A scholar sits at a table, reading a book.""Ah, Hello there I see you are looking into mythical faunus. All Mythical faunus are based on animals, however, there are things about them that make them truly terrifying beings. They are rare though, and highly persecuted by others. Some think that they are not faunus at all, but infact the beings they are called. Now not all of those kinds of faunus are mythical, for example, there are normal sheep and goat faunus, but then there are the demon faunus."
Below are the Mythical Faunus in the guild. In order to create a character within one of these factions you must contact the owner of the chosen faction and your character must meet all of the requirements of that faction. If you wish to create new type of Mythical Faunus contact a crew member or your friendly neighborhood Captain, Narx!
In the voice of an old goat faunus "So, you want to be a demon. It comes with many drawbacks. Emotions rule their lives, and they are wanted as soldiers by almost every other faction. Most of them try to hide their true power, for they are subject to many horrors. Demon faunus are mostly enslaved to fight battles for others, and are scorned by those who do not."
Faction: You have an extra choice. You unlock the ability to take the Vσяα¢ισυѕ as a faction. Species: Goat or Sheep Faunus. Faunus Trait Horns Faunus Ability The ability is tied to either power/strength or durability/endurance. So far there are two with reinforced necks, one with pain reduction, and another with extreme power in his legs, but don't limit yourself to these. You can create more! Typically demon faunus are strong and sturdy creatures though. Extra section As Emotions are tied to how demon faunus are, their appearance changes with emotions. Here is an extra part in which they can put under either the Affection section or the Archetype section. This is only for cosmetic effects.
[color=#800000]█[/color] [b]MARKINGS/FAUNUS TRAITS[/b] ▬ (Describe horns+) [color=#800000]█[/color] [b]Demon Faunus (Cosmetic Effects)[/b] ▬ "Demon" faunas have strong emotions that cause certain effects. Choose at least three effects: ▬ (Maybe your horns change when you feel a certain emotion?) ▬ (Maybe your canines extend to become fangs?) ▬ (Maybe your eyes narrow like a cat and glow brighter) ▬ ▬
Background In general, there are two common background types for demon faunus. Most of them were enslaved for combat. Usually by criminal organizations and employed as soldiers, or for underground fight clubs. Many of them break free, but remain in villainy as they know nothing else, but some do turn good, although they struggle to find a home where they are accepted due to the massive dislike for their kind. Many good people have died at the hands of demon faunus, and they are viewed as a bad omen for good reason.
The second most common background type would be that you live in a rural area where your family keeps to themselves. usually hiding the fact that you are a demon faunus from the world.
Semblance: Your semblance must be something that extends/can be used in combat. e.g., healing, teleportation, copying abilities, etc. Those are just a few examples of what they can be. It is also noted that all Demon Faunus have semblances that involve others.
Sinn: Why hello there fledgling, finally found me? You must be wondering why I spared you? We were once a proud and noble breed, to let us die out would've been such a waste. After all I have big plans for those of you who made it this far...
Faction: You were born in Vacuo but you have an extra "choice". You may choose to seek out Sinn and discover why he spared some of you during Vacuo's fall. Maybe it's not a typical faction right now, but who knows about the future. Species: Horned Lizard, Monitor Lizard, Draco Lizard and Komodo Dragon Faunus. Half-dragons possible Faunus features Dragon's, being unique in their bloodlines, all have similar features that are emphasized at different levels for them. However, all of them can have scales (the amount varies between individuals), a tail, horns, and wings. The size, amount, and even look of them can vary a lot among the dragons. Whether these features become functional on a faunus trait level depends on the dragon species. Faunus trait Your faunus trait won't be active until you are between 19-20 years of age, until then treat your character creation as if it were a human (aka you get an extra primary talent). However, once you are 19-20, your bonus talent must be replaced with one that matches your species line. When it comes to advanced profile, the below must be your Primary faunus trait. Other general traits, such as prehensile tail, can be used for secondary or tertiary faunus traits. Horned Lizard (Eyes of the Dragon): Something to do with your eyes, blood or horns. This species can squirt blood from their eyes and/or have weaponized horns anywhere on their bodies. Perentie Monitor (Might of the Dragon): Something to do with physical abilities. This species can also have strong claws that can be good for burrowing/fighting and/or better endurance and speed. Komodo Dragon (Jaw of the Dragon): Something to do with the mouth. This species can also produce toxins from their Maws and have strong bites. Draco Lizard (Wings of the Dragon): Something to do with flight. This species can also have functional wings. Extra section Your age can range between 23 and 21, no more no less. Oh yeah, you also have a sweet dragon tattoo! (Made of birthmark streaks on the left arm and ink to create the image of a spiraling dragon.)
