Jump to content

Recommended Posts

Heartless Souls, A Journey Into Darkness.

Forward: Hello there, I'm sure if any of you were paying attention not to long ago You would've seen where I was fleshing out this idea and making it more robust and fit for the purpose of play. Well... This is now that RP. I took a lot of what Players said into Consideration and really played with what I truly wished to accomplish here. I really want to explore the things that fascinate me personally in fantasy. If the monsters really are monsters. Must they be evil? Or is there more too them than just what people assume about them? I want to make an RP where not only I can answer this question, but the players that are playing with me do as well. and so, this is a bit of an ambitious project, one that's not entirely 100% certain to work. However, I believe in it's potential and I really want to explore the parts of Fantasy we just don't get to see. The politics, and more of the life of creatures and that sort of a thing. I want to see what makes Monsters tick, to see if they really have to be evil or if they can be something... more. So, let us visit the horrid underbelly of the Fantasy genre... and get our Monster on!!!

Scenario:

It's been nearly 110 years since the forced sealing of Castle Dour. Long ago in that time, an insurrection was mounted in an attempt to destroy the Castle and all of it's inhabitants. Well known as the bastion of a Lich Lord and his slew of monsters, it was the once bustling center of the Utopia known as the Underdark. It was home to those that went bump in the night. Dragonkin, Lycanthropes, Undead of all manners, Dopplegangers... nearly anything the mind could imagine. It was their bastion; A place where the Dark Denizens of the night came together and banded as one. However, the peace was not to last. The Free Races also had aligned in their power. Having recently fought off a war of mounting Orcs and goblinoids, Castle Dour didn't expect an insurgence to swarm their walls, however that's why it was the best time to strike despite the heavy losses in the previous Battle. Those at Castle Dour wouldn't be ready for the attack. The battle was bloody and long. Eventually, it ended in a stalemate. The free races couldn't push anymore due to their heavy losses and the Denizens of the Night had fled into their Castle's walls and locked the maingates. The standstill went on for years with neither side budging from their spots. Eventually... the Free Races gave up and moved on after 40 straight years of watching the Castle and 40 years of not a single movement. One would believe the Lord of the Night would allow the Castle open however... he fell into madness and extreme paranoia always believing until his dying breathe, that the Free Races would come back and smash them into the ground.

At this time, A new Lord of the Night has taken the Throne of Castle Dour. Finally removing the once Dreaded Night Lord, Solomon, from his throne. It had been too long since Solomon was sane and fit to lead. In his place an upstart Lich Lord took over the Castle along with the support of most of the Manor. His name... Azegeor. Azegeor of the Night Faith. Castle Dour, now under new management, aims to return it's presence to the World at large. Too long have the Denizens of the Night sat on their hands. It was their time now to return to the world and restore the name of Castle Dour. That's... where this story begins. The Opening of Dour's Gates... once more the Castle of the Night opened it's pale boney gates.

The RP; What is it About?:

This RP is in the vain of your typical Fantasy RPG except for a key difference. You play the Races that are normally locked as monsters and not playable. After all... you wants to be a lame ass human, elf or Dwarf for the 8 millionth time? We've played that side of things to death, it's time for a fresh perspective. What better way then to get it from playing the guys we usually write off as wholly evil abominations of horror and disgust? We so quickly write off our foes in Fantasy games as the bad guys the ones in the wrong. They are monsters and they aren't part of demi-humanisim. Usually the Monster and creatures don't get any of the limelight and are nameless mooks that get slaughtered by the main cast as a means to an end. However... not in this RP. This time the Skeletons, Zombies, lizardmen, lycantropes, slimes, and other monsters of all shapes and sizes get to be in the spotlight. It's their turn to be the "heros" ((or not XD.)) of the story.

In short this RP is all about pushing the boundaries of Fantasy and checking out the side of it we so rarely see outside of cannon fodder, or maybe a boss that shows up in a room and you just kick the shit out of him. No more. Those that go bump in the night will now be the main focus rather than just speed bumps on the road to even bigger speed bumps with no characterization. I wnat to explore what Monsters that actually have personalities could end up doing in a world... would they be the tyep who hate humans an destroy them on sight like normal? Or, would they try to coexist? These are questions I want to put out there and see how my Players answer. I want to see how a world warps with Monsters in the focus rather than Humans and what they are doing. We're dropping the Human bias ((and Demi-humans which... let's face it are mostly just different kinds of human with slight magical powers.)) from Fantasy... and moving to a system built around these creatures and the denizens of the world we don't normally get to see in detail.

It will also be about building a world with players as we go as the Magic and skills won't be defined from the start. ((other than a few starter ideas etc...)) The players will create them as we play, the world will be discovered as it's played... Together, we'll create a beautiful world together and we may or may not pave the roads with the bones of humans lol~

Character Creation:

Signature Spells/Martial Arts/Thief Arts, and their less Signature Friends, Lesser Spells, Martial Arts and Thief Arts.

What are Spells, Martial Arts and Thief Arts?

I'm sure spells are pretty easy for most to grasp. After all, if you've seen any Media that uses a Fantasy setting that has magic. However, for those that don't know a spell is magic given purpose. The Spellcasters use their spells to accomplish tasks and do specific actions. Each spell tends to have a direct purpose, whether damaging an enemy, performing a task such as guarding an area, imbuing an object with an effect such as magical fire, etc. The list goes on really. Most things can be accomplished with magic as it's a very powerful force. However, Lesser magic has it's limits. They are commonly listed in 9 tiers of power with a tenth tier known as Signature Magic. ((more on this later.)) Magic is split into two categories. Arcane/Spirit Magic, and Faith Magic. Arcane and Spirit magic is magic that invokes the elements of magical energy to operate. It's wielded by Wizards, Sorcerers and their ilk. Faith Magic is that which is bestowed by the gods to their faithful servants. It's typically wielded by Clerics, Priests, Holy Knights, and other such individuals.

Martial Arts are the "spells" of Warriors and the strong. They invoke power within one's own body to cause an effect that could be considered magic as normally one could never reach this potential. These abilities typically require a bit of wind-up the more powerful they are and require great concentration. Luckily for Warrior types they are quite resistant to pain allowing them to take a beating and still stay focused ((unless like it's overwhelming amounts.)) Martial Arts are also tiered just like spells having 9 normal tiers and the 10th Signature Tier. A few example of Martial Arts would be a sword strike so fast it couldn't be easily perceived, using a technique to increase one's natural agility, focusing one's energy to be able to obliterate objects.

Thief Arts are moves used by Thieves that help them in their wily ways. These tend to be more trained techniques then "spells" however there is a bit of overlap with Martial Arts. Just like the other two, Thief Arts are also separated into 9 tiers and a tenth Signature Tier. Some example of Thief Arts are the ability to spot danger in an area such as traps, hidden enemies etc..., The use of hidden weaponry for an attack, invisibility or other forms of camouflage, and Sneak attacks and other dirty fighting techniques.

What are Lesser Abilities?

Lesser Abilities are Spells, Martial Arts and Thief Arts that make up the bread and butter skill sets of a Character. These abilities are quite common and seen employed by many that follow those particular archetype or job paths. After all, a lot of Warriors probably know how to swing a sword and a lot of mages probably would know how to use a Fireball. This makes these Techniques a little less unique between archetypes but more related to those archetypes. A Warrior could easily use a marital art, but a Mage cannot easily do so without giving up something. This will be more explained in the section Archetypes and Creating Your Character's Class. Some races also ahve their own abilities that they learn that can be obtained.

Lesser abilities are categorized into nine tiers of power easily marked one being the weakest, up to Nine being the most powerful. Racial Lesser Abilities are only tiered up to 6 unlike others. While they can be powerful, they are naturally learned by most of their race overtime and therefore aren't as powerful as the most powerful of learned and honed abilities.

What are Signature Abilities?

Signature Abilities are Spells, Martial Arts, or Thief Arts only your character will possess. They are the specialized fruits of their labour and things only they can do... or extremely powerful versions of Lesser abilities taken to some new extreme. They are powerful trump cards that will turn the tide of a battle or at least allow one to go down swinging. They should not be underestimated as their power is vastly greater than that of a lesser skill. This abilities should encapsulate what a character is about, you they are, what their fighting style is like etc... they are a much a part of the character as their background or their Personality.

There are a few different types of Signature Ability.

  • Activated Skill: A Skill that must be consciously used. Whether a Special Sword Technique, a powerful magic Spell, or something else. These abilities take a burst of energy to use and typically can't be used more than once or maybe twice in a fight before exhausting the user. They might be the ultimate version of a lesser skill, or something that is not possible to obtain with a lesser skill. This applies to other Types of signatures as well. Examples of this would include a special attack or spell unique to a certain character, a unique improvement to a lesser skill. ((such as a turning a Fireball into another element, or changing another property that it would never hit allies.))
  • Passive Skill: A skill that is active at all times. While weaker than other types of signature Abilities, they don't need to be concisely focused on. While most are typically magic, they can also be auras of emotion or special qualities one has. They can take on the effect of an active ability, but are weaker. Passives take no energy to maintain, but as a result are the weakest of signature powers. Simple Examples: An aura that inspires others, a passive ward of evil, a ward from holy energies etc...
  • Toggle Skill: The middle ground between Passives and Actives. Can be toggled on and off by a "switch" or when the character wishes to no longer focus on it. Some have drawbacks to the user while on which causes them to want to shut it off every now and then. Toggled abilities drain a Hero's energy over time as long as they are up in addition to any penalties they also inflict. Simple Examples: Beserker Rage, Aura's of Lighting or other elements that damage friend and foe alike.
  • Modifier Skill: These are abilities that effect the use of another ability. They tend to be extremely rare as Signature abilities but are not unknown to being one. Example could be

Archetypes and Creating Your Character's Class.

Archetypes and what they do:

Archetypes are the building blocks of a character's class an they effect the way they can build themselves. They inform one on what their character can do, and how they will grow in the future. One's tied to the Warrior Archetype will be able to learn Martial Arts and have access to things such as Heavy Armour and Mastery of Weapons. Thieves will find that they have better skills for finding trap, getting places they aren't supposed to be, camouflages or perhaps... secret killing arts.All Thief Arts. Mages will find that they have access to Spells and Magic, allowing them to do most things with magic that wouldn't be possible otherwise such as hurling powerful fireball, or seeing faraway to gain information, even teleportation.

Warriors can use Martial Arts.

Thieves can use Thief Arts.

Mages can use Spells of the Arcane Type.

Clerics can use Spells of the Faith Type.

Creating a Class:

One can mix and match these archetypes to create their own types of classes ((unique names totally allowed.)) and even set certain types of abilities or lesser skills to only be usable by their archetype. Perhaps if a character created the class "Druid" they could assign [Wild Shape] to be a Druid only Class Lesser Ability. This should only be done if the Ability should be restricted to such a class. After all a Druid would be in one with nature so polymorphing into one is easier to put as a Druid only ability, but it's very hard to justify something like a [Fireball] being exclusive to them.

There however is a price to mixing and matching archetypes. With each Archetype the class splits it's focus on it's disciplines making it harder and harder to become very powerful in single one of them. Each Archetype after the first causes the max Tier level to go down by 2 on all the current disciplines. ((example: if you were both a Warrior and Mage Archetype, you could only maximally attain up to Tier 7 in either Arcane Spellcraft or Marital Arts. Three archetypes it would be 5 and all four archetypes would be 3rd tier at max.)) One can also choose to have a Primary focus, focus would be able to reach tier nine but on other higher than 5 if one, 3 if two or 1 if all three others.))

Creating your Character's Race and Race Templates:

In this RP, I'm more looking for players to have the ability to create characters from a variety of races of monsters and creatures. However... there in lies a problem. Monsters tend to have special abilities and things that make them quite unique and if I allowed every single thing there'd be so much to keep track of so, instead I've decided that I will allow templates to become the basis of the races. It's a sorta middle ground. This way players can play literally anything they wish to play and not be limited by what I put up for availability. However, it also allows other players and me as the host to more easily keep track of the special things that come with the Monstrous races of the world. It keeps it so players can have an easy place to look for this and have it in mind. It also allows the ability to allow Races to make their more unique aspects into specific Lesser abilities and therefore make them much more powerful as a result. Templates below will be separated by type of creature for a more easy way to find them. Please Check the Post below for them! ((yea... cause they totally broke the length of this one so I had to... make them their own...))

Note: All characters are considered Intelligent beings and can converse in the Common language in some way or another.

Learning new Abilities, Signatures and Progression:
Of course, the big question on one's mind may be "Well, how does my character improve?" This will be a rather complex question to answer so please take a seat and get comfy. First I need to explain limits and the amount of skills you can have of given ranks.
Tier Limits: First and foremost Tiers of Lesser ability are limited by a certain factor this being that one cannot have more than double that of the tier below that one in the number of abilities. Say you have 2 tier one abilities. You may only have 1 Tier two as a result. Until you gain at least two more Tier 1 abilities no more Tier 2 abilities can be gained. How these are gained will be gone over later. There is an upper limiter to each tier as well and this is when other abilities of that Tier stop counting towards the must have half or less number. This number is 8 across all levels ((so if you have 8 tier 1 abilities, you cannot gain more. At this point Tier 2 unlocks and you can gain up to 8 skills as well in that tier so long as Tier 3 is unlocked.)) The upper limit also counts for ALL available ability types for that player. If they have 1 racial, 2 Arcane Magic, and a Martial Art, all 4 count towards the total. It's not 8 of each, but 8 of all in total.
Gaining more Abilities and Unlocking More Tiers: New skills can be gained through solo practice or the character setting aside time to learn and hone new skills. They can take the use of a trainer as well which will speed up the process but demand more from them in an RP manner as a result. Either way the efforts of their training will be RPed through either solo study or through practice with a trainer that has the tier the ability belongs to in their arsenal. They do not necessarily need to actually had the Ability the character is looking for, but this helps further expedite the training for the PC. Unlocking a new tier of ability to be allowed for study and learning Requires that a character seek out a trainer and meet the requirement of having a number of skills divisible by half to at least equal a whole number. ((it always rounds down. therefore you must have a least 2.)) Upon completing the training with their mentor they instantly learn one Ability of that tier that is available to them ((can be created by the player as well.))
This will be explained more and in more depth in play.
Starting Abilities: Players will start with 3 Tier One abilities and 1 Tier Two ability. They do not all need to be filled in at the start but this is the amount of abilities they have.
Gaining and Upgrading Signature Abilities: Signatures being on a level even more powerful than Lesser Abilities have a much more profound and difficult method of which to procure new ones. As these abilities are closely tied to WHO a character is the method of obtaining them will relate to that. As such, To upgrade a prior Signature Ability or to gain a new one a PC must undergo a Significant Change in character that leaves a profound mark on them. ((this being the new upgrade or new ability.)) The Ability should somehow relate to what occurred and how the character changed as a result. I as host have the final say on when one of these abilities is earned, and if they are earned. These abilities are massively powerful and quite possibly game-breaking at times. They won't be handed out like hot-cakes.
Players will start with one signature ability.
Ability Notation in Play:
Activated Ability [Name of Ability: Used]
Toggle Ability: [Name of Ability: On/Off]
Passive: Requires no notation unless mentioned. It is just (Name of Ability)
Modifier Skill: Name of Modifier [name of ability: used or On] ((Modifiers can't be used when turning off a toggle... since your turning it off.))
Signature: {Name of Ability: Proper Notation.} ((passive signatures are denoted by this ({name of ability}) when being discussed.))
All abilities when being discussed but not used so be notated like Passive abilities.
Sign-Ups Template:
Name: Put the Character's name
Race: Please put in this format -> Name of Race [Template Used.]. Not only should this place also be used to describe any of the choices made in a Template chosen if it had any, it should also be used to explain your character's race and what it is. Some will need less then others or even none in some cases. As most will know what say, a Vampire is, but less might now what a Glondorian Snuggle Beast is.
Age: Think this one is pretty easy. However keep in mind how long Castle Dour was shut to the outside World. This should help add or subtract age from one's character.
Appearance: A Short blurb on what your character looks like. Should be at least a paragraph. NO FACECLAIMS ARE ALLOWED. Later on it's not an issue however, I don't want just a picture here. I want the player to describe what their character looks like ((It's also a lot easier for Humanish characters to faceclaim to the point it's a bit unfair for the more monstrous characters. Therefore I cannot initially allow it. Sorry about that since I know faceclaiming can be fun but yea it won't fly for this..))
Personality: A Short blurb about your character's Personality. Should be at least a Paragraph.
Class: Please put in this format -> Name of Class [Archetypes used.] To denote one is a Primary Archetype please put it in bold. Example Template: Druid [ Mage, Warrior]
Lesser Abilities: Characters start with 3 Tier 1 Lesser abilities and 1 Tier 2 Lesser ability This can be created during play and left as unknown for now, however I ask players keep their sheets up to date. ((that way it's easy for me to just copy paste.)) What fits into these tiers is up to me as the host so if I ask for an ability to be changed please do with much Haste.
Signature Abilities: Characters may start with ->1<- signature ability at the start of the game. They must then follow the rules to gain more or improve existing ones later on.
Background: Explain the past of your character. This section should of decent length as it needs to explain not only your character's background, but their role within Castle Dour. What were they doing in the years that the Castle was sealed? Were they a child that grew up never getting to see the wonders of the outside world? Or were they a veteran from the war that ensued before the Castle was sealed angry they were stuffed up inside for so long? Maybe, they were the one in charge of making sure the food supply was being maintained or other tasks. This should be given in the backstory.
Blank Character Template:
Name:
Race:
Age:
Appearance:
Personality:
Class:
Lesser Abilities:
Signature Abilities:
Background:
Link to comment
Share on other sites

  • Replies 257
  • Created
  • Last Reply

Top Posters In This Topic

Creating your Character's Race and Race Templates:

In this RP, I'm more looking for players to have the ability to create characters from a variety of races of monsters and creatures. However... there in lies a problem. Monsters tend to have special abilities and things that make them quite unique and if I allowed every single thing there'd be so much to keep track of so, instead I've decided that I will allow templates to become the basis of the races. It's a sorta middle ground. This way players can play literally anything they wish to play and not be limited by what I put up for availability. However, it also allows other players and me as the host to more easily keep track of the special things that come with the Monstrous races of the world. It keeps it so players can have an easy place to look for this and have it in mind. It also allows the ability to allow Races to make their more unique aspects into specific Lesser abilities and therefore make them much more powerful as a result. Templates below will be separated by type of creature for a more easy way to find them.

