and kind, to only act when acted upon.
Slowly, the order of the Centaur grew and grew until there was a veritable army. With Kelios as the leader the halflings protected nature with all their strengths. Poachers, axemen, and trespassers were all hunted and turned away and their influence grew and grew. One of the Centaurs greatest enemy were those who sought to bring technology into their world. Rage filled them whenever a forest was burned to make way for a city or even when a single mechanist brought its profane creations to their lands. A deep rooted anger filled Kelios up, and through him his followers. No matter how much they sought to shield the land from harm their actions were not enough. Kelios knew it was time to strike, no longer would the Centaurs sit idly by. They actively looked for battles and attacked with guerrilla tactics. Centaurs are very fierce warriors and with their knowledge and connection with nature were nigh on unstoppable. Kelios and his centaurs worked spells that turned the land into weapons. They called upon the beasts of their home to fight alongside them. They called upon mother nature to strike against her foes.
Eventually many tribes of Kranila grew wary of the Centaurs. These mystical beings with unrivaled power were no longer peaceful guardians but seemed to many as warmongers. The Centaurs had fallen from grace and were looked upon with hatred. Kranilans were generally peaceful and gentle, they despised Kelios for bringing constant strife into their lands. No longer seen as idols and guardians, the elves turned on the Centaurs. A war was waged and eventually Kelios fled deep into the forest, his army reduced to nothing. It took many years for Kelios to realize what he had done wrong. He had forgotten his true path and became a villain, the very kind he had sought to protect nature from. From that day forth he vowed to never allow himself to forget this. The secret of the Centaurs wasted away with the time until it was more lore and myth than fact. There are still those who seek Kelios and his teachings, the few who would become the next generation of true guardians.
xxxxxDESCRIPTION Centaurs look exactly like elves, dark or dawn. They possess the same strength, longevity, and much of the same beliefs. The major difference is their ability to transform themselves into the half form of horse and elf. All Centaurs will have a fierce devotion to nature and will seek to protect it regardless of circumstances. While they do not have a specific god to believe in, they put their faith in Kelios the world around them. Any who threaten nature are their enemies, regardless of race or affiliation to anything.
xxxxxSTRENGTHS • Two forms, one much faster than the other. • Connection with nature grants centaurs special powers. • Versatility in battle types
xxxxxWEAKNESS • Centaurs who have devoted their lives to nature will not only never get any sort of technological mod to their body, but will automatically look down on those who do. • When transformed they are a bigger target. • Some spells require the user to be in the transformed state.
xxxxxPASSIVE ABILITIES • Kelios' Guidance Only through the teachings of Kelios can becoming a Centaur be achieved. Once it is initially learned the elf can freely move between either of its forms. While in their normal form they retain all animal-senses, though their speed is not increased. When in full centaur form they gain a +2 to their speed.
• Nature's Guardian Centaurs are very attune to nature, and because of this they have a connection of sorts. They can freely communicate with animals and even wild ones will listen to them. As long as the creature is natural the Centaurs have the ability to temporarily tame them and request their aid in battle. They can also 'listen' to nature and receive information from it as well.
• Order of Kelios Centaurs have a powerful aura around them that affects other creatures aligned with them. Any sort of natural animal that fights with them has their power increased by 1 rank.
• Primal Instinct Just as any other animal, Centaurs have special sensory abilities. Their hearing, smelling, and sight are increased. Because of the increased sensory power they tend to make great Rangers and warriors. Similar to animals, they can also get a sense of when something wicked this way comes. They'll be wary of those who seek to harm them or what they protect though the exact reason why will not be known.
xxxxxTECHNIQUES • ChargeD Once in their centaur form the user is able to begin to run at very high speeds. If they remain in motion (constantly running) their speed increases until they are moving at a full fledged charge. While charging they can still turn deftly and with little resistance. A centaur can only charge for eight posts before it grows fatigued and has to slow down. +1 to Speed.
• TrampleC-A Once the Centaur has begun charging they can push energy into their body and run straight at an opponent. An image of them will shoot forrward ahead of them and meet with the force of their actual impact just before they do. The image is created of their energy and is used to break the initial defense of a target. It will knock away defenses its rank or lower and make way for the Centaur to trample right over an opponent. This can be deadly and in the least debiliating.