[color=#800000]█[/color] [b]TATTOOS ▬ Spiraling dragon on left arm
Background You were no older than 5 when Vacuo, your original home, fell; so your memories of that time are most likely very hazy. You can choose to remember someone murdering your parents and everyone else you knew or not, however, you won't remember exactly who it was if you choose to seek/hunt them down. Semblance: Your semblance must be something that expands your capabilities beyond the realm of what hard work could ever come close to. ie Enhancement, Regeneration through destruction, Multiplication. Those are just a few examples of what they can be. Notable Members ▬ Sinn Myers ▬ Jazz ▬ Svafnir ▬ Eve ▬ Narkyena ▬ Peninah ▬ Pyrve ▬ Thyra ▬ Alois ▬ Eleanor
Posted: Mon Apr 06, 2020 7:34 pm
The Hellspawn Owner: Frostlin
"There was a big tribe of beetle faunus, they were peaceful, they were kind and very lively, but now nobody knew their old name, people only know them as the Hell-spawns. The tribe was just like any other faunus tribe, though they were very unique looking even for faunus. Until one madman named Hermesh decided to destroy his own kind with his twisted beliefs. He was the only one who was seen from the tribe ever since, his devilish look is what gave the famous name, who knows if there are any more of those twisted creatures left alive." ~A human survivor
Faction: You were born to a tribe that originates from Mistral, but had been in Vale for some time. As a child, you were instilled with a love for the home land. You have access to the Hell-spawn and the Mistral Faction. Species: Jewel Beetles, Fireflies, and Rhinoceros Beetles. Faunus Trait These only show when exoskeleton is fully out. Fireflies have a small glowing area on their back that blinks based on their heartbeat or a pair of small nonfunctional wings. Rhinoceros beetles have a small pair of horns. Jewel Beetles have small nonfunctional antennas. Faunus Ability All the species have an exoskeleton. You may choose where the exoskeleton is on, it can be on parts of your body or it can cover your whole body. Your exoskeleton retracts and extends from your skin. For this to fully happen, it takes 2 posts. One post gets it out halfway, the second post gets it out all the way. The exoskeleton acts as additional armor for you, being equivalent to metal armor in defensive strength. You look human when your exoskeleton is retracted. Weight Requirement Your character must weigh 20-30 pounds more than they look, due to the exoskeleton. Mandatory Primary talent Fireflies must have speed or agility. Rhinoceros Beetles must have strength. Jewel beetles must have attractive. Mandatory other skill You must have durability as an other skill. Mandatory Weakest skill You must have 2 weaknesses at the minimum. One of the weaknesses must be that your exoskeleton extends itself when you feel fear, or your adrenaline is pumping.