Race Templates:

* this denotes a template that has some decisions attached to it. Therefore in the Player's App these will need to be explained in the

Quick Note on the Anti-Humanism Stat: This is how inhuman a template tends to be by default and if they can hide in society or be accepted by society. ((The beings normally played by players such as humans, dwarves, etc...)) Some creatures have an easier time being considered non-monsters and some have more variable numbers in this rating. ((a template with different forms may have different ratings in all of those forms., or some might have so many forms they are listed as *)) It is rated on a scale of 1 or close to human as is possible, to 10 which would be monsters that are completely inhumane or nearly impossible to perceive as not a monster. It also represents to some extent how hard it is to hide one's monstrous identity. This is a general rating for the Template and isn't always this number. After a Bone Fiend in the form of a Skeleton would be pretty high, but a Bone Fiend that was in the shape of a Dragon would be even higher.

Undead:

Living Flesh:

The most common type of Undead in the world. Sometimes known as walking corpses, shamblers and many other names. They are the corpses of the once living brought back into a new vile unlife. Zombies tend to make up the most of the unintelligent forms of this kind of undead. Many other intelligent ones make up the top end. Vampires, Dullahan, Revenants, Flesh Golems, some Lich, and other Undead that still have flesh all belong to this group.

Physical Resistances: Due to their bodies being dead hitting one of them with a Blunt weapon tends to be very ineffective as there's no blood to clot or bruise at the point of the impact. Piercing Weapons also tend to not slow them down though still inflict normal damage. Slashing tend to be the most effective. In short: Blunt Damage Resist, Pain Resistance

Magical and Elemental Resistances: Due to their dead bodies they resist Ice Damage as they have no blood to freeze.

Physical Immunities: Living Flesh are immune to all types of poison and toxin. They cannot be effected by ones good or bad. They also do not need to be able to breathe or have to drink water like other living beings. However, unlike other types of Undead Living flesh tends to need to consume something to remain active. What it is varies from creature to creature but it tends to be flesh, blood or things like this. They also require no sleep.

Magical and Elemental Immunities: These undead are immune to almost all types of mind control or mental state influencing effects. The powerful magic used to breathe false life into them cycles through their bodies and makes it nearly impossible for these types of magic to take effect unless they are more powerful ((Signature tier spells and abilities.)). They are also immune to Unholy or Negative Energy based spells. In fact they are actually healed by them. This is the reverse of most races, which are healed by Positive or Holy magic. In short: Mind Magic Immunity, Unholy/Negative Healing.

Physical Weaknesses: Due to the Holy proprieties of Silver all weapons imbued with it or made from it deal normal damage.

Magical Weaknesses: This type of Undead is weak to Holy Magic which targets the dark energies used to keep them Alive. Also, though will not truly weak to they fear Fire. Due to it's association with Positive and holy energies it's a natural fear of Undead even if it doesn't do extra damage. It's one of few things that can actually still cause them pain and it's more effective than most weapons as a result. In short: Weakness to Holy/Positive, Fear of Flame.

Anti-Humanism: While Undead tend to have a human shape most of them have a hard time concealing their true nature. Some tend to stink horribly, others have no pulse or other typical things that show that one is a living being. the less intelligent variety have no ability to hide it whatsoever. Therefore it very difficult to hide them amongst humans and have it last long. A rating of 5 Anti-Humanism. ((This number would logically changed based on the type of undead. A Vampire would be more around a 2 or 3 and easier to hide their true nature, with a low level zombie with no intelligence being 10 being nearly impossible. Use your noggin when making sure.))

Bone Fiend:

Undead that are animated bone and no longer have any flesh. This obviously has it advantages and some not so advantageous aspects. These undead tend to be created through even more sinister magic then others and as a result tend to only be made of partially intelligent members. Dracolich, Lich, Skeletons, Bone Golems, Crypt Keepers, Huecuva, and other undead without flesh fall into this group.

Physical Resistances: Due to not having Flesh both Piercing and Slashing weapons have trouble doing much of anything to Bone Fiends. Due to not having a nervous system they also don't feel pain making them not succumb to physical blows struck on their bodies.

Magical/Elemental Resistances: Due to the lack of flesh and blood these undead are very resistant to Lightning and Cold Based attacks. Also, due to the powerful energies with in them they also resist Arcane Magic of any type. It removes a level of effectiveness from Lesser abilities ((Nullifying Tier 1, making tier 2 act as if tier 1 etc...))

Physical Immunties: Bone Fiends are Immune all Toxins and Poisons. Bone Fiends also do not need food or water to sustain themselves. They don't need sleep and do not require air to breathe... because they don't breathe.

Magical and Elemental Immunities: Undead are immune to almost all types of mind control or mental state influencing effects. The powerful magic used to breathe false life into them cycles through their bodies and makes it nearly impossible for these types of magic to take effect unless they are more powerful ((Signature tier spells and abilities.)). They are also immune to Unholy or Negative Energy based spells. In fact they are actually healed by them. This is the reverse of most races, which are healed by Positive or Holy magic. In short: Mind Magic Immunity, Unholy/Negative Healing.

Physical Weaknesses: Like other Undead due to their Holy Propriety, Silver imbued weapons deal normal damage to undead. Bone Fiends however find themselves very vulnerable to Blunt Weaponry as they don't have flesh to keep their bodies intact. The physical blows break them apart and cause them to crumble.

Magical and Elemental Weaknesses: Bone Fiends are weak to Holy Magic jsut like other Undead, however... they are doubly weak to Faith Based magic. Due to not having intact flesh the Holy energy can more effeectivly defuse the negative energy used to create them. All Faith Based Spells have their effectiveness boosted one Tier when used on a Bone fiend. Also, they have a weakness to Fire based damage as their bones quickly crack and crumble due to the heat.

Anti-Humanism: Unless fully covered in clothing or armour for humanoid shaped Bone fiends it's impossible to hide their form without magical help. Even then keeping these things Anti-Humansim rating of 8 is therefore assigned.

Beastkin and Insectoids:

Lycanthrope*:

Collectively...Werecreatures. Lycanthropes were the first to known to exist and therefore are the collective name for a group of humanoid's mixed with the blood of beasts. Some say the originals were beasts that took on a human form however it unknown what their true origin was. These days it's a considered a curse unless one was born a werebeast. The most well known of them are Werewolves but any carnivorous beast can be the basis of a Lycanthrope.

Beast Form: This is the form a Lycanthrope takes on in general combat. It is halfway between man and beast. They gain the abilities of that creature ((such as superior scent and eye-sight. They should make sense for the creature in question. Don't just try to tack on everything and anything as they will still not be the power of a real ability unles you make them one for Lesser abilities. Please keep this in mind.)) while in this form. However, they lose the ability to use most spells and other abilities when in this form. They need to be designed for the use of a Were Creature to be used in this form. Martial Arts that don't need a specific type of weapon are still usable and Thief Arts that directly effect the body. ((like dodging bonuses and agility bonuses this nature of thing.)) but nothing that requires too much finesse. Otherwise these abilities must be different ones for use of Lycanthropes to be usable in this form. This form has an Anti-humanism rating of 7. ((more or less explained below.)).

Human Form: Exactly as it sounds, a human appearance that all Lycanthropes have. It has quite a few advantages in the fact that they can blend in perfectly with humans or demi-human races and probably never be found out. While they may have some features that reflect their animal side ((Were-Bears being very hairy, were wolves having yellow eyes, Were-Ravens having raven black hair etc...)) it's not necessarily always the case. Even if it is, this isn't enough to tip of someone to instantly find out they are a Lycanthrope. The other advantage of Human form is it's easier to use magic and other similar types of abilities in this form. Most magic and marital arts are designed with demi-human or humanoids in mind that don't account for the interference of the curse or are tailored to certain weaponry. These are less of an issue in human form. Human form has a Anti-human rating of 1 because they look exactly like humans. More details will be included below.

Resistances: Lycanthropes resist all types of normal weaponry while in their Beast form.

Regeneration: While mostly an extension and the cause of their physical resistance to weapons Werewolves regenerate from their wounds in battle. If it's not inflicted by a magical weapon or other types of magic it will heal back quickly.

Bloodlust: While in Beast form Lycanthropes get into a fury that increases their damage resistance however... it horribly effects their ability to focus on anything but killing and other upper mental facilities. ((this is why predator animals are a requirement.))

Weaknesses: Pearls are a gem know for purity of mind and body. When affixed to weaponry the entire weapon becomes very dangerous to werewolves. It disrupts the Curse, harming them immensely. It also doesn't compromise the weapons durability which makes these weapons very practical to carry. However, if the gem is cracked or marred... it loses it's potency in bounds. This is ONLY while they are in their Beast form.

Anti-Humanism: 1 or 7 depending on form. Human form is perfectly human and there's no reason to expect otherwise for normal people. Even magic made to detect monsters won't be tripped by them because they are actually Human. Therefore, unless one does something to make people wary... they'll never know that the person is a Lycanthrope. And even then they won't know their true nature unless they reveal it themselves. Beast Form is at 7 because while it's impossible to hide it's easier to understand and get along with unlike something such as a Bone Fiend who is clearly monstrous. ((at least to humans.)), also less hostile Beastpeople exist and a Lycanthrope can pass as one if they can keep their bloodlust under control.

Lizardman:

The most common of the phenomenon known as Beastmen. They number enough to be considered their own race and in most cases can actually reproduce unlike most Beastmen. Either way, Lizardmen are numerous. They tend to live in swampy areas and prefer water, but can go without it if need be. They tend to be a bit more primitive and don't like to wear armour since their scales are effective already. This leads many to consider them to be Barbaric and further... stupid. However, this isn't that cut and dried. While they do prefer a simpler style they are rather clever combatants and in their homeland are terrifying fighters.

Swamp-Adaption: Lizardmen are perfectly accumulated to swamps, bogs and similar types of areas. They are not slowed down by mud and water and can easily move and fight within it. They are also perfect swimmers even being able to swim in light or medium armours if they do choose to wear them. They can hold their breath for nearly an hour and can typically fight underwater much more effectively than others.

Scales, Natural Armour: Lizardmen's scales protect them almost like most medium class armours. Their hides are tough and as a result they tend to not wear armour as it only weighs them down. Wearing Light or Medium armour does still improve their resistances, but not as much as it would change another's. Heavy Armour i the only significant change.

Master Jumper: With their tails Lizardmen have learned a technique to be able to leap a short distance. Many fold it into their fighting styles. They can leap back, forward or to the side 30 ft. They can leap straight up 50 ft. They cannot use this ability when wearing Medium or heavy armour as it weighs them down to much to do so.

Anti-Humanism: 5, while Lizardmen are typically misunderstood they aren't aggressively hostile towards humans as a society. Humans may be afiraid of them or think they are stupid, but they don't 100% hate them. However, it's easy to turn on someone you're uncomfortable around so the rating is still decently high.

Birdman:

Another rather numerous group of Beastmen, Birdman are known for their strange sense of honour and very strange culture. It's rare seeing one outside of it that isn't an outcast or a criminal that was forcibly removed so many are on guard around those that are seen outside of their typical lands.

Flight: For a short time, Birdmen can fly. Though it's not the best maneuverability in the world as their bodies aren't expressly made for it it's still possible for short spurts of time.

Bird's Eye: Birdmen have impeccable eyesight that's is nearly unparalleled. It allows them to spot traps without needed an appropriate thief art ((counts as a Tier 3 Thief Art, allowing one to see all trap up to that level.)). It also extends their reach with a bow or other ranged weapons as they are more able to judge good shots. It adds nearly half the effective range as a bonus. ((Thrown weapons are about 30 ft effective making it 45, Shortbow is 150 ft making it 225 ft, Longbow is 300ft, making it 450 feet, and crossbow is 500 ft, making it 750ft)) The same is true of spells.

Anti-Humanism: 4. Usually Birdmen are considered a good race as they did once align with humans and elves. However those that are roaming the world have a well-known stigma making it hard to trust ones seen outside their lands quite as completely. ((normal value would be a 2)). However, some do retain their strong sense of honor and justice even after being ostracized so showing some good faith usually gets them on their side. ((note, one doesn't need to play their Birdman with this sense of honor, it's only a typical race trait. However in a more questionable group... it would be interesting to see how it would play out. Just my two cents lol.))

Beastman*:

The collective name for Men fused with animals. This category covers all the other possibility as many Beast men are known to exist but are usually in too smaller number or are created by magic making them not a true race as they can't reproduce their members. Whether natural or made in a lab, these races are functional similar and therefore aren't too different to be considered the same.

Beast Aspects*: They can be literally a human fused with any animal. As a result they retain quite a few of that animal's abilities and talents in their new form. These should make sense for the creature and be well described and explained. Two traits can be created for these characters. Please detail them in your character app when selecting.

Anti-Humanism: Rating of * or variable. After all different Beastmen would have different effects on folks. In general Herbivores and Omnivores tend to be much less frightening and would have much lower ratings. Carnivores and animals generally hated by humans ((such as rats.)), would be much higher in rating. Use your judgement. You don't need to assign a number but try and have an idea of how your character would be treated and keep it in mind. Ratings would probably range from 3 to 7 if I have to assign a number.

Insectoid*:

The name for those infused with Insects of all types. Many different types of Insectoid exist making it really hard to classify them all as one type. Either way these humanoid creatures are typically harder to understand than others as they act a lot closer to their insect side than the humanoid one. Some can fly, others have great chitinous body armour.

Choose 1: Flying, Chitinous Body Armour, or Hive Mind. Explained below.

Flying: gives the character the ability to fly pretty adeptly and for medium periods of time. Insectoids bodies tend to have lighter weight bodies therefore they can fly much better than others of their size and body type. Turning is still rather difficult as upright bodies are not made for flight.

Chitinous Body Armour: This type of Insectoid is covered in a heavy chitin based armour that counts as natural heavy armour. It's weight still slows them down ((especially if not trained in Heavy Armour)) but it provides them as much protection as most high end Heavy armours. However, they cannot wear other armour nor can they effectively cast magic that requires precise motions to use. It also effects the use of most agility based actions or quickness. ((so most Thief Arts won't be usable.))

Hive Mind: The Insectoid's mind is attached to a larger community of connected Insectoids. These individuals... tend to not be that. Their thoughts are shared by the Hive Mind and are that of the Hive Mind. They tend to refer to themselves as "we" in the plural sense. This provides the unique advantage of Immunity to Mind based spells as the structure of their mind is so vastly different to normal minds that the magic developed doesn't work on them. It also has the benefit of one time a battle using the "Hive Link Overdrive." This allows them to use one Lesser Ability at an effective three tiers higher than it's normal tier. This increases it's power and allows it to over power spells of a lower level that it normally wouldn't. So, if using a tier one spell it will count as tier 4 when this is used. Only One Ability Modifier Skill can be in use at a time. Notation for use [Hive Link Overdrive: Name of Ability used!]

Resistances: Insectoid resist Poison and most types of nature based attacks. ((Plants, Earth, that stuff.)).

Weaknesses: Insectoids are weak to blunt damage as it's impact breaks apart their natural defenses pretty easily. They are also weak to fire mostly due to their strange draw to it.

Anti-Humanism: Rating of 8. Most humans and humanoids aren't to fond of bugs and other pests and them growing legs and walking upright doesn't make them anymore comfortable around them. It also mostly impossible to hide an Insectoid's features and appear like another humanoid so disguise isn't much of an option.

Arachnoid:

Similar to Insectoids, expect that they are replaced with the Arachnid Family. As such these tend to be the culmination of human and Spider, or human and scorpion. Either way they are much more hostile towards humans for some reason harbouring a natural instinct to hunt them. Why this is the case is unknown however it is a near constant in this race of creature. They are truly in tune with being apex predators and are assumed to perhaps hunt the one prey worthy of their form. This is the only reasoning that the Sages can come up with for why they have such a preference for hunting humans and other humanoid races above all others.

Deadly Poison: Arachnoid's whether through fangs or stingers carry a deadly poison that can kill most small animals and weaker humans in a matter of moments. It's potency still makes it quite dangerous for bigger creatures as well and causing an immense burning pain. It makes it difficult to fight as long as it lasts. This poison can only be applied through biting or pricking the foe with a stinger. As such it's a short ranged attack at most.