• SeekerB This spell requires very specific circumstances to be fulfilled. The Centaur requires some lingering aspect of the person they wish to seek. This can be an imprint of energy, a wound caused by this target or even a literal piece of the person. Through nature's power they are able to track them as long as they are still within the same country as the Centaur. If they enter a place where nature does not have at least a small foothold they will be lost to the Centaur.
• The Blessing of EarthD-S Centaurs have the ability to heal by drawing energy through the earth. Because they are literally taking the life force from the earth it is generally used in the rarest of circumstances and never without the utmost gratitude. To heal minor wounds it would take the energy from nearby plants and small bits of nature. To heal major wounds it could take the force of a large section of forest. The regeneration levels are similar to that of a vampire. At novice level a Centaur could only deal with cuts and bruises. At adept they could heal broken and fractured bones. Experts can deal with complete piercings or deep slashes and Masters would be able to regenerate a limb.
• Force of NatureD-S A Centaur can commune with nature and ask it to aid them in battle. This is done with already existant or created nature. They could have roots and branches bend to their will and try to snare their opponents or even have trees fall over. It all depends on the imagination of the centaur and what resources they have at hand.
• Wild GrowthD-S A Centaur has the ability to bring nature with them wherever they go. Through their influence they could have flowers push through the stones of a city. This power is specific to the needs of the user. If they need a root to grow and create a ramp for them it shall do so. At higher levels a Centaur could create an entire forest from nothing but their energy, regardless of where they are. The growth rate is very fast, and would be similar to any other sort of creation or manipulation via magic.
• Call of the WildD-SS A Centaur can send an energy charged battlecry far and wide, and on the next post beasts of all kinds will come to their aid no matter where they are. The power put into the call determines the strength of creatures that can be summoned. Lower leveled creatures can be summoned in groups up to 10, and higher level creatures tend to come in pairs or alone. The type of creature that will come is relative to the location of the Centaur. If they are in a forest anything from bears to wolves and other beings that dwell their can come. If they were in the harsh mountains of Nocturne creatures from there will come.
• DisasterA-SS Centaurs, due to their strong connection with nature, may request a disaster relative to their location to happen. Their energy floods the land and will cause a controlled catastrophe. Near the ocean a tidal wave or Tsunami may occur. Next to a mountain a landslide could happen or even a volcano could erupt. In plains the Centaur could summon a wicked thunderstorm that strikes the land and sets it ablaze. Blizzards, sandstorms, tornados, etc. It all depends on where the Centaur is.
• Fallen Army of KeliosSS The Centaur will push a mass amount of energy into the earth beneath their hooves. On the next post a true sight of wonder will arise. From the earth or any other natural substance fallen centaur warriors will rise. They will stand alongside the user and will charge the targets set by them. This is similar to trample and charge combined, but the scale is much larger. This ability is used rarely because anything in the way fo the fallen warriors is destroyed and crushed beneath them. A person caught in the stampede would die. and all of them are equipped with weapons ranging from spears to bows and even swords and hammers. The horde of warriors are equal in speed to the user and last 5 posts before returning to the earth.
xxxxxADDITIONAL COMMENTS • 5/7 (+2 in transformed state)
xxxxxRESTRICTIONS • Will not be of a class that requires technology (even guns)
[ Bloodline/Clan created by A faint smile ]
Posted: Tue Sep 02, 2014 11:37 pm
A faint smile
xxxxxxxxxxCENTAUR [Beast and Man as One.]
xxxxxHISTORY Throughout time there have been instances where man and beast have mingled and created something between the two. Werewolves, for example are men who transform into the beast. A centaur is very similar, though their origins are much different. Becoming a centaur is not something that is passed via a bite or some sort of blood plague like a Vampire. Instead, a being must choose to become one.