Background: You are the remnants of a once prosperous, if secretive, tribe of insect faunus now known as the Hell-spawn. Due to the tragedy that befell all those years ago, the tribe is no more. Only small groups, lucky survivors, remain. You may have been told in detail of the tribe you are descended from and what happened or have been orphaned and are trying to find answers. What you know for certain is that you need to keep your special ability hidden, so the one who caused this does not find you. Semblance Requirement: N/A Notable Members ▬ Hermesh (NPCed) ▬ Rowser ▬ Lyosha
In the courtyard of an “abandoned” mansion lit only by the light of the moon “To become one of us, you must forfeit your life to us. You will be sucked dry of your blood, left withered and exhausted…And then, when you feel yourself on the verge of that eternal rest…You will imbibe our blood. You will feel it course through you, the life force of something foreign…almost alien. It will take root deep inside you and feed off your very essence. But in turn, it will grant you power like you’ve never felt before.” There is a long pause as the ritual begins, and only once they have drank the blood of the Vampyr is a familiar voice heard once more. “Welcome Sister. You shall be weak at first, like a toddler learning to walk again, but strength shall come soon. Let me guide you into your new life as a child of the night.” ~ An account of the creation of a Vampyr.
Role: Cannot be a student. Need to be at least 20 years old.
Faction: You gain access to the Vampyr faction.
Species: Your species must be one that is directly parasitic (like a parasitic wasp), has a parasitic relation with another organism ( like the cuckoo-finch), or consumes blood (like the vampire bat/finch).
Faunus traits: You seem to “stop” aging at a certain point. While you do age naturally, by the age of 20 your physical appearance almost freezes. Past that age, very little changes about your looks so long as you regularly feed. If you do not feed regularly, your appearance rapidly catches up to your actual age (if you choose to feed regularly again, your looks “freeze” at that point).
Faunus ability: Your faunus ability must be tied in a way to your parasitic nature; be it directly or to help it. Examples of such are a paralytic poison or being able to sense a heartbeat to find a “host”.
Extra section: Members of this faction gain several additions to the profile all under one handy headline section called Symbiote which will be listed further down. However, you do get to fill in the tattoo section in base profile with what is below and add in the Feral look to bottom of Affectation section. The symbiote section goes right beneath the Affectation section and above the Archetype section.
Tattoo: You have a tattoo appear on the inside of your left arm from when you were infected. It has this general format XXX>>###>>###. This is discussed with Ghost254 on what tattoo your character would get, as it usually related to your symbiote strain.
Examples of a tattoo with meanings are: SLD>>003>>004. This would have SLD stands for Soldier, 003 stands for the number the soldier strain was from original parasites, and 004 as the 4th offspring/variant of that original strain. Other examples, for the letters, could be: HNT (Hunter), PRT (Protection), SRV (Survivor), FLT (Flight), or DVR (Devour).
█Feral ▬The feral look is a change that happens due to absence of the symbiotes required sustenance. It can be something like fangs elongating, eyes turning blood red, veins being seen in a bright red beneath the skin, or other such things that will vary from Vampyrs.
Code for feral:
[color=#800000]█[/color] [b]Feral[/b] ▬The feral look is a change that happens due to absence of the symbiotes required sustenance. It can be something like fangs elongating, eyes turning blood red, veins being seen in a bright red beneath the skin, or other such things that will vary from Vampyrs.
█ █ ╫ S Y M B I O T E ╫
█Relation ▬ Here you can describe your relation to the symbiote (parasitic, mutual, functional, etc or in simpler terms; cooperative, forced, neutral). This can vary for a variety of reasons, such as level of sentience of symbiote or even how it chooses to interact with your character. █Communication ▬ How it communicates with you (can it take control of you, is it a voice in your head or a feeling to do something). When the symbiote infected the host, it attached itself to the nervous systems (and other systems if desired). This is what allows it to communicate in some way with the host. █Appearance ▬ How it “looks” to your character in their mind’s image (if it does so, not all do) and how it actually looks (can be description, image, or both). If near another Vampyr, your symbiote may choose to “show themselves” to them. In this case, the other Vampyr/ Symbiote will be able to see/interact with yours. █The cost ▬ If your symbiote was ever separated from you, there would be a drawback depending on what it fed on (if you survived). Those that fed on blood may get a blood related illness, bones a bone one, sanity a psychological one, and aura may be left without defensive aura to give a few examples. Death is also a very real possibility from separation. This all varies depending on the symbiote, and may never come up, but are good to account for.