Predator Instincts: Due to being efficient predators Arachnoids are nearly impossible to catch off-guard or unaware. However, due to them not being able to stop this they nearly always act on instinct. It's hard for them to not just spring on something they consider food and consume it.

Immunity to Poisons of all types.

Weakness to Fire and blunt weaponry for much the same reason as Insectoids.

Anti-Humanism: Rating of 10. Not only is it impossible to hide one's nature without magic, it's their immense natural instinct to hunt humans that also gets them in trouble. They can never really get along with them as they consider them food above all else. As a result, not only is their monstrous appearance what causes this rating to be huge, humans natural fear of arachnids, and their own ingrained instincts. This makes it pretty much impossible for them to get along with humans.

Amorphous:

Dopplegangers:

Dopplegangers are a strange form of creature that has no known true appearance. Many Sages speculate that they are cousins to golems or that they are living clay dolls that can rearrange their appearances however, There's not much evidence supporting either claim. What is known is that they are able to replicate any Humanoid Appearance with such accuracy and precision that it's impossible to tell the difference. Not even magic can detect the discrepancy. As such, Dopplegangers are pretty feared entities but mostly due to a misunderstanding. Humans of course assume that they could steal their appearance or that of one they love it use it against them It's very rare for a Doppleganger to be able to copy the appearance of another willfully.

Appearance Alteration: Dopplegangers can change the way their body appears so long as it's a humanoid race. Whether human, Elf, Orc etc... It doesn't provide any benefits other than others of that race believing that you are fully and surely one of them. Most dopplegangers have a default appearance that they themselves create and they associate to be their "true" face and appearance. Dopplegangers cannot take on the exact appearance of another however, unless well trained at transforming. Some are apparently so good at it that they gain some of the abilities of the person they transform into. WIthout this training however, the Doppleganger will always mess up two or three major features to the extent that anyone who knows that person will know it's a horrible copy.

Anti-Humanism: Rating of *. After all, it would depend on the appearance they take. An Undead or Orc might not be that popular amongst humans. It's much too hard to give Dopplegangers a rating therefore, they will have have the special one that reflects how unique their situation is.

Slime/Jellies/Molds:

Slimes and Molds are creatures made of exactly that, Slime and Mold. Typically the intelligent variety are stunningly rare so seeing one is a bit of a shocker for even monsters. Most of this race don't need intelligence to function, however those that developed it ((and the ones available to players.)) tend to be much more deadly and efficient than their not so intelligent counterparts. They have great control over the acidity in their body being able to store things without damaging them. ((living or material.)) and are known to be very efficient hunters.

Acidity/Poison: Slimes, Jellies and Molds have natural acid and poisons within their body powerful enough to dissolve the gear and flesh [and bones], of those they manage to trap inside their bodies.

Storage Space: Slimes, Jellies and molds can hold things within their bodies. They can store up to the capacity of two adults sized humans, however, they move much more slowly depending on the amount they are carrying. At maximum they can barely move. Since they have control over their bodies they can keep the acid or poisons from affecting anything stored inside of themselves.

Resistances: Slimes and Molds are highly resistant to all forms of Physical Damage from weaponry, they aren't like other living creatures and cutting, piercing or hitting them with Blunt weaponry isn't very effective.

Immunites: Collectively they are immune to all forms of Poison and to all forms of acids.

Weaknesses: Slimes, Jellies and Molds are very weak to Fire and Ice Attacks. Fire burns them quite quickly and effectively, while Ice freezes their bodies nearly solid and prevents them from moving. They also are weak to Earth based magic as the ground neutralizes their natural acid and clogs up their system if it can't be broken down effectively.

Anti-Humanism: An easy rating of 10, Slimes and their kin jsut... aren't human. They aren't even close in shape let alone is their society or mannerism even close to humanity. They commonly prey on them as well. This group is quite easily the furthest from humanity on this basis.

Humanoids:

Orc:

Orcs are rage filled humanoids that are believed to be corrupted Elves. This is unknown to be true or not since Orcs have almost been around as long as elves therefore it's lost to history if they really are or not. Commonly believed to be wholly barbaric and stupid due to their recklessness and war-like behaviors. Though this isn't a given. Some orcs have been able to learn more gentle crafts and finesse. While their natural rage still bubbles below the surface many of learned to at least partially control their natural urges. When battle breaks out however,,, how long they will hold on is hard to say.

Rage: All Orcs can rage as per the tier 2 Martial Art Rage. They can do this even if the aren't a Warrior based class. Please check there for more details.

Anti-Humanism: 2 to 4 ((depending on person.)) Some due to wars and constant battles with the Orc-kin are less inclined to deal with them such as Elves and Dwarves. However, while they may get dirty looks and be treated as an outsider, most lone orcs are too frightening. Even more an Orc could easily disguise itself as a slave to infiltrate society as they are common place in many lands.

Goblinoid:

Goblinoids tend to be small creatures of varying descriptions, many times finding whatever detritus filled hole they can to shack up in. Goblins, Kobolds ((Grumman's Kobolds for Rat based Kobolds, and Drakscale Kobolds for those of Draconian descent.)), and a few other races make up their numbers. They tend to be tribalistic and stick to groups of their kind. Some worship dragons and even work for them ((how the Drakscale Kobolds even came about.)) or other big creatures they consider a deity due to their vast size. While they seem pretty stupid their natural cleverness and savant level abilities with traps make them quite the formidable defenders of their homes.

Titchy: Goblinoids tend to be of very small size and it encompasses their fighting style and many other things about them. They are able to fit places others wouldn't, and are harder to hit in combat with big slow weapons. Large Creature also have issues hitting them. However they need weapons custom made form them otherwise they can't quite use them as intended. ((A Bastard Sword would be nearly unusable, while a Longsword would have to be wielded in two hands.))

Trap Savant: Goblinoids are amazing builders of traps and have a general sense about them that is extremely uncanny. They can sight Traps of at least three levels above their current Thief Art level ((so always 3, more if they are actually a Thief.)) and can even dismantle them at the same ability level((usually, the level to dismantle is a level higher, but these characters can do them at the same ability level.)). Building one causes it to count as a Tier Higher for the purposes of enemies spotting them or dismantling them.

Anti-Humanism: 1-5. While not more intimidating or scarier than their Orcish cousins, Goblinoids are usually taken much less seriously or as jokes by most of human society. Some places Kobolds are even known to be kept as "pets". However, in some situations... this might make it so they have an easier time getting close to people, but other times really injure that chance.

Draconian*:

Better known as half dragons, dragonoids or other names these are those that have a high amount of dragon blood in them. The way this manifests can very widely to no visual indicators to many many cosmetic horns, scales etc. These have no real effect other than making it so that the Dragonoid is much more recognizable to humanity as something... not normal.

Breath Weapon: Like the dragons they come from Draconians have their own breathe weapon. They possess organs that generate and store the energy needed to perform this attack; the exact structure depends on the nature of the weapon. These vary widely, from the typical cone of flames or blast of ice to more exotic attacks such as hallucinogenic gas or a spray of caustic acid. In addition, Draconians resist the element of which their breath is comprised. However, it's only a 1 to 1 resistance. This means that they may resist Fire, but they do not resist extremely hot air or gas based attacks despite how superficially similar they may seem.

Anti-Humanism: 2-4. Even 100% human appearing draconians emit a uncanny aura around them that sets humans ever so slightly on edge. Sages believe it is the manifestation of a Dragons natural fear aura in them, however It's unknown if this is actually the case or not. Either way it it varies on the appearance but it's rather easy to hide it or obscure it even if the Draconian has pretty monstrous of an appearance. Many mistake the more draconic looking ones as Lizardmen which in some areas are acceptable. This brings down their rating considerably.

Spiritual Beings:

Primal Spirit*:

A spirit made of the primal elements, sometimes known as the Terrestrial Elements since they are believe to make up the world. In other setting, these being might have once been known as "Elementals". However, in this universe they are quite literally the spirits of the element they correspond to. These spirits are particular powerful enough to bring themselves form through some method. Whether it be the Determination to live as a being among others, the charisma to band together a collective of lesser or spirits or some other method. The most common of them are Fire, Water, Earth and Air((or Wind)) as these are the four pure elements and the ones believed to have been used to create life's vessels. Elemental Spirits are manifestations of certain versions of these life vessels possessing the proprieties that would come with Such a delineation. While mixed elemental spirits exist, they are exceedingly rare. Due to having multiple incomplete life factors ((especially if of incompatible elements such as Fire and Water or Earth and Air)) they are highly unstable and tend to fragment rapidly if hey can even manifest a form at all. Technically, all instances of these elements have a spirit and it's through invoking these spirits that spells are cast. It's through a strange magical language that is more like a diplomatic discussion or signing a contract, then casting a spell. However, this class only refers to spirits that can manifest a form of their own element.

Elemental Attunement: A primal spirit is of course comprised of primarily one elemental force. They are able to converse with other elemental spirits, not just their own kind in the Element's Cant. While the negotiations between a spellcaster and a Primal Spirit are held in this language, they can't actually speak it themselves, only Elementals can. Additionally, Primal Spirits are not only immune to the element they are formed from but they are also healed by it.

Opposite Element Aversion: The high attunement to one Element brings a highly adverse reaction to another, it's opposite. The Elemental takes extreme amounts of damage from this element as a result, nearly catastrophic levels of damage. As a result of this... Elements of Opposing type tend to not like each other very much. ((Fire and Water Oppose, while Earth and Air oppose. Any other Elements are a bit more complex and you'll have to pm me for details, sorry about that lol.))

Physical Resistances: Elementals resist physical weapons however are not immune to them. After all, they must partially physically manifest. There's always something fro a weapon to bash into even if it doesn't seem as such. Magically Enchanted Weapons deal full damage.

Anti-Humanism: 7. This rank is high more due to the fact that while Primal Spirits aren't feared by humans, seeing them is a very odd sight let alone do they typically even want to associate with humans. A lot of Primals are tied to this plane of existence by a spellcasters tying them to a form or an object. If forced, needless to say they aren't fond with those that did it. While humans are used to dealing with them in a form of them being an element ((you know, being regular old fire, the dirt beneath one's feet etc.)), they aren't too used to dealing with the manifested version. Most that aren't scholars tend to assume they are different beings, even if they are accomplished Spellcasters. As a result the misunderstanding makes things... more than a bit awkward. Its doesn't help that it's pretty hard to hide being made of... you know FIRE!!! or something similar.

Energy Spirit*:

A Spirit made of energy, or as it's better known, The Celestial Elements. These spirits... aren't quite like Primal Spirits and if they exist on their own are the twisted form of something gone very wrong. Positive Energies are typically used to spark to life a complete life vessel, a vessel made from the elements of Body ((Earth)), Soul ((Fire)), Mind ((Air)) and Knowledge ((Water)). Negative Energy is the false life that animates corpses, the black magical blood that pumps through the veins of the Undead, or lifts their bones with dark power. There is also Arcane energy, latent magical energy with no known origin. What's is purpose is for is also unknown from an Ecological standpoint. It's known to be invoked like other elements for spells that don't use an element... however, many spell casters have noted a strange... empty feeling while casting these spells... as if talking to a ghost or corpse in spellcasting, much unlike the conversations with the Other Elements. Spells involving Positive Energy and Negative Energy act the same with minor differences. Positive, fills one with Hope... while Negative, Despair rushes into ones heart.

Energy "Spirits" are said to be imprints of a spell gone wrong, or the echos of something that once was. The afterthoughts of a genocide given form ((Negative Energy)), The wave of relief after a crisis ((Positive)) and other such examples. As they are born from the emotions or energies of others... Energy being rarely refer to themselves in the first person, or even as themselves. They tend to hold many of the memories of things that brought about their existence. Positive Beings are known for being just that, the good of everything. Sometimes they are overbearingly good or just the shadow of an ideal a borrowed idea that really has no true life. Negative Beings tend to represent all things horrid and unpleasant. They are typically cruel, wretched messes of monsters. Even other monsters steer clear of them due to how terrifyingly cruel they are. Arcane beings are Wild Cards as they are born from fonts of powerful magic casting. It's said some are created by a Mage casting a spell too powerful for himself and the spell consuming his flesh and bones to power the spell turning him into one of them. However, that's just a theory that's hardly credible...right? Right?

Energy Sensitivity: Energy Beings are highly sensitive to other types of energies and thusly are horribly damaged by them. Arcane Energy Spirits are weak primarily to other forms of Magic since they are so in-tune with Arcane energy they are easily overloaded by it. Negative Energy and Positive Energy Spirits are highly sensitive to the other.

Physical Resistances: Energy Beings are nearly immune to non-magically enchanted weapons, however they are still disrupted by them even if non-magic. Magic weapons effect them as normal.

Vacuum of Power: Due to the way Energy beings work they can choose to siphon off power from spells made of the energy they are created from themselves. They can use this to heal themselves by redirecting another spell fully or partially to themselves. It's a noticeable drop in the effectiveness of the other spell however even if they only siphon a small fraction of power. They can remove up to the same number of tiers of power as the highest Tier abilities they themselves have in the course of a battle.

Anti-Humanism: 5-10. Positive Energy beings tend to be misunderstood by humans but aren't outright feared or malicious... usually. They tend to give humans good vibes but rarely would they be allowed ina civilzation of them due to how different they were. Arcane and Negative Energy beings are much much more maleviolent towards living beings probably due to the fact that Negative Energy is what fuels undeath while Arcane Beings seek to find more Arcane Energies to absorb and devour. This leads them to common conflict with the living or, any thing that hold latent magical power. There's always the urge to try and devour their power, by killing them and collecting it. As such, Arcane Beings and Negative energy beings are highly feared and sometimes, even thought to be demons.

Celestial*

Celestial Beings are divine or holy creatures that typically live amongst the clouds on floating islands or other exotic locations far from normal civilization. They are the equivalent of angels or, similar divine beings. While typically considered "good" they aren't always sunshine and rainbows. Their sense of justice and what's right can be pretty skewed from the morals or values of other creatures. So, while typically consdiered good, good is only a perspective.
Celestial Aspect: One aspect that a celestial has that may make it more unique than another. Some might be able to fly, others have protection from "Evil", or tings of the like.
Calm Aura: Celestials have a natural aura that effects the minds of intelligent individuals. It conditions their mind to not take them as a threat or to believe that they are more or less harmless. It also makes them have less of a desire to attack them. On some creatures however, this aura has an opposite effect and drives them mad. ((mostly Demons.))
Morality Code: Celestials must always abide their moral code. It is a part of their being through and through. It is these morals that get them into trouble a lot as they cannot process them being wrong in any situation. What these morals are change from Celestial to Celestial, however they can typically be seen as something good in theory, but... bad in excess.
Detect "Good": Celestials will always show up positive on a detect "good" spell.
Anti-Humanism: 1-3. most races will know a Celestial when they see one. The aura and their strange forms tend to give them away. However, humans don't fear them, unless that human knows them self to be a horrid individual. Humans are a tad more weary then they used to be however after countless incidents of a Celestial claiming to be the messenger of a god and trying to take over a town. If they succeeded, they tended to go mad with power instilling their moral code on the people, which ended in the deaths of many who were actually innocent of the crimes they were accused of. There's a bit of hesitance, however, they still don't outright fear the creatures ((mostly due to their aura.)) SOme also appear very human like which further muddies the waters.

Demonborn:

Imp*:

Imps are know as "Lesser" demons, or creatures that are typically used as the lackeys of other Demons. They are usually small vile creatures however they are known to come in many sizes. They always have nasty bat shaped wings and a barbed tail filled with poison. Imps tend to like magic as their small forms make them pretty pathetic fighters in any other regards. This is so common, many imps actually take on the element they like the most, it shaping their features and appearance.

Flying: Imps can fly, albeit, not very well. They are clumsy fliers at best. They tend only use it to get high up to cast magic out of reach of someone before plummeting back down to the ground. They can only maintain flight for short periods of time.

Imp Aspect: This aspect tends to reflect their elemental preference giving them resistance to their element ((and making them turn into it almost at times.)) or similar things. However, this is really just what makes an Imp different from other imps. It can be pretty much anything.

Anti-Humanism: 8. This Number would most likely be a 10 if it weren't for some Warlocks taking them as familiars even amongst the Free Race societies. However Imps are typically considered demons and not thought highly of by the Free Races and only begrudgingly excepted. They cannot hide their forms without the use of magic like many other creatures with high ranks.

Demon*:

Commonly thought to be the antithesis of Celestials, Demons are a much different type of creature. They are believed to represent the greatest evils of humanity and demi-humanity. However, this is falsehood. Demons are only, the hunters of the Free Races and as such, use techniques that will trap them or pull themselves into their own demise. They use flawless beauty ((while still being otherworldly and demonic.)) and other techniques to lure the Free Races into horrible traps. As a result, they are typically considered evil creatures, however... they are only evil from that perspective. Some demons also have to desire to hunt the Free Races but do other things entirely.

Demonic Aspect: This is what makes a demon different than it's kin. Some focus on abilities and powers that relate to a certain sin, while others have others from all over the spectrum. It can be mostly anything. Demons come in such variety that they have 3 Aspects rather than any solid racial traits.

Demonic Aspect 2: ^^

Demonic Aspect 3: ^^^

Detect "Evil": Demons will always show up a the result of a Detect "Evil" spell.