There was an elf named Kelios so attuned with nature he chose to live with beasts rather than even his own kind. He spent years working magic over himself and eventually received a blessing from the gods. Kelios took on a transformation most unlike any other; half of him became that of a horse and the rest of him remained. The transcended elf returned to his people and showed them the beauty of his being, and many came to worship him. Students flocked from all over the forests of Kranila to understand and achieve what Kelios had, though few could grasp it. Attuning oneself completely with nature required a self-sacrifice and a dedication to the world. An elf had to be completely willing to let go of their ambitions and become guardians of nature. Kelios taught them that every life was precious and the highest calling was to defend nature from the harsh maladies wrought against the land. The students were taught to heal the land where it was damaged, using spells to promote growth and bring life to places where it had been taken. Centaurs could be seen planting new trees all over the land or freeing up rivers that had been dammed up. Any animal that was unnecessarily wounded was given aid as well. Kelios taught his apprentices to be gentle and kind, to only act when acted upon.
Slowly, the order of the Centaur grew and grew until there was a veritable army. With Kelios as the leader the halflings protected nature with all their strengths. Poachers, axemen, and trespassers were all hunted and turned away and their influence grew and grew. One of the Centaurs greatest enemy were those who sought to bring technology into their world. Rage filled them whenever a forest was burned to make way for a city or even when a single mechanist brought its profane creations to their lands. A deep rooted anger filled Kelios up, and through him his followers. No matter how much they sought to shield the land from harm their actions were not enough. Kelios knew it was time to strike, no longer would the Centaurs sit idly by. They actively looked for battles and attacked with guerrilla tactics. Centaurs are very fierce warriors and with their knowledge and connection with nature were nigh on unstoppable. Kelios and his centaurs worked spells that turned the land into weapons. They called upon the beasts of their home to fight alongside them. They called upon mother nature to strike against her foes.
Eventually many tribes of Kranila grew wary of the Centaurs. These mystical beings with unrivaled power were no longer peaceful guardians but seemed to many as warmongers. The Centaurs had fallen from grace and were looked upon with hatred. Kranilans were generally peaceful and gentle, they despised Kelios for bringing constant strife into their lands. No longer seen as idols and guardians, the elves turned on the Centaurs. A war was waged and eventually Kelios fled deep into the forest, his army reduced to nothing. It took many years for Kelios to realize what he had done wrong. He had forgotten his true path and became a villain, the very kind he had sought to protect nature from. From that day forth he vowed to never allow himself to forget this. The secret of the Centaurs wasted away with the time until it was more lore and myth than fact. There are still those who seek Kelios and his teachings, the few who would become the next generation of true guardians.
xxxxxDESCRIPTION Centaurs look exactly like elves, dark or dawn. They possess the same strength, longevity, and much of the same beliefs. The major difference is their ability to transform themselves into the half form of horse and elf. All Centaurs will have a fierce devotion to nature and will seek to protect it regardless of circumstances. While they do not have a specific god to believe in, they put their faith in Kelios the world around them. Any who threaten nature are their enemies, regardless of race or affiliation to anything.
xxxxxSTRENGTHS • Two forms, one much faster than the other. • Connection with nature grants centaurs special powers. • Versatility in battle types
xxxxxWEAKNESS • Centaurs who have devoted their lives to nature will not only never get any sort of technological mod to their body, but will automatically look down on those who do. • When transformed they are a bigger target. • Some spells require the user to be in the transformed state.
xxxxxPASSIVE ABILITIES • Kelios' Guidance Only through the teachings of Kelios can becoming a Centaur be achieved. Once it is initially learned the elf can freely move between either of its forms. While in their normal form they retain all animal-senses, though their speed is not increased. When in full centaur form they gain a +2 to their speed.
• Nature's Guardian Centaurs are very attune to nature, and because of this they have a connection of sorts. They can freely communicate with animals and even wild ones will listen to them. As long as the creature is natural the Centaurs have the ability to temporarily tame them and request their aid in battle. They can also 'listen' to nature and receive information from it as well.
• Order of Kelios Centaurs have a powerful aura around them that affects other creatures aligned with them. Any sort of natural animal that fights with them has their power increased by 1 rank.