Code for symbiote section:
[size=18]█ [color=#800000]█[/color] ╫ S Y M B I O T E ╫ [/size][size=10][list][list][list] [color=#800000]█[/color] [b]Relation[/b] ▬ Here you can describe your relation to the symbiote (parasitic, mutual, functional, etc or in simpler terms; cooperative, forced, neutral). This can vary for a variety of reasons, such as level of sentience of symbiote or even how it chooses to interact with your character. [color=#800000]█[/color] [b]Communication[/b] ▬ How it communicates with you (can it take control of you, is it a voice in your head or a feeling to do something). When the symbiote infected the host, it attached itself to the nervous systems (and other systems if desired). This is what allows it to communicate in some way with the host. [color=#800000]█[/color] [b]Appearance[/b] ▬ How it “looks” to your character in their mind’s image (if it does so, not all do) and how it actually looks (can be description, image, or both). If near another Vampyr, your symbiote may choose to “show themselves” to them. In this case, the other Vampyr/ Symbiote will be able to see/interact with yours. [color=#800000]█[/color] [b]The cost[/b] ▬ If your symbiote was ever separated from you, there would be a drawback depending on what it fed on (if you survived). Those that fed on blood may get a blood related illness, bones a bone one, sanity a psychological one, and aura may be left without defensive aura to give a few examples. Death is also a very real possibility from separation. This all varies depending on the symbiote, and may never come up, but are good to account for.
Weakest skill: Aside from the weakest skill your normally get, you get two additional ones; The Hunger and Hive Mind.
- The Hunger: You have a need for blood, tissue, bone, sanity (emotions), or aura (your choice) at least every 2 days (from a human or faunus), or you go feral. You lose control as you have an overwhelming desire for one of the choices mentioned before, acting almost in an animal like nature till you are satiated. After the 4th day, you begin to feel weak and slow down. After the 8th day, you would be unable to move. On the 10th day, the host would die (and parasite soon after if they don’t find a host).
- Hive Mind: Occasionally, you may hear a commanding voice that you may never have met in person before. It may give you orders from time to time or try to exert control. Resistance is almost futile. (This means that a crew member can say your character is strongly compelled to do something, even if it is against their nature usually, but you can discuss how well your character can or can't resist it).
Code for weakest skill:
- The Hunger: You have a need for blood, tissue, bone, sanity (emotions), or aura (your choice) at least every 2 days (from a human or faunus), or you go feral. You lose control as you have an overwhelming desire for one of the choices mentioned before, acting almost in an animal like nature till you are satiated. After the 4th day, you begin to feel weak and slow down. After the 8th day, you would be unable to move. On the 10th day, the host would die (and parasite soon after if they don’t find a host).
- Hive Mind: Occasionally, you may hear a commanding voice that you may never have met in person before. It may give you orders from time to time or try to exert control. Resistance is almost futile. (This means that a crew member can say your character is strongly compelled to do something, even if it is against their nature usually, but you can discuss how well your character can or can't resist it).
Semblance: Your semblance revolves around your relation to a parasitic symbiote that feeds on you in some way (be it aura, life force, etc). At the cost of it feeding on/being fed by you, you are granted powers beyond what a normal faunus could do. This could be physical augmentation, mental dominance, a mix of both, or so much more as your symbiote will strive to make you the “Apex” of your kind. Each person will usually have a different strain or variation of the same one, so that it is unlikely any two will be alike. Examples of some are blood crystallization manipulation, telekinesis, mind influencing, energy manipulation, or even bone manipulation.
Background The Vampyrs are creatures of old, living even before Mistral was established (despite it being their homeland). Vampyrs are parasites at their core. They are created in the exclusive union of a special symbiote infecting a faunus whose animal is of a parasitic nature. Any faunus who gained a symbiote and wasn’t at least partially parasitic in nature would become something known as a thrall; more animal like than most faunus, with little room for anything more than primitive instinct, these were the most violent and the shortest lived. No one knows what created the first parasite or who the first union was; only that it had happened. And after the first, many others came after. However, these Vampyrs were not copies. Each varied in some way, and not all types were successful. Over the years many strains would die, old and new, as times changed, and they were forced to adapt and evolve. Some parasites would spread to new hosts when the old ones died or became too weak; others died with their hosts. And amongst this all was persecution. The Vampyrs had this urge, almost insatiable at times, that varied but had one general constant; it had to be satisfied by another. Be it aura, blood, bones, or flesh; they had a need to consume at least some of it each day or risk going feral. And each feral would lead to a hunt for their kind.