Anti-Humanism: 1-10. While demons tend to take human form or can have shapeshifting aspects if known to be a demon a member of one of the Free races will neeeeeeeeeever trust them. Demons are said to be the embodiment of all evils. And as such tend to be widely feared. Some of this fear is distilled by the fact that so many different aspects of creature have been seen in this world therefore making it hard to identify a demon just from looking at them.

Nether-Beings:

Illithid:

Illithids are a strange creature created by a being once known as, The Elder One. However, the Elder One now lies dormant or possibly dead cutting them from the ties of their creator. Once Illithids were mad creatures that seeked out living life to remove their minds or eat their intelligence, a special power of Mind Flayers, or the Illithid. They still retain that ability, however being cut off from their creator, the Illithid have learned they do not need to consume knowledge to live unlike what they were previously lead to believe. They have reached a new enlightenment under the one called... "Seeker" seeking knowledge only to retain it and keep it safe. Some Illithid resort to the old ways, but others are much safer. This still doesn't lead well to them being trusted.

Mind Spike: A Strange feeler that resides within the mouth of Illithids. Much like the mouth of a Mosquito it attaches to the skull of a creature and puntures it to suck out the brain matter. This allows the Illithid to preserve and further... keep the knowledge within the mind they consumed. Illithids that do not wish to d this barbaric act to intelligent creatures remove the spike to never use it.

Mind Warp: Illithids without their spike make use of this power that they also naturally have. While it's normally limited to telepathy ((Illithids entirely communicate through translated Telepathy. They will always understand an individual, but they will not actually know the Common tongue.)), some have trained it to be able to project their mind unto another's. They can view memories and other things so long as they have the host's permission. As a result, this power is rarely used by those that have their Spike intact as they can take anything that would be gained by force instead.

Anti-Humanism: 6-10, it highly depends on the way the Illithid acts. Those that have Stingers tend to give off a horrifying air and their demeanor tends to betray them. Illithids are always feared however as they are highly misunderstood, most not even knowing that they've changed since the old days. It's however easier to understand them especially ones that have removed their stinger as it's clear they aren't able to harm humans in... that way.

Hollow:

Also known as the Soulless, Hollowed are horrifying creatures. Typically confused for zombies due to their dilapidated appearances, they are anything but. However these creatures are animated and have life is unknown as they are unlike many other creatures. They have no soul and therefore are not a complete being. The answer lies in the fact that they are truly a type of parasite that feeds off soul energy that leaves it's host a husk. It feeds off it enough that the soul can regenarate naturally, but not enough tha the bieng has control over it's own body. Some theorize that the host can feel every action and choice the parasite makes with their body, in some sort of suspended animation. This however is widely considered false since if the parasite leaves the body it ceases working and the host does not regain control. This is not widely known outside of the monster community as Hollows wold be much easier to kill as a result. Humans and the other free races are unaware of the presence of the parasite, or the actual life force of a Hollow, therefore they never truly kill them.

Parasitic Body: Hollows can gain a body by attaching to an unsuspecting living creature. However, they can only really manipulate humans and the other free races. Other creatures have too many extra organs and body functions to function that the soul cannot be maintained enough that they cannot control their own body. If the host body dies, the Parasite need only disconnect from it. The parasite is a rather large lamprey like creature that borrows into the neck at the base of the skull and burrows into the brain stem. It actually would be not harmful to the host if it didn't feed off the Soul energy they have. So long as it detach and is not killed in this form it can find another body to latch unto and prepare for use. If the body is destroyed with Fire, Acid, or an explosion the Parasite will parish with it however, unless it bails much in advance.

Displacement of Self: If casting self-targeting magic, it automatically fizzles unless the parasite is outside of a host. Either a spell meant to affect others of the cast of another has to apply the magic to the body the Parasite inhabits. Self magic will effect the parasite and not it's host body. This goes with anything else targeting the body for casting. The target specified must be in the mind of the user, the body. If not it will hit the parasite. ((however, if line of sight is required it won't properly work unless the parasite is actually in view.))

Anti-Humanism: 10, The Hollow's host bodies are easily identifiable looking nearly like zombies. While the free races don't know about the parasite, if they ever found out, it would be easily considered something demonic or evil due to it's function of stealing the host's body and using it for it's own purposes.

Artifice((Constructs)):

Golems:

Golems are creatures made from elements or materials given false life. It can be clay, stones, or other minerals. Living Materials tend to not be as effective ((Wood)), but can be used. These creatures are commonly created by wizards or sorcerers trying to guard their lair or laboratories from prying eyes or attacks. Golem making is an art that's existed since nearly the dawn of time, the first being a failed attempt at making true life by the gods, or at least, so the story goes.

Non-Biological: Golems don't require sustenance in any form. They are also immune to toxins and mind affecting magic. This makes them typically great work force as they never tire or require food and drink allowing them to work long stretches of time without needing breaks.

False Soul: Due to not having a proper soul, Golems aren't healed by Positive, or even Negative energies. They can be repaired however.

Glutton for Punishment: As long as some part of a Golem is intact they can always be rebuilt. However, thanks to the strange materials they are built from they are highly resistant to all damage except for Blunt weaponry. They also struggle with purely arcane energy, a defense built in in case a Wizard somehow lost control of their creation.

Anti-Humanism: 2. Golems are commonly employed by the Free Races making them fit into society pretty easily. While people might be hesitant at first they are seen as pack mules and butlers quite often for those that can afford them. Some towns with a high budget even have them as guard. Golems, are typically regarded as machines that do a task and as such aren't feared as monsters. Even those in dungeons are known to be only doing what they were told. Therefore the Free Races aren't adverse to them.

Soulbound:

The Soulbound are lost souls attached to an object such as a suit of armour via magic. It must be a roughly humanoid shape. Soulbound are commonly mistaken for Golems, though instead of having a false soul as their core their soul is from a truly deceased being that somehow managed to survive. While superficially similar to Golems, their Soul being real actually has profound effects.

Non-Biological Body: Soulbound don't require sustenance in any form. They are also immune to toxins and mind affecting magic. However, they still feel the urges from once being a living creature. While they have no need for it, they are still driven to it for one reason of another.

Soul-Gem: This gem that is attached to their soul somehow powers and operates the body form. Damaging the body is only so effective and it is the soul gem that mist be shattered to end the life of a Soulbound. Since a Soul Bounds soul is real healing magic will repair the Soul Gem, however, it will not heal the manufactured body it is housed in. The Body can always be repaired.

Anti-Humanism: 2. They are so often mistaken for golems that they basically will share this rating. Most don't grasp that they are truly lost beings and their feelings and mannerism are real and not well programmed fakes. As such, it's usually more frustrating for the Soulbound to deal with the Free Races than it is for them to deal with a Soulbound. This misconception allows easy access to Free Race resources for the Soulbound however.

Mythical Beast:

((Warning: These creatures will require quite a bit of experience to play. They are very far away from being humanoid etc, unlike the others within this list. I don't recommend them as a first time character and caution even veterans on playing them. Pulling them off WILL be difficult. They are very powerful and very different from the other things on offer. You've been warned ahead of time. I would love to see some, but even still I must remain honest in that these aren't your average walk in the park. Really nothing is in this RP, however, these by far are the most difficult. I Want to make sure that's very clear before one picks one of these that way they know what they are in for. It'll be a challenge. If you don't mind those definitely feel free however, do know that these characters I will be a bit more harsh on allowing into the RP and will watch them a bit more closely than the others. It's not that I don't trust people, it's that these can go wrong quick, they require that attention of me for balance concerns and reasons. Please do understand. Anyway, back to our scheduled Templates.))

Natural*:

Magical beasts that are related to or that strongly resemble animals, and frequently linked or confused with lycanthropes. They tend to be larger, smarter, and more dangerous versions of normal animals, or less frequently creatures of a clearly foreign or unnatural nature that are still "benign." This would include creatures such as dire wolves, unicorns, and giant versions of normal animals.

One with Nature: Ultimately, these are still part of the natural world. They may be unusual, frightening, or monstrous to humanoids, but they are just animals. Therefore, "banishing" sorts of spells won't work on them, nor will they seem out of the ordinary to anything set to detect the unnatural. Animals will also react to them in much the same way as they would react to a "normal" animal of that type.

Elemental resistances/weaknesses: Depends on the base animal. Reptiles are somewhat weak to cold, while a furry mammal would be resistant to it but weak to fire. Generally, however, piercing weapons tend to be somewhat more effective than others simply due to them being large.

Anti-Humanism: Probably from 4-8, depending on species. All of them are obviously inhuman but might not be perceived as overly hostile or unnatural. Example, a Giant Hamster probably won't scare people as much as a giant predatory animal.

Draconic*

A subset of magical beasts that are descended from or related to dragons. While ordinary reptilian beasts may resemble them superficially, they have several traits that differentiate them from such. They are often winged and capable of flight, or at least show evidence that the species could do so at one point. Almost all of them possess breath weapons or other naturally occurring and consciously controlled magical abilities. This would include creatures such as drakes and wyverns. ((Full Dragons are forbidden and much much too powerful for RP. Do not make a full Dragon character it will only be declined.))

Breath Weapon: As mentioned, most of these have natural magic that often manifests as the ability to breathe a certain element. They possess organs that generate and store the energy needed to perform this attack; the exact structure depends on the nature of the weapon. These vary widely, from the typical cone of flames or blast of ice to more exotic attacks such as hallucinogenic gas or a spray of caustic acid. In addition, the creature is immune to that type of attack. It's a 1 for 1 element immunity though so if it's Acid it's Acid and not all forms of Poison despite them being similar or close to Acid type attacks.

Anti-Humanism: 7-9. Some varieties are quite common and regarded as normal in specific areas, but all of them are clearly recognizable as inhuman and will have difficulty blending into humanoid societies or, well, not being attacked on sight by some.

Chimera-type*

Magical beasts that appear to be fusions of two or more other animals. They differ from natural beasts in that they blend features of clearly incompatible groups, such as reptiles and mammals, or blend similar animals in unnatural ways. They frequently have more appendages than normal, with extra tails or heads being common. Their magical abilities vary wildly, with some having no magic whatsoever and others being capable of impressive feats of magic.

Multiple Heads: A chimera with multiple heads gains a few advantages and disadvantages. They gain a resistance to mental magic in general and also have an easier time casting it themselves if able; after all, it can be difficult to overwhelm the willpower of three different minds as opposed to one. This also makes each individual head less of a weak point; some chimeras can survive having a head destroyed, though it might be impossible to recover. However, this also leads to the issue of potentially having multiple different personalities controlling one body, and having that many more vulnerable points on the body.

Beast Aspect: Chimera's also take on the abilities and talents of the bests they are created from. They tend to have one ability they can do very well despite their horribly twisted form. If they are part eagle they may be able to fly. However, they could also be so heavy or just too awkward to actually fly making their wings purely cosmetic or for attacking only. Perhaps they have powerful retractable claws from being part lion, perhaps their tail can fire poisonous barbs or spit venom. If the animal is a part of the chimera it can possibly use it's ability.

*Special Rule: One can forgo Multiple Heads in lieu of taking a second Beast Aspect instead. This should be noted in the race section of one's sheet. ((this would be for things such as Griffons or other types of chimera-like creatures that do not have multiple heads.))

Anti-Humanism: 10. They are clearly unnatural and often disturbing or horrifying to look at, and difficult to disguise or pass off as a mundane creature. Those with 2 bestial aspects are still classed as a 10 due to how unnatural they are and their well documented aggression towards humanity.

Link to comment
Share on other sites

Player Character Sheets and NPC Sheets

Example Character Sheet:

Name: "Times" New Roman
Race: Skeletal Knight [bone Fiend] ((if your class has a choice for Aspects or Choose One traits all relevant information goes here. Stuff like the Draconic Mythical Beast Breathe Weapon. Demonic Aspects etc. As Times does not have any of these I will leave it blank. This is also where one descibes their race of creature if need be. As Times is a pretty standard Skeleton We don't need much explanation.))
Age: 243 ((this age always refers to after the opening. To get their age before the closing, subtract 110. Times was 133 before the Gates were closed. Obliviously if the character is under 110, they weren't alive or around to see the closing of the gates and would know little of the outside world as a result.))
Appearance: A long lanky skeleton probably of a taller man in his life time. His bone structure is high and peaked as if he was highborn in his lifetime. He wears a full copper breastplate and copper armour with leitmotifs of lions and other proud imagery. His midriff is exposed, mostly just the bottom of the rib cage.
Personality: Times has an impeccable sense of duty and loyalty to the Lord of the Night. He is the Chief Instructor of the Warriors and Guards of the Castle and takes all his drill seriously. He is extremely dour and considers any time not training or working to improve one's self wasted time and effort. He is very strict and follows his code nearly to the letter.
Class: Knight [Warrior]
Lesser Abilities:
Tier 1: Longsword Specialist*, Heavy Armour Specialist, Cleave, War Cry, Grit, Power Attack, Breaker Blade, Shield Bash, and Flash of Steel.
Tier 2: Unknown x8((notation for an ability the players has not yet decided on and will flesh out as time goes. the xN refers to the number of slots. This number decreases as they are filled.)),
Tier 3: Unknown x8
Tier 4: Unknown x7, Longsword Expert
Tier 5: Fourfold Heaven's Strike, Crushing Blow, Shield Wall, Unknown
Tier 6: Longsword Master, Winding Blade
Tier 7: God Slash
Signature Abilities:
True Grit ((Activated))

Times fills himself with the determination to eliminate any foe that threatens Castle Dour and further, his lord. For a short burst his attacks no longer have a limit in battle and resistance to all types of damage sky rockets. However, after this mode wears off he is extremely vulnerable for the same amount of time.

Background: Times was always a diligent solider training ever since the day he was created. Unlike most creatures bone fiends didn't have a childhood and went to work as soon as they were created. It was during the attacks on Castle Dour many years ago that Times saw his first action as a mere foot solider. He ought valiantly to defend the Castle and keep the Free Races from breaking into the castle gates. He stayed on the frontlines even as his comrades feel to hold the line. He even hesitated to fall back when the warning to close the gates rang out. However, he did just that. The old Lord of Night Solomon saw his deeds and rewarded the Skeletal Knight with a rank amongst the Royal Guard, the Guards of Night. Times felt the honour wasn't deserved as he had only been doing the job he was told to do, however began to accept it in time.
***
Fast forward to the year of the reopening, a New Lich Lord had seized the Throne under force. Luckily or Times he had been doing his rounds of the Castle and wasn't the current watch of the Guards of Night. Both of them had perished along with the Old Lord of Night. Times wasn't sure how to feel about this uprising and the Usurper, however, it was not his to question, only to serve the one who owned the title of Lord of Night. There was yet another promotion that he had not felt he earned in this as well that made him the more hesitant. The Two Senior most Royal Guards now lay butchered in the throne room. The next to take their place... was Times himself. This time he really did feel how undeserved this promotion was having come to terms with his induction into the Guards of Night. This was night and day. He received this only on a technicality. While he did not like the method of obtaining this title he would take it anyway. It was his to serve the Lord of Night, in the capacity with which he was told. So, if the New Lord wanted him to be the Leader of the Guards of Night and therefore the trainer of the new recruits... so be it.
Accepted Characters:
Disclaimer: PLAYERS ARE RESPONSIBLE FOR THEIR CHARACTER SHEETS!!! You character is assumed to have the skills that are present on their Sheet and no others. Therefore if you don't keep your sheet up to date it's not my problem. You've been warned and YOU need to make sure you're on top of keeping your sheet in order and up to date. I don't got time to baby sit you, and there'll be no exceptions. You must have an ability placed on your sheet to use that ability. ((the only exception is Unknown Abilities. But as soon as you use an unknown ability or your characters discovers what that Unknown ability is, it must be notated on your sheet.)) You've been warned. I expect you to keep them in order. I'm providing here a link that'll take you directly to your Profile, so it's not going to get lost in the OOC. Use it.
Regent ((Murdoc)): -> Click Here <-
Lotus Contiello ((Pyon Pyon Kyuu~)): -> Click Here <-
Arcene ((Dobby the Elf)): -> Click Here <-
Aurora Sting ((Stratos)): -> Click Here <-
Isolda Grace ((Hiss 13)): -> Click Here <-
The 12th Brute ((rustytango)): -> Click Here <-
"Crimson"((Exlink)): -> Click Here <-
Icarus ((Shadow Mankey)): -> Click Here <-
Major NPC Archive((Hukuna NPCs)):
((Times will be an NPC, however, he'll serve as our example so he won't be in the archive.))