• Primal Instinct Just as any other animal, Centaurs have special sensory abilities. Their hearing, smelling, and sight are increased. Because of the increased sensory power they tend to make great Rangers and warriors. Similar to animals, they can also get a sense of when something wicked this way comes. They'll be wary of those who seek to harm them or what they protect though the exact reason why will not be known.
xxxxxTECHNIQUES • ChargeD Once in their centaur form the user is able to begin to run at very high speeds. If they remain in motion (constantly running) their speed increases until they are moving at a full fledged charge. While charging they can still turn deftly and with little resistance. A centaur can only charge for eight posts before it grows fatigued and has to slow down. +1 to Speed.
• TrampleC-A Once the Centaur has begun charging they can push energy into their body and run straight at an opponent. An image of them will shoot forrward ahead of them and meet with the force of their actual impact just before they do. The image is created of their energy and is used to break the initial defense of a target. It will knock away defenses its rank or lower and make way for the Centaur to trample right over an opponent. This can be deadly and in the least debiliating.
• SeekerB This spell requires very specific circumstances to be fulfilled. The Centaur requires some lingering aspect of the person they wish to seek. This can be an imprint of energy, a wound caused by this target or even a literal piece of the person. Through nature's power they are able to track them as long as they are still within the same country as the Centaur. If they enter a place where nature does not have at least a small foothold they will be lost to the Centaur.
• The Blessing of EarthD-S Centaurs have the ability to heal by drawing energy through the earth. Because they are literally taking the life force from the earth it is generally used in the rarest of circumstances and never without the utmost gratitude. To heal minor wounds it would take the energy from nearby plants and small bits of nature. To heal major wounds it could take the force of a large section of forest. The regeneration levels are similar to that of a vampire. At novice level a Centaur could only deal with cuts and bruises. At adept they could heal broken and fractured bones. Experts can deal with complete piercings or deep slashes and Masters would be able to regenerate a limb.
• Force of NatureD-S A Centaur can commune with nature and ask it to aid them in battle. This is done with already existant or created nature. They could have roots and branches bend to their will and try to snare their opponents or even have trees fall over. It all depends on the imagination of the centaur and what resources they have at hand.
• Wild GrowthD-S A Centaur has the ability to bring nature with them wherever they go. Through their influence they could have flowers push through the stones of a city. This power is specific to the needs of the user. If they need a root to grow and create a ramp for them it shall do so. At higher levels a Centaur could create an entire forest from nothing but their energy, regardless of where they are. The growth rate is very fast, and would be similar to any other sort of creation or manipulation via magic.
• Call of the WildD-SS A Centaur can send an energy charged battlecry far and wide, and on the next post beasts of all kinds will come to their aid no matter where they are. The power put into the call determines the strength of creatures that can be summoned. Lower leveled creatures can be summoned in groups up to 10, and higher level creatures tend to come in pairs or alone. The type of creature that will come is relative to the location of the Centaur. If they are in a forest anything from bears to wolves and other beings that dwell their can come. If they were in the harsh mountains of Nocturne creatures from there will come.
• DisasterA-SS Centaurs, due to their strong connection with nature, may request a disaster relative to their location to happen. Their energy floods the land and will cause a controlled catastrophe. Near the ocean a tidal wave or Tsunami may occur. Next to a mountain a landslide could happen or even a volcano could erupt. In plains the Centaur could summon a wicked thunderstorm that strikes the land and sets it ablaze. Blizzards, sandstorms, tornados, etc. It all depends on where the Centaur is.
• Fallen Army of KeliosSS The Centaur will push a mass amount of energy into the earth beneath their hooves. On the next post a true sight of wonder will arise. From the earth or any other natural substance fallen centaur warriors will rise. They will stand alongside the user and will charge the targets set by them. This is similar to trample and charge combined, but the scale is much larger. This ability is used rarely because anything in the way fo the fallen warriors is destroyed and crushed beneath them. A person caught in the stampede would die. and all of them are equipped with weapons ranging from spears to bows and even swords and hammers. The horde of warriors are equal in speed to the user and last 5 posts before returning to the earth.
xxxxxADDITIONAL COMMENTS • 5/7 (+2 in transformed state)
xxxxxRESTRICTIONS • Will not be of a class that requires technology (even guns)