This constant balance of hunt and hide, kill or be killed, led to varying survival strategies. Some isolated from others, preferring to hunt alone to lessen the chance of being caught. Others grouped up for safety. As times went by, and some strains survive multiple hosts, knowledge began to be retained…and the parasites gained sentience. Being able to communicate with hosts, impart knowledge, guide them for their own survival. The parasites main goal was evolution; to adapt, be an apex of their own kind. And as Vampyrs came and went, they began to augment them. To give them abilities, make them better than they were, preserve their features of youth. Many different avenues to help their hosts to indirectly help themselves, be it selfish or no. Before Mistral’s fall, there were a few covens of Vampyrs in existence. These covens were usually not formed by blood, but rather symbiote strain. This is because these parasites were not passed hereditarily; they would choose the best host for them, the one that would give them the highest odds of success for one reason or another. And similar strains would see their group efforts leading to a higher chance they could survive and evolve.
One thing remained common to them though; the need to hide. While their vampiric features and nature was mostly revealed in their unusual appetites and when they went feral, hunting was always a risk. While the tales of Vampyrs and such of old may have been dismissed as myth, murder or assault were still punishable crimes in the eyes of the law. As such, many stuck to the cover of darkness where it was both harder to identify them and easier to find unsuspecting prey. This group…was heavily affected by the fall. They were not immune to attacks by Grimm; they were just as readily targeted as others, sometimes more so given not all host and symbiote relations were agreeable. And with it’s fall…many of their usual prey or sources to feed their unusual hunger would disappear as well. This led to a scattering of the groups; some stayed, others fled. And with the fall of Vacuo and Atlas after, this led to further scattering and subsequent deaths of some Vampyrs. To the point that no large group of them existed anymore, and many knew not if there were others of their kind around.
Bio: To the west of Mistral lies a vast swampland that covers a large part of the western continent. The great swamp is home to many tribes of varying cultures and beliefs, with varying levels of technological advancement. While many of the tribes tend to stay far apart and trade with one another occasionally, three tribes were much closer linked. They formed their own group of sorts and were all established close to one another. The tribes were known as the Balam, Amaru, and the Baishan; their alliance was known as the Cochise (oak). Worshipping a serpent god, all members of the tribe were expected to follow a strict set of laws and were punished severely for failure to adhere to it. The worst of the punishments, as seen by its members, was banishment to deep in the center of the swamp. This was typically reserved for only the “most heinous” of crimes or heresy; murder, worship of false gods, stealing, etc. To be sent into the deep swamp was viewed as a death sentence.
However, the unexpected occurred during the many years the tribes coexisted; the banished survived. And not only did they survive, but they also banded together. United by like-minded anger at their tribes and as a necessity to survive, they created their own home in the deep recesses of the swamp. While it was chaos at first, since many were criminals more so than nonbelievers in the serpent god, order was established by a woman named Iara Balam. Coming in the night to the gathering group as an outcast, she quickly and ruthlessly killed her way to the top. Rather than have them fight and be lawless amongst themselves, she redirected their anger and tendencies to those who abandoned them. Any who challenged her met a swift end, and those who couldn’t abide by the new rules went missing soon after. The struggles of food, disease, and infighting were coming to an end.