Azegeor of the Night Faith

Name: Azegeor of the Night Faith
Race: Lich Lord [bone Fiend], The most dreaded of Undead. Spellcasters that bore their lives into an unnatural long state in defiance of nature. A conscious choice... the voluntary discarding of their humanity the price.
Age: Unknown, thought to be nearly the same age as Solomon before him.
Appearance: Azegeor cuts a strong imposing figure, which is strange for one that is primarily a mage. He has the bone structure of one that was noble in life, if he had skin he'd probably be pretty handsome... or vilely repulsive, it's hard to tell. He wears Robes as black as night and a matching cloak studded with small shining diamonds to represent the stars. It is the well known Cloak of the Night, the right of any Lord of Night. He also is always wearing a necklace that ends with a motif of a fist clenching a blade, blood spilling out either side. Next to it resides another motif, that of a Raven clenching a skull. They are attached to a simple string, nothing made of any precious metal.
Personality: Grim, very grim. He's rarely seen out and about in the castle, but when he is it known that he is rather grim and dour. He is rather kind to those he talks to however. He's got a rather positive outlook for those that follow him, but... as a ruler ((and previously)) he always worried about the safety of Dour and the ability of the Monsters to once more carve a spot in this violent world. So long had they been locked away the very World on the outside probably shifted so much. He worried for Dour in the world at large and whether or not they would ever be able to venture outside the walls once more.
Class: The 13th Lord of the Night [Mage]
Lesser Abilities: Up to 9th. Ooooooh Spooooooky!!!!!
Signature Abilities: Nocturne of the Damned. Blackhole.
Background: Not much is known about the mysterious Azegeor, how he came to the Castle is shrouded in more mystery than how the humans even discovered Castle Dour in the first place.What is known is that he has an extremely dark past he refuses to speak about even when pressed. What ever it is, it haunts him. Probably the regret of how he ended up as a Lich or something else. It's uncertain. It is known however that he lead the party to overthrow Old Insane Solomon, the once dreaded 12th Lord of the Night. He had turned into a pile of unreliable insanity, a miserable old addled being that no longer had any reasoning. Azegeor knew something needed to be done and Solomon removed from power or else they'd remain with the Gates closed forever. The plotting took many years as it was hard to do anything out of sight of the guards of the Paranoid old Lord. But Azegeor and a few trusted advisers discussed how they would end Solomon's reign in secret. They discussed for many long years whenever they could how tehy would do it. They failed a few times, but never in a way that the Old Solomon even knew their plot was in action. They were meticulous and calculated. They made sure he'd never find out even if they failed since if they did, they'd almost never be able to get at him again. Screams filled the Castle one day as they wrested control, in one fell swopp the Old Bastard was gone and now Azegeor sat on the throne.
However, there was still opening the door that remained... unfinished.

Lord Cyllis

Name: Lord Cyllis ((note, this is a self appointed title, he's not actually a lord.))
Race: Mantis Lord [insectoid], a more regal version of your typical Mantis Man. Their hands are normal other than their middle finger being a blade ((they tend to be made fun of for this.)) The rest of their body is humanoid and mimics the human body but in a much more bug like fashion. Their wings aren't just decorative either and they can actually fly with them though it takes great strain.
Chosen Ability: Flying
Age: 550 ((Old as hell by Mantis Man standards.))
Appearance: An old decrepit old man of a Mantis. He well decorated and powerful looking despite his age. His chitin is a ruddy brown similar to that of wet mud in most places however due to his advanced age the further from his midriff the more dried out the colour looks, with the extremities looking like desert sand. He has a mock beard made of hardened chitin that hangs tightly on his chin giving it the appearance of well trimmed facial hair.
Personality: He was a Staunch Supporter of Solomon until the bloody bloody end, and still prefers the old coot's methods. It was obvious this would be the case considering that he was the head general of Castle Dour for nearly 400 years and was one of Solomon's old drinking buddies ((well... Solomon couldn't actually drink since... undead... it's a metaphor.)). They were very close and shared similar ideals. Being one that clung to the past as much as he did, he couldn't accept the old man lost his mind and refused to budge on it and to this day says he would've been easy to convince out of his madness. Either way, the self proclaimed Lord of Blades is just an old man who tells his old war stories boasting of the old days and old conquests. Whether or not he could make new ones is entirely up to debate.
Class: Lord of Blades [Warrior]
Lesser Abilities:
Tier 1: Katana Specialist*, Longsword Specialist, Flammenschwert Specialist, Medium Armour Specialist, Breaker Blade, Reflex Guard, Flash of Steel, Flame's Lash, Grit.
Tier 2: 8 Unknown.
Tier 3: 8 Unknown.
Tier 4: Katana Expert, Longsword Expert, Flammenschwert Master, Medium Armour Expert, Fourfold Heaven's Strike ((also famous for creating this move, even the human world knows that. Also taught it to Times, and every Head Royal Guard before him, as a formality.)) Flash of Flame, Dragoon's Blade, Lightning Reflexes.
Tier 5: 8 Unknown.
Tier 6: Katana Master, Longsword Master, Flammenschwert Master, Medium Armour Master, 4 Unknown.
Tier 7: God Slash ((World Renowned inventor of the move, taught it to Times and every other leader of the Royal Guard as a formal welcoming.)), Blade Shadow, Puppet Blade, Blink.
Tier 8: Sunder the Mountain, Vorpal Blades.
Tier 9: Katana God.
Signature Abilities:
Avatar of Blades

Cyllis is meant to wield a blade. His combat power is effectively doubled while using one. However, when his blade is not on him, or forced to use another weapon, he is near worthless.

Boast of the Century:

Cyllis boasts about a past accomplishment to the point of excess. If the story impresses the person Cyllis tells it to for whatever reason [and ever if it's proven later down the line somehow or they change their mind], Cyllis can choose the reaction of that person. They can be awestruck to the point they can't even strike at him without being distracted for a time [or non-combat usage... hard to go over all of those.], he can strike fear into their heart, or inspire them to greatness and fill them with unbreakable courage and determination.

Background: Old as the beginning of days, it was said Cyllis was around before there was a Castle Dour... at least... the boaster claims. How accurate this is is unknown since this shitester rarely tells the truth and most don't bother refuting anything he says. However, what is well established is he's been the Commander of Dour's ground forces for nearly 400 years. As the Lord of Blades ((a self-proclaimed title)), the old coot was always a master of the blade. That's even a gross understatement. He understood the sword more than most, even able to seemingly replicate magic with one by learning to ignite his blade with flames or even create shadows of it that could cut a foe. He inventing countless techniques, that even Humans and the other Free Races heard of, and eventually, learned how to use. They were well cemented in many sword styles, most of which were created by Cyllis himself. However, due to his boasting nature, it hard to say how much is really accurate.
He prefers having multiple sword for different situations, learning three to mastery, one to the point he is hard to refute being the best in the world with in his hands. Even in his old age he continues to create more styles and learn more about the blade.

Countess Sybil Contiello

Name: Countess Sybil Contiello
Race: Vampiress [Living Flesh]
Age: 6780
Appearance: A Flawless Beauty, her skin is the normal pallor of an undead but it doesn't affect how beautiful she looks. She has a voluptuous figure of an older woman in around her 30's. She tends to wear crimson blood red gowns and over the top clothing that is probably a display of wealth. She commonly wears a brooch that has the look of a black widow, and also one of a baying hound. Both are symbols of the Contiello family. While the Hound is typically for the males... Sybil doesn't really give a shit and wears it anyway. Her being the "head" of the family... most don't say anything.
Personality: The unflappable and unbreaking Sybil Contiello. She's not one to take crap from anyone, not even those of her own family... or her own husband. While not the head of the family in name... everyone knows she's really in charge. Her will is unbreaking and her opinions almost never waver. She's well known to be hard to deal with and is a name easily feared through out the Castle.
Class: Queen of Blood [Mage]
Lesser Abilities:
Tier 1: Magic Missile, Whip Specialist, Blood Steal, Blood Spiral, Suggestion, Burning Hands, Barkskin 1 Unknown

Tier 2: Acid Arrow, Charm Person, Order, 5 unknown.
Tier 3: Hypnotic Eyes, Spider's Web, Spectral Hound, Charm Monster, Iron Skin, Fireball, 2 Unknown.
Tier 4: Inver's Black Tentacles, Hold Person, Improved Charm, Blood Spear, Steel Skin, 3 Unknown
Tier 5: Transfusion, Cone of Poison, Invisibility, Decree.
Tier 6: Serpent's Kiss, Demon's Kiss.
Tier 7: Cloud Kill.
Signature Abilities: WIP
Bloody Rose:
The Widow's Web:
Background: The Contiello's were the most powerful and influential Vampire family within the Vampire courts for near millennium, Typically standing towards the top easily. They were incredibly wealthy, but more importantly... vastly intelligent and crafty. They were also bounds ahead of those that would look to take their power, their assets, wealth. They nearly ran all of the Underdark at one point when it still existed. This earned them a well respected spot among Castle Dour. They had a whole quarter of the Castle that was considered their, or the Brass Gold Quarter it is better known. It is widely considered the most illustrious part of the Castle, having an extremely pertinent sense of wealth... to points it almost ceased being beautiful.. and was borderline tacky and gaudy. They treated the area more or less as their Summer Retreat but didn't visit all that often. As such their Servants there more or less became integrated with the normal Staff of the castle.
However, it was unfortunate timing that Sybil and her husband Belmond, decided to pay a long due visit to the Night Lord Solomon. They were weary of all the political fallout in the Underdark due to their involvement with a particularly scandalous rash of Turnings. The Underdark was nearly at capacity and the new flood of servants they created wasn't particularly looked fondly upon by many. So, Sybil snatched up some of her favourite servants and prepared to move towards Dour to weather the storm or really just avoid it for time being. They couldn't have picked a worse time. Even though they would've still been attacked rather heavily by the Free Race forces if they remained elsewhere in the Underdark, it was in Dour that they got sealed away with the others. At least the Nobles of the Underdark wouldn't bother them anymore... as all of it burned in the war. They were stuck in Dour for 100 years... to Sybil it was nearly the blink of an eye no time at all. She went about her business actually carving out a pocket of power for herself, her husband and their family within the Castle. Being one of the most powerful Mages in the castle helped things, and further her unabashed use of bewitching magics. It was dangerous to fall into the Blood Widow's web... dangerous indeed.

Mid-Summer Night's "Tempest"

Name: Mid-Summer Night's "Tempest".
Race: Storm Elemental [Primal Spirit]
Elemental Attunement: Wind, Lightning ((Primary: Air, Secondary: Fire)).
Elemental Aversion: Earth, Acid ((Primary: Earth, Secondary: Water.))
Age: Unknown, too long to count.
Appearance: Tempest is a swirling storm cloud with a vaguely humanoid shape. She has two long slender arms that end in what appears to be long serrated crystals. They are light pale blue in colour and this follows up into her body. Her body surging with electricity of the same colour every now and then especially when angry. Her body ends in two spindly legs that probably wouldn't hold up a normal creature but due to Primal Spirits.. and really just air in general not really weighing anything, they work somehow. As her form is largely incorpreal, Tempest doesn't really wear clothes like a creature with a body would, however, she wears a shockingly green scarf that matches the colour of her eyes. ((or what appear to be her eyes.))
Personality: Tempest... is strange, much like other Primal Beings. They aren't quite complete beings and as a result they have pretty inhuman personalities. Most monsters don't comprehend them all that well. She's incredibly flighty and always has her head in the clouds. Due to the primary element of her being the element that matches that of Mind, she is a thinker but doesn't really have a physical form to call her own and it's the greatest at storing information like a Water Spirit would be. Her secondary element however being Fire, gives her spirit and resolve. She endeavors to do mostly what she considers fun but is very reliable in a pinch. She remembers who her friends are, and those that treated her well and will do mostly whatever she can to do so. As a result she's very closely tied to Azegeor for unknown reasons that he has not ever disclosed. Her and Lord Cyllis don't get along. Tempest believes him too stuck in the past that he stagnates and never moves forward with his life. He holds on to outdated ideals such as honour and loyalty to a lord long dead. They constantly butt heads.
Class: Stormrider [Thief]
Lesser Abilities:
Tier 1: Riposte, Camouflage, Thunderclap, Wild Wind, Silent Presence, Eye for Traps, 2 Unknown.
Tier 2: Quick Step, Lightning Reflexes ((is a lot easier a technique for a Thief than a Warrior.)), Unforeseen Strike, 5 Unknown
Tier 3: Storm, Vitals Mark, Bird's Eye, 5 Unknown.
Tier 4: Improved Lightning Reflexes, Shadowstep, Wind Step, Torrid Air, Alter Air, Silent Steps, 2 Unknown
Tier 5: Invisibility, Ball Lightning, Mark for Death, Hawk Eye, 4 Unknown.
Tier 6: Tornado, Laguna Blade, Vacuum, 5 unknown.
Tier 7: Blink, Improved Invisibility, Eagle Eye, Cutter Lightning.
Tier 8: Into Ribbons, Vibration Blade
Tier 9: Bullet Speed.
Signature Abilities:
Leaf on the Wind:

Tempest being one with the air is a master of dodging and using her form to an advantage in battle she can use the flow of the air to tell exactly how a weapon is being swung in her direction and even how they will dodge. This information is almost instantaneous due to her sensitivity to the air. However, this also comes at the price of things being in the air disrupting her form. Especially Acid. It neutralizes the Lightning normally latent in her form by canceling it out.

Blade in the Wind:

Being a Master of wind, Tempest can cut and manipulate the air into blades to maim targets. They can attach to her hands, even to extend her nails or be thrown. As a result they count as natural weapons, which means she can use them to deadly effect even without being skilled in the use of blades in actuality. Of course, this means unlike others of her archetype, she can't really apply poisons to her weaponry as they are not truly physical and would disperse it anyway being made of air.

Storm Surge:

Tempest unleashes her held form to expand out into a ball of surging electrical energy. She becomes so fast she is nearly imperceptible, since she can move the speed of actual lightning. This technique however uses an immense amount of energy. Even touching a foe in this form fills them with a surge of electricity and armour cannot save them from it, in fact it only conducts the attack all the better and amplifies it's intensity.

Background: WIP

The Figure of White ((Unknown)) ((basically no sheet will be written for this character.))
Heinrich Contiello: WIP
Father Babble: WIP

Minor NPC Archive ((No sheets, usable by all players.)):
WIP
Link to comment
Share on other sites

Lesser Ability Index:

Ability Notation Form:

Name of Ability: ((Think this is pretty obvi...))

Tier: ((for sorting purpose when written in the OOC so I can easily put it where it belongs.))

Type: ((Arcane,Faith, Martial Art, Thief Art, or Racial Ability))

Ability Class: ((Activated, Passive, Toggle, Modifier))

Type of Damage: ((if not applicable write, None. Otherwise denote the element or Physical Damage if a martial art that deals damage jsut through the weapon. If a martial that can only be used with a certain type of weapon denote the type of damage the weapon does.))

Range and Number of Targets: ((Keep in mind, all abilities have friendly fire or can friendly fire. If multiple targets can be hit it should be denoted "Up to X number of targets." unless the number is fixed and it must always hit an exact number.))

Effects: ((What are the effects of the spell and what does it do? Should explain how it works, what it is meant to accomplish etc here. Remember not to strictly and only go with what this section says. After all while a Fireball's purpose it to do damage to people... it's not the only thing you can use it for. Certain other spells will be more limited in that scope however, like a spell for opening a lock will only open a lock or open something similar, but nothing else.))

Additional: ((any information that doesn't fit elsewhere. Class Exclusiveness and Race Exclusiveness should be put here, as well as any other restrictions or special things about the skill. Like it only being able to be used with a sword etc.))

Empty Ability Template: ((for easy Copy pasta'ing? The period is there to keep it from defaulting back to bold face text. Type after it and then when finished remove it. Keeps you from having to highlight the whole message and then unbolding it. Saves time, trust me XD.)):

Name of Ability: .

Tier: .

Type: .

Ability Class: .

Type of Damage: .

Range and Number of Targets: .

Effects: .

Additional: .

Spells ((Arcane)):

Tier 1:

Burning Hands

Name of Ability: Burning Hands

Tier: 1

Type: Arcane/Faith

Ability Class: Activated

Type of Damage: Fire

Range and Number of Targets: Touch or 15 ft 20° Cone. 1 Target on touch, typically 1 or 2 as Cone.

Effects: One's hand lights aflame with arcane magic. The flame doesn't hurt the user but harms others they touch with it. They can also expel the flames in a small cone.

Additional: It can only be held for a few seconds and touching a foe with it using the energy on them in a burst. It cannot imbue a weapon with flame.

Magic Missile

Name of Ability: Magic Missle

Tier: 1

Type: Arcane

Ability Class: Activated

Type of Damage: Force/Arcane

Range and Number of Targets: Line of Sight, 1 Target

Effects: This spell fires small missiles of pure arcane force at an opponent that cannot miss. As a result they are very weak. It starts with 2 missiles and gains one more for each Tier the character has learned. an extra 3 are gained at Tier 5 and Tier 9

Additional: This Spell has no range. It can hit anything in line of sight. However, the further away the target the longer it takes to travel. While they are multiple missiles, the spell is much too simple to target more than one target.

Sharpen

Name of Ability: Sharpen

Tier: 1

Type: Arcane

Ability Class: Toggled

Type of Damage: Physical

Range and Number of Targets: Self

Effects: The User uses magic to sharpen his nails and teeth to be much harder and sharper.

Additional:

Tier 2:

Tier 3:

Tier 4:

Inver's Black Tentacles

Name of Ability: Inver's Black Tentacles

Tier: 4

Type: Arcane/Faith

Ability Class: Activated

Type of Damage: Bludgeoning

Range and Number of Targets: 100 foot range

Effects: The user creates a square that glows with dark energy. From that square, black tentacles emergy and move on their own. Any creature that is in that square or enters it is grappled by the tentacles. After grappling a creature, the tentacles with squeeze tight and attempt to suffocate them.

Additional: The tentacles can be escaped from and are considered "creatures" they can be attacked and removed.

Tier 5:

Animate Object

Name of Ability: Animate Object

Tier: 5

Type: Arcane/Faith

Ability Class: Activated

Type of Damage: Depends on the animated object

Range and Number of Targets: 60, a single 15 foot by 15 foot object, two 10 foot by 10 objects, four 5 foot by 5 foot objects, or eight objects smaller than 5 foot by 5 foot.