With their new leadership, the tribe would grow in number, resources, and strength. With that, they grew bolder. Rather than hide in the swamp and stay hidden, they began to conduct raids on the tribes that had cast them out. Stealing resources, attacking their hunting parties, burning buildings. It was going well with their hit and run tactics; while smaller in number, they had the advantage of being able to retreat deep into the swamp where none dared. However, their overconfidence became their undoing. During a raid that had meant to raze much of the alliance of the Oak, the tides had been turned as the alliance was ready for them. The raid ended in disastrous defeat with almost all survivors being captured, Iara included. Their sentencing this time was to be burned alive. As the fires were set and people began to burn, with the alliance watching and preaching all the while, Iara and a few others prayed for vengeance at any cost. Even as she began to burn.
Their prayers would be answered by a monstrous roar and screams. A Grimm horde had been attracted by all the negativity gathered in one spot, and savagely tore into the alliance. Many of them were cut down and killed, even as they fought back, with only a few being able to flee with their lives. During the chaos, Iara’s tribe had their bars broken and they were freed. Badly burned, she ignored her wounds and fought the alliance; driven by vengeance and bloodlust. When the smoke cleared, all that remained were a few Grimm and her group. The Grimm would briefly look to her and her ilk, before moving off in the direction of the fleeing alliance tribe members. Iara knew her prayers had been answered.
Iara dubbed the survivors of her group the Children of the Swamp; it had served as their home and protection when they were outcast and would continue to do so for their future. No longer were they outcasts of a bygone tribe, they were members of their own group. One who knew which god was the strongest, and who listened to their followers. Shortly after their formation, the remaining members of the Alliance of Cochise were hunted down and killed; their assets absorbed by the Children of the Swamp. Warning markers of human skulls were placed across the swamp to deter any other tribes who wanted to move in. Any who did would be met with a simple warning, and if unheeded, would soon dwindle and disappear. This was how they became known as the boogeymen of the swamp, coming from seemingly nowhere and vanishing without a trace. The stories of them would spread from tribe to tribe, and perhaps further as well, as any traveler knew not to go straight through the swamp or disturb a marker. While not many were sent as outcasts to the inner swamp, for fear of them coming back for vengeance or joining the group, the tribe had advanced beyond needing an outside source; the tribe would begin to have offspring of their own. There were strict rules in place to help dissuade any issues; among them being that only a woman could choose who she had as a mate, a mother would get priority of resources, anyone who attempted to force themselves on another, and a few more. Any who failed to follow such rules were made as sacrifices to the Grimm…along with any people they captured on their raids.
Requirements of members:
➳Xx Indigenous american first names (last name determined by tribe leader to show severing of ties from “parent” tribe) ➳Xx Must be faunus of the following species: Aligator, Crocodile, Frog, Hippo, Jaguar, Panther, Snakes, Toads, Turtle. ➳Xx Faction must be villain or villain student, with Grimm ally as part of organization “Children of the Swamp” ➳Xx As part of the group, you worship Grimm as servants of your deity. You see a jaguar as your deity, with Grimm along with the animals of the swamp as its servants. ➳Xx Required Other talent: Animal aura- Your aura signature can appear as that of the animal you are tied to species-wise. This allows you to mask your faunus aura from Grimm or people. ➳Xx Required "tattoo"; You have been branded, once of age (15) and having passed the adulthood trial, with the mark of a Jaguar on your body. The brand can be near anywhere on your body.
General Information:
➳Xx The tribe is close to a cult with their Grimm worship and loyalty to the tribe/their leader; especially those who were born into it. ➳Xx While their origins are from a tribe, they are not primitive. They have weaponry from raids that border towards advanced, though not too many. Weaponry up to firearm level exist here. ➳Xx The Fall of the Cochise Alliance occurred 35 years ago; 4 years before the fall of Mistral. ➳Xx Whether any members of this group escaped the fall of Mistral is unknown. Being almost a boogeyman tale in Mistral, only those from there would be familiar with the legend and possible existence. ➳Xx The adulthood trial is where the young are left deep in the swamp and have to survive/find their way back. All their senses are "disabled" and they are left unconscious so when they are dropped off and awaken it is entirely on them to navigate their way back. Returning to the tribe alive is a sign of strength and worthiness; those lost are seen as sacrifices.