Effects: The breathes life into objects. These objects temporarily have basic intelligence and can move on their own. They float just above the ground, and can move any attached parts like arms or legs. The user has command over these objects, and can give them simple orders like "Attack so and so" or "Protect this hallway". Animated Objects that are not given orders simply defend themselves.

Additional: Lasts 8 hours. Commands can only be simple lines an no more than 1 complex idea can be conveyed with effect. Invalid Orders will just cause it to go back to default.

Tyring's Irresistible Ballroom Dance

Name of Ability: Tyring's Irresistible Ballroom Dance

Tier: 5

Type: Arcane/Faith

Ability Class: Activated

Type of Damage: N/A

Range and Number of Targets: 60 feet, two targets

Effects: The user claps their hands, and chooses two targets that are close to each other. The two join hands, and begin dancing together as if they were in a fancy ballroom party, dancing their hearts away. They are unable to take any other action other than dancing together, and they cannot separate from each other until the spell ends.

Additional: The spell lasts 30 seconds.

Wall of Force

Name of Ability: Wall Of Force

Tier: 5

Type: Arcane/Faith

Ability Class: Activated

Type of Damage: N/A

Range and Number of Targets: 120 feet

Effects: The user creates an invisible wall that cannot be broken or damaged by any means. The wall is made up of ten 10 foot by 10 foot panels. These panels can be re-arranged upon casting the spell to create different shapes of walls, or even a dome or sphere.

Additional: Can only be dispelled by effects that end magic. If not dispelled it will last up to 10 minutes.

Tier 6:

Tyring's Irresistible Crazy Dance

Name of Ability: Tyring's Irresistible Crazy Dance

Tier: 6

Type: Arcane/Faith

Ability Class: Activated

Type of Damage: N/A

Range and Number of Targets: 60 feet, maximum of four targets

Effects: The user claps their hands, and chooses four targets. The affected targets begin to dance a comical and joyful dance, unable to take any other action other than dancing in place.

Additional: The spell lasts 1 minute.

Tier 7:

Cloudkill

Name of Ability: Cloudkill

Tier: 7

Type: Arcane/Faith

Ability Class: Activated

Type of Damage: Negative Energy and Poison

Range and Number of Targets: 100 feet range, a 40 foot radius sphere

Effects: The user creates a sphere of yellow magical fog that spreads out through corners and cracks. Anyone who enters the fog or is surrounded by it, immediately starts coughing if they breathe it in. The fog damages anything and anyone standing in it even if they don't need to breathe, as it contains a heavy amount of negative energy. A creature that breathes in the fog becomes poisoned. This poison slowly attacks at them from the inside for the next four hours.

Additional: The fog is heavily influenced by the wind, and moves with it. It can be completely dispersed with strong wind. The poison condition can be treated with magic that cures curses or poison, it can also be treated with traditional antidotes. The negative energy component of the spell heals creatures that are fueled by negative energy such as vampires, and most Undead.

Delayed Fireball

Name of Ability: Delayed Fireball

Tier: 7

Type: Arcane

Ability Class: Modifier

Type of Damage: Fire

Range and Number of Targets: Same as fireball

Effects: When using this modifier on a regular fireball skill, instead of immediately shooting it the user points at a place or target leaving a red mark. This red mark sticks to it's surface. The user then is free to cast and do other actions, as long as they leave a single hand free. When they wish, or after a minute has passed they can release the fireball. The fireball will then seek out the red mark and explode on making contact with it.

Additional: Does more damage based on how long it was charged. While being charged, the hand used to cast the spell burns with fire that doesn't hurt the user. The User MUST know Fireball to use this spell.

Reverse Gravity

Name of Ability: Reverse Gravity

Tier: 7

Type: Arcane/Faith

Ability Class: Toggled

Type of Damage: Bludgeoning

Range and Number of Targets: a cylinder centered around the user. Cylinder has a 50 foot radius, and is 100 feet high.

Effects: When toggling the ability, the user switches gravity in a cylinder around themselves. Any none flying creatures in the area immediately fall upwards. If they crash against any surfaces on the way up they take damage depending on the height they fell. If they reach the top of the 100 feet without crashing against a surface, they float in place held there by magical gravity.

Additional: If the spell is toggled off, or a creature leaves the area of effect, they are affected by normal gravity again, and might fall and take damage once more.

Tier 8:

Feeblemind

Name of Ability: Feeblemind

Tier: 8

Type: Arcane

Ability Class: Activated

Type of Damage: Negative Energy

Range and Number of Targets: 150 feet, single target

Effects: The user attempts to destroy the opponent's mind. Through a quick blast of magic, the target takes damage that affects the brain directly. Targets who suffer this attack also have their intelligence temporarily reduced, becoming forgetful, forgetting how to cast magic or even how to speak. The move can force the enemy to forget small things, to full blown brain damage depending on the target's willpower.

Additional: The intelligence reduction part of the move lasts for 30 minutes, and can be cured with spells that remove curses.

Tier 9:

Meteor Swarm

Name of Ability: Meteor Swarm

Tier: 9

Type: Arcane

Ability Class: Activate

Type of Damage: Fire/Earth

Range and Number of Targets: 1 Mile cast range, 4 different aoes of 20 feet.

Effects: The user summons four meteors from the sky to fall down upon the earth. Meteors cannot hit the same area, as they come down all at the same time. Anyone caught under a meteor takes massive damage, and is buried under red hot boulders.

Additional: Can be cast indoors for the sole reason that the meteors will just crash through the structure.

Spells ((Faith)):

Tier 1:

Burning Hands

Name of Ability: Burning Hands

Tier: 1

Type: Arcane/Faith

Ability Class: Activated

Type of Damage: Fire

Range and Number of Targets: Touch or 15 ft 20° Cone. 1 Target on touch, typically 1 or 2 as Cone, however up to as many hit in the area.

Effects: One's hand lights aflame with the conviction of their faith. The flame doesn't hurt the user but harms others they touch with it. They can also expel the flames in a small cone.

Additional: It can only be held for a few seconds and touching a foe with it using the energy on them in a burst. It cannot imbue a weapon with flame.

Channel: Negative Energy

Name of Ability: Channel: Negative Energy

Tier: 1

Type: Faith

Ability Class: Toggle

Type of Damage: Negative Energy

Range and Number of Targets: Touch, single target

Effects: The User starts to release a stream of dark energy that slowly destroys creatures touching them. This energy corrodes the target's life force by bombarding it with Negative energy. However the slow stream of energy also drains their magical energy.

Additional: On Undead or those healed by Negative energy this spell functions nearly identical to most healing spells.

Tier 2:

Tier 3:

Tier 4:

Inver's Black Tentacles

Name of Ability: Inver's Black Tentacles

Tier: 4

Type: Arcane/Faith

Ability Class: Activated

Type of Damage: Bludgeoning

Range and Number of Targets: 100 foot range

Effects: The user creates a square that glows with dark energy. From that square, black tentacles emergy and move on their own. Any creature that is in that square or enters it is grappled by the tentacles. After grappling a creature, the tentacles with squeeze tight and attempt to suffocate them.

Additional: The tentacles can be escaped from and are considered "creatures" they can be attacked and removed.

Tier 5:

Animate Object

Name of Ability: Animate Object

Tier: 5

Type: Arcane/Faith

Ability Class: Activated

Type of Damage: Depends on the animated object

Range and Number of Targets: 60, a single 15 foot by 15 foot object, two 10 foot by 10 objects, four 5 foot by 5 foot objects, or eight objects smaller than 5 foot by 5 foot.

Effects: The breathes life into objects. These objects temporarily have basic intelligence and can move on their own. They float just above the ground, and can move any attached parts like arms or legs. The user has command over these objects, and can give them simple orders like "Attack so and so" or "Protect this hallway". Animated Objects that are not given orders simply defend themselves.

Additional: Lasts 8 hours. Commands can only be simple lines an no more than 1 complex idea can be conveyed with effect. Invalid Orders will just cause it to go back to default.

Tyring's Irresistible Ballroom Dance

Name of Ability: Tyring's Irresistible Ballroom Dance

Tier: 5

Type: Arcane/Faith

Ability Class: Activated

Type of Damage: N/A

Range and Number of Targets: 60 feet, two targets

Effects: The user claps their hands, and chooses two targets that are close to each other. The two join hands, and begin dancing together as if they were in a fancy ballroom party, dancing their hearts away. They are unable to take any other action other than dancing together, and they cannot separate from each other until the spell ends.

Additional: The spell lasts 30 seconds.

Wall of Force

Name of Ability: Wall Of Force

Tier: 5

Type: Arcane/Faith

Ability Class: Activated

Type of Damage: N/A

Range and Number of Targets: 120 feet

Effects: The user creates an invisible wall that cannot be broken or damaged by any means. The wall is made up of ten 10 foot by 10 foot panels. These panels can be re-arranged upon casting the spell to create different shapes of walls, or even a dome or sphere.

Additional: Can only be dispelled by effects that end magic. If not dispelled it will last up to 10 minutes.

Tier 6:

Planar Ally

Name of Ability: Planar Ally

Tier: 6

Type: Faith

Ability Class: Activated

Type of Damage: Depends on the summoned ally

Range and Number of Targets: N/A

Effects: The user makes a prayer to their deity, asking for help. A servant of the deity appears. The type of servant depends on the deity of the user, it might be a vampire, a demon, a celestial, a primal spirit, etc. The user can then make a pact with the servant. They two parties must agree on the terms for the spell to continue. The servant will then be obligated to follow through with the pact for the next 8 hours. After the 8 hours, the servant returns to where it came from.

Additional: The pact always has a payment on the user's part. It might be money, sacrifices, or even to continue to serve the servant's deity. The servant will never agree to doing something their deity does not agree with, or hurting an ally of their deity. The user is also obligated to pay the servant for it's services, if the payment is money then the agreed upon money automatically disappears from the user's person.

Tyring's Irresistible Crazy Dance

Name of Ability: Tyring's Irresistible Crazy Dance

Tier: 6

Type: Arcane/Faith

Ability Class: Activated

Type of Damage: N/A

Range and Number of Targets: 60 feet, maximum of four targets

Effects: The user claps their hands, and chooses four targets. The affected targets begin to dance a comical and joyful dance, unable to take any other action other than dancing in place.

Additional: The spell lasts 1 minute.

Tier 7:

Cloudkill

Name of Ability: Cloudkill

Tier: 7

Type: Arcane/Faith

Ability Class: Activated

Type of Damage: Negative Energy and Poison

Range and Number of Targets: 100 feet range, a 40 foot radius sphere

Effects: The user creates a sphere of yellow magical fog that spreads out through corners and cracks. Anyone who enters the fog or is surrounded by it, immediately starts coughing if they breathe it in. The fog damages anything and anyone standing in it even if they don't need to breathe, as it contains a heavy amount of negative energy. A creature that breathes in the fog becomes poisoned. This poison slowly attacks at them from the inside for the next four hours.

Additional: The fog is heavily influenced by the wind, and moves with it. It can be completely dispersed with strong wind. The poison condition can be treated with magic that cures curses or poison, it can also be treated with traditional antidotes. The negative energy component of the spell heals creatures that are fueled by negative energy such as vampires, and most Undead.

Regeneration.

Name of Ability: Regenerate

Tier: 7

Type: Faith

Ability Class: Activated

Type of Damage: N/A

Range and Number of Targets: Touch, Single

Effects: The user places a hand on the target, and releases magical energy into them. The energy heals and closes wounds, and regenerates any missing body parts lost within the last 48 hours.

Additional: The new limb needs significant time to properly heal and and be rejected by the body. Any fighting etc... or other strenuous activity can aggravate it and cause horrible bleeding, or... worse.

Reverse Gravity

Name of Ability: Reverse Gravity

Tier: 7

Type: Arcane/Faith

Ability Class: Toggled

Type of Damage: Bludgeoning

Range and Number of Targets: a cylinder centered around the user. Cylinder has a 50 foot radius, and is 100 feet high.

Effects: When toggling the ability, the user switches gravity in a cylinder around themselves. Any none flying creatures in the area immediately fall upwards. If they crash against any surfaces on the way up they take damage depending on the height they fell. If they reach the top of the 100 feet without crashing against a surface, they float in place held there by magical gravity.

Additional: If the spell is toggled off, or a creature leaves the area of effect, they are affected by normal gravity again, and might fall and take damage once more.

Tier 8:

Control Weather

Name of Ability: Control Weather

Tier: 8

Type: Faith

Ability Class: Toggle

Type of Damage: Electric, Air, Cold, or Heat.

Range and Number of Targets: 5 miles

Effects: While the user has this ability toggled, they can change the weather in a 5 mile radius by concentrating. By concentrating for 1 minute, they can change a single aspect of the weather at a time. For example, they can jump up the temperature to unlivable degrees after concentrating. They can whip up a massive thunder storm that attacks on it's own volition, winds so strong that they punch at people's armor, or an icicle storm.

Additional: The user can only change one part of the weather at a time. After untoggling the ability, the weather slowly returns to normal over a course of 5 minutes.

Tier 9:

Perfect Sanctuary

Name of Ability: Perfect Sanctuary

Tier: 9

Type: Faith

Ability Class: Activated

Type of Damage: N/A

Range and Number of Targets: Touch, single target.

Effects: The user touches the target, granting them a glowing aura. This aura grants them complete immunity to damage from abilities tier 4 and under. The aura halves the damage from abilities tier 7 and under. It is ineffective against tier 8 abilities, and is instantly dispelled if it is hit by a tier 9 or signature ability.

Additional: Lasts eight hours, or until it is dispelled.

Martial Arts:

Tier 1:

[Armour] Specialist:

Name of Ability: .[Armour] Specialist

Tier: 1

Type: Martial Art/Thief Art

Ability Class: Passive

Type of Damage: None

Range and Number of Targets: N/A

Effects: The user is trained in effective use of armour in combat. There are three main types of armour, being Light, Medium and Heavy. Light armour allows the user minor protection, while still allowing great breadth of movement and allows the user the full use of their agility. Light Armour offers the least protection. Heavy armour offers the best protection, however it restricts movement due to it's immense weight. Medium armour falls in-between these two. The Martial Art version of this ability allows all types of armour to be selected.

Additional: Replace the [Armour] in the title with your Armour type of choice. Example: Heavy Armour Specialist.

Cleave

Name of Ability: Cleave

Tier: .1

Type: Martial Art

Ability Class: Activated

Type of Damage: Blunt or Slashing, depends on user's weapon.

Range and Number of Targets: Length of Weapon, 3 targets at maximum.

Effects: .The users hefts their weapon in a mighty arc being able to hit many foes.

Additional: Cannot be used with polearms that do not have an affixed blade or some sort. Cannot be a piercing weapon.

Riposte

Name of Ability: Riposte

Tier: 1

Type: Martial/Thief Art

Ability Class: Activated

Type of Damage: Based on Weaponry.

Range and Number of Targets: Touch, melee

Effects: The User uses an action to parry an incoming blow and make an opening for an attack of their own.

Additional:

[Weapon] Specialist

Name of Ability: [Weapon] Specialist.

Tier: 1

Type: Martial Art

Ability Class: Passive

Type of Damage: None

Range and Number of Targets: N/A

Effects: .The user is able to use a weapon more effectively than others. Training with the weapon has lead to a better understanding of it's use and proper technique. The Character is by no means a master, but is a capable student of the art.

Additional: .Replace the [Weapon] in the title with your weapon of choice. Example: Katana Specialist. Additionally, any character that is solely Martial Arts based can start with this ability for free however, it also doesn't count towards earning your next tier ((so if you'd have this and two others, it would count as only having two.)) Please denote this special perk with a * in your character sheet.

Tier 2:

Judo Lock

Name of Ability: Judo Lock

Tier: 2

Type: Martial

Ability Class: Activated

Type of Damage: None

Range and Number of Targets: Touch, single target.

Effects: Through mastery of judo arts, the User grapples a single target. If the move succeeds the enemy is left unable to move, and unable to break the lock completely on their own. However, The User is unable to run or really move as they would have to drag their victim. It becomes much more difficult to target any others when in this lock.

Additional:

Rage

Name of Ability: Rage

Tier: 2

Type: Toggle

Ability Class: Martial

Type of Damage: N/A

Range and Number of Targets: Self

Effects: .The user activates a trance fueled by anger and intense emotion. It increases their physical strength and their resistances to damage. While this is active the intense emotion make it impossible to focus to cast spells and the user cannot feel pain. ((in short, you'll notice the damage being done to you, but the descriptions of said damage will be much more vague.))

Additional: .Creatures that are immune to Mind-affecting Magic cannot use this ability.

Tier 3:

Tier 4:

Tier 5:

Tier 6:

Tier 7:

God Slash

Name of Ability: God Slash

Tier: 7

Type: Martial Art

Ability Class: Activated

Type of Damage: Slashing

Range and Number of Targets: 1, 30' radius around the user

Effects: .The User removes their blade from their sheathe and strikes so fast it is nearly invisible to the eye. It is nearly impossible to dodge entirely due to it's unnatural speed.

Additional: .The User's sword must be sheathed to use this attack. This attack can only be sued with single handed swords or one and a half hand swords((like Katanas)). The User must also have Mastery in their weapon of choice to use this skill.

Tier 8:

Astra

Name of Ability: Astra

Tier: 8

Type: Martial Art

Ability Class: Activated

Type of Damage: Slashing

Range and Number of Targets: Melee range, single target

Effects: This skill can only be performed with a sword of some kind. The user empowers their weapon and their own body with the power of the stars. They become incredibly light for the duration of the skill. In the duration of 5 seconds, the user slashes the enemy 7 times, ending with a jumping slash, and another slash as the user comes down. The user has to rest for a few seconds after using this technique.

Additional: Deals more damage if used on the outdoors, under a clear starry night sky.

Tier 9:

Master Empower

Name of Ability: Master Empower

Tier: 9

Type: Martial Art

Ability Class: Modifier

Type of Damage: Same as skill modified

Range and Number of Targets: Same as skill modified

Effects: The user puts all of their hard work and skill into their next attack. The next martial art the user performs will be a true work of art; it's damage will be increased tremendously and any effects it has doubled.

Additional: Can be used with any damaging martial art ability.

Thief Arts:

Tier 1:

Camouflage

Name of Ability: Camouflage

Tier: 1

Type: Thief art

Ability Class: Toggled

Type of Damage: N/A

Range and Number of Targets: Self

Effects: The User can use some technique to blend in with their surroundings. This makes them harder to see however, moving makes it much it tougher and movement within the background etc.

Additional: Can't be used in places where the scenery is constantly shifting, such as next to a fire with shifting light.

Riposte

Name of Ability: Riposte

Tier: 1

Type: Martial/Thief Art

Ability Class: Activated

Type of Damage: Based on Weaponry.

Range and Number of Targets: Touch, melee

Effects: The User uses an action to parry an incoming blow and make an opening for an attack of their own.

Additional:

Silent Stride

Name of Ability: Silent Stride

Tier: 1

Type: Thief Art

Ability Class: Toggled

Type of Damage: N/A

Range and Number of Targets: Self

Effects: User walks much more quietly than their size would suggest, allowing for stealth attacks on unaware or unsuspecting targets. Doesn't totally suppress sound.

Additional: None

Vocal Expertise

Name of Ability: Vocal Expertise

Tier: 1

Type: Thief art

Ability Class: passive

Type of Damage: N/A

Range and Number of Targets: Up to 50 meters, anyone who can hear.

Effects: The is able to imitate a wide variety of accents and dialects as well as project their voice to sound as though it is coming from elsewhere or something else. However, trying to exactly copy a specific voice is extremely difficult at this level.

Additional:

Tier 2:

Quickstep

Name of Ability: Quickstep

Tier: 2

Type: Thief art

Ability Class: Active

Type of Damage: N/A

Range and Number of Targets: One target

Effects: With a honed speed and grace, The User maneuvers around an enemy to get behind them or past them .

Additional:

Tier 3:

Tier 4:

Tier 5:

Tier 6:

Tier 7:

Tier 8:

Tier 9:

True Seeing

Name of Ability: True Seeing

Tier: 9

Type: Thief Art

Ability Class: Passive

Type of Damage: N/A

Range and Number of Targets: N/A

Effects: The user's sight is so honed and perfected that they are able to see everything; invisible enemies, secret passage ways, entry points, magical effects.

Additional: Can detect all enemies, spells, and traps under signature level.

Race-Exclusive Abilities ((Unlike others, this type only goes to 6)):

Tier 1:

Aura of Cold

Name of Ability: Aura of Cold

Tier: 1

Type: Racial Ability

Ability Class: Passive

Type of Damage: Cold

Range and Number of Targets: 100 feet centered on self, unlimited

Effects: Passively draws heat from the environment and transfers it to the user, giving a small boost to energy. Lowers the surrounding temperature by a couple degrees, but will only cause damage directly in extreme cases.

Additional: Can be suppressed actively if necessary. Common to Draconian Races, whether Humanoids or the Mythical Dragon-kin.

Blood Steal

Name of Ability: Blood Steal

Tier: 1

Type: Racial

Ability Class: Passive

Type of Damage: Negative Energy

Range and Number of Targets: Touch range, single target

Effects: A Vampire fights with the intent to draw blood from their opponent.. Whenever the Vampire draws blood with their attacks, they convert the fluid to Negative energy and absorb it, returning a third of the damage dealt as health and energy.

Additional: While the ability mentions blood, Vampires are healed by nearly any fluid needed to sustain life as they change it into Negative energy to fuel themselves. This Ability is Exclusive to Vampires.

Prodigious Leap

Name of Ability: Prodigious Leap

Tier: 1

Type: Racial Ability

Ability Class: Active

Type of Damage: Blunt/None

Range and Number of Targets: Self

Effects: User leaps forward or upward up to about 4 times their own length or height, further with a running start.

Additional: Damage is if some unfortunate soul is at the landing point. This ability is typically able to be utilized by those with more powerful limbs than others or more consolidated power. If they walk on all fours or have something like a powerful tail. ((like Lizardmen.)) things like this.

Tier 2:

Natural Armour

Name of Ability: Natural Armour

Tier: 2

Type: Racial Ability

Ability Class: Passive

Type of Damage: N/A

Range and Number of Targets: Self

Effects: The bearer of this ability has a rugged carapace, shell, skin, or other natural protection, providing the effects of wearing armor.

Additional: Up to the GM what kind of armor it counts as, and whether it incurs the sort of penalties wearing armor would. Wearing armour of worse quality than the armours stated benefits still provides extra defense though only slight. This ability is common to those that would have natural protection such as Draconians, but things such as Crab-based beastmen etc as well. The type and power of the armour would very.

Tier 3:

Tier 4:

Tier 5:

Tier 6:

Link to comment
Share on other sites

Name: Regent
Race: Argent Drake [Draconic Beast]. A species of wyvern adapted to living in ice and snow. They have lost the ability of flight in exchange for adaptations to this environment, and have an elemental affinity for ice. They're solitary hunters, and are becoming increasingly uncommon due to they themselves being hunted for their valuable fur and the fact that they will hunt and kill livestock or humanoids should they run across them. They also possess a certain amount of innate magical power and are capable of learning basic spells. Said to be one with blizzards. While normally solitary, they will form small packs to raise young.
They're immune to ice, and resistant to water. They are susceptible to fire. Cutting weapons tend to underperform compared to blunt and especially piercing weapons, as their scales are easier to crush or fracture than slice. Their breath weapon is a beam of pure cold.
Age: 20 years old
Appearance: A broad, powerful chest connects to similarly strong limbs and a canine head, crowned with two horns that jut straight forward and serve as a rough indicator of age. The body is covered in white fur that terminates just before the shoulders and hips, and runs down the full length of the tail on both the top and bottom. White scales cover the extremities. The body is somewhat tapered, with the chest being significantly broader than the hips. Two ridges of hardened scales start just below the neck and run up and over the chest, along the back and eventually becoming the edge of the tail and flaring out at the ends, providing a strong surface for use in combat or a rudder for swimming. The forelimbs have a similar hardened layer of scales that flares outward, attaching where a wing would have once. They possess powerful, non-retractable claws that serve to grip both prey and ice. The back legs are somewhat leaner in comparison, with one claw opposed to the others much like one would find on a bird of prey or another species of wyvern; these claws are also smaller and duller than the ones on the forelegs. The tail itself is also broad, muscular, and flat, with the aforementioned scales accentuating rather than defining the shape.
The fur on the chest is somewhat thicker and longer, and all of the fur on the underside is rather downy in comparison to the coarser, tougher stuff found on the upper half of the animal. The claws are black and the eyes are, fittingly, an icy blue. There are rows of scales around the fur and running up the forelimbs in three lines each that glow brightly when he exerts significant quantities of magical power. The fur itself also does this to a much lesser extent, and both can be voluntarily activated, usually as a threat display.
From his feet to the top of his torso and neck (the highest point on the body) in a normal standing position, he is about 15 feet tall, and 40 feet long from the tip of his horns to the tip of his tail.
Personality: Still clearly a predator, despite being trained to not do irritating and inconvenient things like eating townsfolk when not ordered. This colors most of his thoughts; smaller beings are regarded as prey foremost, anything of comparable size is a rival. As he obviously can't attack others, he tends to actively intimidate them as much as possible. That's not to say it's impossible to earn his respect, or even affection; he's a sucker for treats, and proving to be a worthy ally (or adversary) is certainly possible. Tends to view those who have moved out of "not food because I'm not supposed to eat the staff" as pups, while those that have shown significant efficacy in combat are pack-mates (and subject to the same standards they would be.) Will fight and risk a great amount of personal harm to protect those in either of these categories, and expect the same. A bit smarter than people tend to think.
Class: Argent Drake [Martial, Arcane, Thief]
Lesser Abilities:
Tier 1

Name of Ability: Aura of Cold

Tier: 1

Type: Racial Ability

Ability Class: Passive

Type of Damage: Cold

Range and Number of Targets: 100 feet centered on self, unlimited

Effects: Passively draws heat from the environment and transfers it to the user, giving a small boost to energy. Lowers the surrounding temperature by a couple degrees, but will only cause damage directly in extreme cases.

Additional: Can be suppressed actively if necessary.

Name of Ability: Silent Stride

Tier: 1

Type: Thief Art

Ability Class: Toggled

Type of Damage: N/A

Range and Number of Targets: Self

Effects: User walks much more quietly than their size would suggest, allowing for stealth attacks on unaware or unsuspecting targets. Doesn't totally suppress sound, especially given the size of this particular user.

Additional: None

Name of Ability: Prodigious Leap

Tier: 1

Type: Racial Ability

Ability Class: Active

Type of Damage: Blunt/None

Range and Number of Targets: Self

Effects: User leaps forward or upward up to about 4 times their own length or height, further with a running start.

Additional: Damage is if some unfortunate soul is at the landing point.

Tier 2

Name of Ability: Natural Armor

Tier: 2

Type: Racial Ability

Ability Class: Passive

Type of Damage: N/A

Range and Number of Targets: Self

Effects: The bearer of this ability has a rugged carapace, shell, skin, or other natural protection, providing the effects of wearing armor.

Additional: Up to the GM what kind of armor it counts as, and whether it incurs the sort of penalties wearing armor would.

Signature Abilities:

Name of Ability: Breath of Ice

Tier: Signature

Type: Racial Ability

Ability Class: Active

Type of Damage: Cold

Range and Number of Targets: 50 feet in a .5 foot wide line, max 4 with decreasing effectiveness after first hit

Effects: A ray of intense, freezing cold directed from the user's mouth, removing the heat from anything hit by the beam. This causes the signature visual effect of a frigid beam of white ice, as moisture in the air turns to ice. Can cause ice to build up on anything, and the attack itself lasts about a second.

Additional: None

Background: One of the last argent drakes born in Castle Dour, before the mother that had birthed them died of illness with the sire following soon after. Both had been captured wild and trained with great difficulty; argent drakes are intelligent and proud creatures, and it took quite a bit to convince them to acquiesce to the commands of their handlers. They were intended as beasts of war, but the sealing of the keep meant they saw little of battle. As a result, they became little more than massively oversized pets for the lord of the castle.
The pup Regent obtained his name for his size relative to his littermates, and later his prideful and sometimes bullheaded nature. (Really, he's average sized, but his litter was not a particularly healthy one.) When he grew large enough, he began training with the soldiers of Castle Dour; this was not only to improve the combat skill of both, but also in the hopes that he would recognize the prowess of the soldiers as he grew older. It was during this time that he was also instructed in the art of broadcasting his thoughts, making two-way communication much easier. The advent of Azegeor has caused this training to be renewed, providing a distraction from a growing wanderlust and frustration with being cooped up in a castle.
Link to comment
Share on other sites

^ Goooooooooooooood get much hype. Get all the hype.

Also since I forget my spiel, if you have any questions or need anything answered please PM this big ol' palooka. I don't bite tooooo much ((after all, Crunch is better Base Power... duh!)). But if your need anything cleared up or would like any advice or help with a character please don't hesitate to ask. I'm willing to help out anybody that asks. ((especially since yea... this is a bit of a read huh?)). I hope to see all the wonderful ideas for characters that you guys drop and will love to go through them all. So, have fun creating it and if you need help, don't be a stranger okay?

"It is within the Dark of Night we cloak ourselves, for the world will not receive us as we are. They will not accept our form, our determination, our feelings, our will, our morals, or even that we have souls. It is for this reason we wrap ourselves in the cloak of starry nights so that we may glitter brightly as we face the world that only gives us a cold shoulder. May they see our courage, our Iron Will. May they see that it burns more brightly than even starlight and that it dances toe to toe with theirs if it isn't more powerful. We defy the world shrouded in the darkness so that we may show just how much brighter we are than them. In contrast we are the sun to a mere Oil Lamp. But, to make it fair we don our dark cloaks, the semblance of the dark. We don the mantles they want us to wear, so that way... they realize putting them on us in the first place was their greatest mistake. It is with this that we go forth to the spiteful world and met it head on. May the light be damned for forsaking us. It's only a fickle beast that sees fit to shine it's light on those that appease it. We'll not bow down or be broken by something so callous and uncaring. Our will breaks the dawn and it will never come again. The world will plunge into the night it so desperately craves." Azegeor, Lord of the Night. The Night's Benediction XIII, the 13th Benediction, the dawn of coming, the dawn of misfortune, and... The Dawn of Monsters.

Hukuna Sensei Out~

Link to comment
Share on other sites

Name: Morty the plague carrier


Race: Bog Beast


Bog beast or "Swamp Creatures" are huge plant like creatures living in the swamp. Bog beasts may represent a type of conglomerate elemental of earth and water.


((Its mixture between mold/primal spirit in this world, In Morty's case. He's part undead as well since he was reanimated into a bog beast.))



Age: 140


Appearance: Morty is a bald pale man that stands at 6'7 tall, hunchback and quite muscular for a zombie. Morty retains most of his former druid attire and wears a huge draping brown cloak with matching shoulder pauldron with a symbol of oak tree engrave on it. Morty's eyes are just empty eye sockets and his face is all wrinkly and aged. Most of his skin is covered in moss, fungus, and stitches.


Personality:


Class: Druid/Warrior


Lesser Abilities:



Name of Ability: Unholy roots

Tier: 1

Type: Racial

Ability Class: Active

Type of Damage: Nature/Unholy

Range and Number of Targets: 50ft within his radius/Up to 20 targets

Effects: Subdue and choke his enemies with multiple rotten vines, that's coming out of his body.

Additional:




Name of Ability: Fungus armor

Tier: 1

Type: Racial

Ability Class: Toggle

Type of Damage: N/A

Range and Number of Targets: allies/himself

Effects: The symbiote around Morty's comes to life and provides an armor for him or his allies.

Additional: Any ordinary metal that it touches will instantly rust.




Name of Ability: Cannibalism

Tier: 1

Type: Racial

Ability Class: Passive

Type of Damage: Physical

Range and Number of Targets: N/A

Effects: Being a bane of the living has its perks too. Morty able to regenerate a portion of his injuries by consuming his opponent's flesh and being a druid class helps speed up this process.

Additional: Must be in direct physical contact. flesh consume by magic doesn't count.



Tier 2:



Name of Ability: Shapeshift: Fungal Horror

Tier: 2

Type: Racial

Ability Class: Toggle

Type of Damage: N/A

Range and Number of Targets: N/A

Effects: Morty metamorphs himself into a monstrous decaying tree-like monster and becomes a force to be reckon with. His physical resistance also increases. While in this form, his unholy roots are much stronger now and has increased its range(about 50ft more and can hold up to 40 targets) and now drains the life out its enemies while being subdued. His strength also greatly increases.

Additional: Fire attacks deals more damage to him now. like, I mean more damage than usual.



Signature Abilities:


Name of Ability: Plague Wind

Tier: 2

Type: Racial

Ability Class: Signature

Type of Damage: Unholy/Nature

Range and Number of Targets: within range. unlimited.

Effects: Morty lets out a shockwave of miasma and releases a plague of insects from inside his body that infest and devours anything with flesh.

Additional:




Background: "The balance between life and death must be preserved, if one of them cease to exist, another one shall take its place. that's the circle of life and it's my job to make sure that this cycle stays that way."


Before he became this abomination and came to Castle Dour, Morty was one of the druids in a nearby forest. He served and took an eternal oath of preserving the wild till death do him apart. Well, apparently that time didn't come too long. The siege of Castle Dour has just begun and the groove was in the midst of it. Destruction and chaos spread throughout the forest and none of its inhabitants was spared during this siege. All the druids abandon their oath and flee from the forest except for Morty. He remained loyal to the very end and defended the wildlife as much as he could but unfortunately, The noble druid got slain in the process.


In his final moments, Morty accepts his fate and lays down underneath a shade of a tree. The spirit of the forest acknowledge his bravery and decided to make Morty its host body. The groove came to life and drags Morty's dead carcass deep in the forest swamp and a magical parasite was planted inside Morty's dead body and was preserved during the ongoing destruction of his homeland.


40 years has past after the sieging of Castle dour, The groove was restored to its normal self. Morty awakens from his slumber and breaks out from the pits of the swamp, only to realize that he's been reanimated into a swamp thing. This was both a blessing and a curse for Morty as he tries to figure out where he will go from here. The undead druid heard the news and leaves the swamp and sets foot on the reopened Castle Dour. Maybe there he'll find a place to fit in.

Edited by Ragnar
Link to comment
Share on other sites

Lemme know if there anything that needs to be change. Hopefully, I'll finish my application later this day.

I'll wait to you finish to give any super big advice. However, i will say ahead of time, Signature abilities should be pretty tame and generic. They are abilities that are able to e learned by anyone. ((so specifying your Shapshifts is cool, and will be added to the template of those skills when I add them to the Index.)), however they should take on the exact characteristics of that thing or object. ((also... Undead things aren't natural so normally one wouldn't be able to Shapeshift into those drudicially, however, I think for flavour I'll allow it lol.))

Link to comment
Share on other sites

Name: William "Cronos" Marie

Race: “Noble” Demon [i am not very familiar with D&D and other fantasy role playing games, but he's humanoid in shape]

Sliding scale of one to ten of whether or not he can blend in that well: 2 out of 10; small horns covered up by hair, and covered up clawed feet, but some can still feel a sense of wrongness around him.

Racial Abilities:

1. Slothful rest

2. Adrenaline Wrath

3. Cause Avarice

Name of ability: Slothful rest

Tiers:

Type: Racial

Ability Class: Modifier

Type of damage: None

Range and number of targets: Self

Effect: User falls asleep for four hours, and any minor wounds will be healed (So no broken arms or legs).

Additional: But the ability cannot be used in a combat situation (of course), and the user will always fall asleep for four hours, and they cannot be woken up before the four hours are over.

Name of ability: Adrenaline Rush (Wrath)

Tiers:

Type: Racial

Ability Class: Toggle

Type of damage: None

Range and number of targets: Self

Effect: The user has a +2 increase in damage when this ability is active

Additional: Only usable two times a week, and lasts for four rounds

Name of ability: Cause Avarice

Tiers:

Type: Racial

Ability Class: Active

Type of damage: None

Range and number of targets: four feet ranged beam; one target

Effect: if it somehow succeeds will cause the target to feel apathetic, and removes any and all motivation to help for two rounds.

Additional: Usable once every two days

Signature abilities:

Inazuma no yo ni hayaidesu (Fast as lightning) {{Activated}}

Name: Inazuma no yo ni hayaidesu (Fast as lightning)

Tier: Signature

Type: Signature

Ability Class: Active

Type of damage: Electric Physical damage

Range and number of targets: Melee range; one

Effects: Deals and additional four damage and changes the weapons attack type to Electric Physical

Additional: Once every day, but it can only be used with katanas

Age: 90 [Gates close]; 200 [Gates open]

Appearance:

A demon of rather average height (6.3 inches), and small profile; his muscles are something that exists, but they aren’t his greatest feature; his hair is colored a jet black, and if one was allowed to describe his hair’s style (Which I am presuming I am); it would be described as a mullet; with his front hair not covering any of his as yet nonexistent face; he wears a set of red colored padded cloth armor on his chest; it looks almost leathery and it is in fact quite shiny; he doesn’t like the idea of wearing helmets, he is also wearing a regular pair of padded red pants; he wears a deep purple belt with a gold colored buckle, and on the left side of his belt there is a black scabbard where a katana with a iron hilt resides; the blade itself is made of the same material, and it was styled for function; not form

Personality:

As a person he will never back out of a deal he made, but this is usually not a problem as he will do his best to not make any solid promises or confirmation to an agreement of terms unless he thinks that the odds are in his favor.

You will never really find him blatantly lying; for the most part he will simply tell the truth, and nothing but the truth; although he does have that rather annoying tendency to never tell the whole truth if he thinks that it will benefit him, and there is the fact that he finds it funny when everyone else is blindly trying to understand what he has just done, but if you do catch him in a lie; then that pretty much means that he owes you a favor, but not a lot of people know that because that’s just a rule he made up and has never bothered to tell people about.

He respects people who work to obtain what they want as opposed to sitting down and complaining about it, and thus he respects Azegor for that same reason.

He prefers to use a less… messy approach to dealing with problems, but he will not hesitate to eliminate anyone who is standing between him and his stated (or otherwise) goal.

The best and easiest way to get him to do something is to offer up a reward; threatening him will simply lead to a fight, and trying to convince him that it’s for the good of the “cause” (whatever that is) will simply cause him to have some very serious thoughts about leaving said cause.

He isn’t very talkative, but only in the sense that he doesn’t usually start conversations, but he does have an annoying tendency to beat around the bush a little too much; unless if he’s threatening someone; in which case he would just draw his katana, and assume combat position.

He prefers it when people figure things out by themselves, and he will go to take extreme measures to not give any clues about it.

Class: Red Samurai (Warrior/Mage)

Lesser Abilities:

Tier 1: Katana Specialist *, Light Armor Specialist, Shocking Grasp

Tier 2: Dodge Missiles

Name of ability: Dodge Missiles

Tiers: 2

Ability Class: Modifier

Type of damage: None

Range and number of Targets: Self

Effects: Adds a plus two to any rolls involving not getting hit by enemy missile attacks.

Additional: unable to be used when asleep or confused or stunned.

Background:

Once upon a time he was naught but a simple demon manipulating people for fun and profit, and he practiced swordsmanship and the arcane as nothing more but a simple form of exercise; both of the body and the mind, but then on that fateful day the war happened, and the free races invaded the underdark for reasons that are now lost to most, and William who at that point was starting to show significant prowess in both of the skills he had chosen; was a shoe in for the military, and thus he entered the war as yet another demon who realized that his home was threatened, and years later as the dour gates closed, and the war entered a long and boring stalemate; William found himself as one of many wartime soldiers whose skills have suddenly became rather; irrelevant.

And so he spent years practicing his swordsmanship and magical arts with the hope and slight fear of his skill set becoming relevant once more, and with the deposing of the previous lord of night, and the reopening of the dour gates; it seems that William was quite right to simply not let bygones be bygones, but right now he intends to keep his head down; just because he was preparing for it; doesn’t mean that he wanted it to happen, but who knows; it might just be fun to ascend once more.

Parasitical section; Fighting Style:

William prefers to make swift strikes with his katana, and he will develop to be a good single target attacker, but his light armor and almost complete and utter lack of multiple target abilities leave him open to zerg rush tactics; he can also cast magic, but they are mostly limited to lightning and sonic spells.

His ultimate technique was created after a rather happy little accident where during the heat of battle he forgot to re sheath his at the time very cheaply made katana when he cast a shocking grasp spell; the spell’s properties were transferred momentarily to the blade; thus allowing him to perform a stronger than usual physical attack, but he cannot use it more than once a day for fear of his katana breaking under the strain.

His entire view on defense relies entirely on the words “The Best defense? Don’t get hit” but he can still take more than a few hits when the time comes.

He chooses to wield a katana after realizing that he could barely use a long sword to cut through the straw practice targets, but then someone; perhaps out of pity; lent him his spare (read: unused) katana for a bit, and for a short while William cut down straw targets left and right… until he hit a straw target’s helmet and the blade shattered, but that slight feeling of power, and the eventual decline led to him training to use the weapon, and while he still hasn’t mastered it; he’s further ahead than most.

Potential lesser ability:

Name of ability: Bolt Stance (Generic Name: Offensive Stance)

Tier: 2? (Not sure; I welcome any suggestion for the tier

Type: Lesser

Ability Class: Toggled

Type of damage: None

Effects: Adds a plus two to damage dealing and a plus one to offensive rolls (attacking as opposed to being attacked)

Additional: Adds a plus two to damage dealt to the user and a minus one to defensive rolls (straight up damage as opposed to status effects)

Flavor Text: The user focuses on the offense at the cost of his defense

P.S.: I do hope that he’s not too ridiculous for your taste, but I don’t really know if you have an equivalent of Japan in your setting.

P.P.S.: Redid something’s that I felt didn’t work that well after reading a certain site that reviews webcomics.

P.P.P.S.: Redid the skill's to remove any and all mentions of checks.

Edited by Cronos5010
Link to comment
Share on other sites

@Cronos

Word of Advice: Your Demon Aspects are free and actually aren't tiered abilities lol. You'll notice that other races have race features, such as the Birdman's flying that are like abilities but don't count as them. They'll typically have around the power of a Tier one or two though and I can use them to fill out the Lesser Ability Index if you want me too. I mean they are already written up as abilities so It's an easy paste for me for some Demon Racials ((Weeeee!!!)) That's up to you though. Oh and for my benefit could you palce them under the Race section rather than the abilities one? Keeps it in more clean order for me since I don't have to guess ((it's labelled well here but I want to set the standards for the apps that Racial Trait Choices go under the Race Section))

For Induce Wrath, that'll be checked through Roleplaying my good man. You'll actually have to try and anger the character. There's no rolls here good sir. A Pure RP experience this will be lol. So, checks more or less exist in a "Can you convince me or the other players that this happened?" space.

Link to comment
Share on other sites

Well yeah you can type it up as lesser abilities since they're just themed around the Sims.

For the induce wrath skill I was thinking that I would be using it against NPC's, but you're right I'd actually have to anger others somehow well maybe I'll have to go back to the drawing board later.

Well I here's hoping he's not overpowered.

Cronos.

Link to comment
Share on other sites

Well yeah you can type it up as lesser abilities since they're just themed around the Sims.

For the induce wrath skill I was thinking that I would be using it against NPC's, but you're right I'd actually have to anger others somehow well maybe I'll have to go back to the drawing board later.

Well I here's hoping he's not overpowered.

Cronos.

The point is... the characters will be overpowered. This RP you are the monsters. However... being overpowered will not save them. It won't save them one bit. *cackles madly.*

And yea no probs take your time on the app and spruce her up . I'll be waiting till I have a few piled up to go through them since I'm hand picking who'll be in and what not. Still not sure on the number I want but we'll see lol.

Link to comment
Share on other sites

Ladies and germs, the vampire seamstress.

Name: Lotus Contiello

Race: Vampire Spawn [Living Flesh] The only difference between a Vampire Spawn, and a regular Vampire is that a spawn is linked to an existing vampire, and is completely under their control.

Age: 300

Appearance: Lotus has light pink hair, shimmering slightly in dim light. Her skin is pale, but becomes more colored and more human looking if she has recently fed on blood. She also blushes often, her cheeks becoming rosy very often. Her eyes are blood red, and her teeth fanged with her canines poking out of her lips even when her mouth is closed. Her face is feminine, and soft with a small nose. Her body is hourglass in shape, with average features. Her arms and legs are soft showing no muscle despite her actual strength. Lotus' nails are manicured to be long and incredibly sharp. They are always painted white.

Personality: Lotus is a gentlelady, kind, soft spoken and ready to serve. She respects her superiors, and acts on the behalf of others. She isn't naturally evil, as she will not hurt anyone for pleasure. Lotus takes pleasure from feeding but not from the act of killing. The greatest pleasure to her is to execute orders to perfection, and therefore will kill anyone she is ordered without any hesitation. This simple kindness combined with her absolute dedication to her Lord and Goddess leads her to be often seen as strange.

Class: Seamstress[Warrior, Faith]

Lesser Abilities: Blood Steal, Channel: Negative Energy, Riposte, Judo Lock.

Name of Ability: Blood Steal

Tier: 1

Type: Racial

Ability Class: Passive

Type of Damage: Negative Energy

Range and Number of Targets: Touch range, single target

Effects: A Vampire fights with the intent to draw blood from their opponent.. Whenever the Vampire draws blood with their attacks, they convert the fluid to Negative energy and absorb it, returning a third of the damage dealt as health and energy.

Additional: While the ability mentions blood, Vampires are healed by nearly any fluid needed to sustain life as they change it into Negative energy to fuel themselves. This Ability is Exclusive to Vampires.

Name of Ability: Channel: Negative Energy

Tier: 1

Type: Faith

Ability Class: Toggle

Type of Damage: Negative Energy

Range and Number of Targets: Touch, single target

Effects: The User starts to release a stream of dark energy that slowly destroys creatures touching them. This energy corrodes the target's life force by bombarding it with Negative energy. However the slow stream of energy also drains their magical energy.

Additional: On Undead or those healed by Negative energy this spell functions nearly identical to most healing spells.

Name of Ability: Riposte

Tier: 1

Type: Martial

Ability Class: Activated

Type of Damage: Based on Weaponry.

Range and Number of Targets: Touch, melee

Effects: The User uses an action to parry an incoming blow and make an opening for an attack of their own.

Additional: Lotus uses her nails as her weapon for this attack.

Name of Ability: Judo Lock

Tier: 2

Type: Martial

Ability Class: Activated

Type of Damage: None

Range and Number of Targets: Touch, single target.

Effects: Through mastery of judo arts, the User grapples a single target. If the move succeeds the enemy is left unable to move, and unable to break the lock completely on their own. However, The User is unable to run or really move as they would have to drag their victim. It becomes much more difficult to target any others when in this lock.

Additional:

Signature Abilities: Coup De Grace

Name of Ability: Coup De Grace

Tier: Signature

Type: Racial

Ability Class: Activated

Type of Damage: Piercing and Negative Energy

Range and Number of Targets: Touch, Single target

Effects: Lotus grows her fangs out to their full size, and digs them into her targets arteries. She drinks from her target until she has fully emptied their blood supply or is interrupted. Drinking from a target restores her health and energy, fully replenishing her if she drinks a creature dry.

Additional: The ability has a wind up time as she grows out her fangs, so her target has to be helpless or grappled.

Background: Lotus knows nothing of her life prior to becoming a vampire spawn, not even her own name. The only thing she knows is that she must have been some sort of martial artist because of her natural skill of fighting. Her earliest memory is of serving the Contiello family, a family of vampires who turned her into a vampire and gave her her new name. When she was turned, she wasn't fed any blood from her masters so she is bound to their will. Lotus can't make any vampires either, as she isn't a "true vampire". Her purpose is to serve the family as a maid, her main task to dress and tailor the clothing of the family. The Contiello family moved into Castle Dour, seeking protection from the free races. As payment to the owners of the castle, the Contiello family allows their servants to help out in the castle's necessities. As such, Lotus is the seamstress and tailor for the castle mending everyone's clothes and making them for the castle. However, the Contiello family also requires all of their servants to be able to fight. They taught her basic dark magic through the faith of Seraphine Goddess of Vampires. She applied this to her judo locks, to make a devastatingly deadly combo. So when necessary, Lotus carried out assassination tasks when the castle was under attack. She infiltrated human camps, disguising herself as a human and killed key figures before returning to the castle during the night. When the castle closed, it didn't bother Lotus. She just kept her job as a seamstress, not worrying about the changes of power in the castle. She follows her orders from the Contiello family, and anyone they deem is her superior.

Link to comment
Share on other sites

  • Support Squad

I will try.

Name: Goes by the alias Arcene, depending on the situation the names Abraham or Abigail may also be used.
Race: Alterations [Doppelganger]
Alterations are a race imbued with the need for change, constantly searching for that beyond their horizons and resisting the stagnation born from stability. Every member of this race seeks to disrupt the world around them, sowing discord to ensure the dynamic of the world continues to evolve. Some say it is for a higher purpose, plunging the world into chaos until it reaches a utopian state that is truly, indisputably perfect. Some merely feel gleeful as they use their abilities to bring strife to a region. Most utilise subterfuge and their natural shapeshifting abilities to meet their ends, so they may continue to work smoothly but some have been known to be figureheads of rebellions and wars, spearheading conquests that have had resounding impacts on the world. Still, not all Alterations are masters of the world, many are resigned to a small region, playing with the locals and maybe the rulers of the area or two if one felt adventurous. Sometimes they may even be the first person to cry out in an anxious crowd, acting as the spark that starts a raging fire in the people.
Inhumanity score:*
Age: 394
Appearance: Within Castle Dour Arcene looks like a very strange humanoid, he took pleasure in having his own identity and place during the 110 years he was trapped there. He has light blue skin and short hair shaded pink. What would be the whites of his eyes are instead a deep forest green surrounding a solid cobalt blue centre, the irises indistinguishable from the pupils. His proportions are like that of a small, somewhat skinny orc but with less brutish facial features taken from the more intact members of the Living Flesh race.
Personality: True to the nature of his race, Arcene is inquisitive and observant, quick to garner information he can use to give the situation the push it might need. Failing the unveiling of any interesting tidbits of information, he is quite mischievous, using his natural talents and the skills he's honed to incite rage, to inspire courage, to drive someone to desperation so they will act in his interests. Of course, dealing in treachery makes one quite wary themselves. Arcene is almost completely foreign to the idea of a genuine relationship of any kind, he sees it all as superfluous and fragile after all the years he spent making and breaking such relationships. He's fine with that though, it makes it easier to stab people in the back.
Class: Shapeshifter [Mage, Thief]
Lesser abilities:
Tier 1

Name of Ability: Camoflauge

Tier: 1

Type: Thief art

Ability Class: Toggled

Type of Damage: N/A

Range and Number of Targets: Self

Effects: Arcene can change his natural colouring to completely match his surroundings when stationary, blending into the background

Additional: Can't be used in places where the scenery is constantly shifting, such as next to a fire with shifting light.

Name of Ability: Vocal expertise

Tier: 1

Type: Thief art

Ability Class: passive

Type of Damage: N/A

Range and Number of Targets: Up to 50 meters, anyone who can hear.

Effects: Arcene has had a lot of time to practice his impressions. He is able to imitate a wide variety of accents and dialects as well as project his voice to sound as though it is coming from elsewhere.

Additional:

Name of Ability: Sharpen

Tier: 1

Type: Mage

Ability Class: Toggled

Type of Damage: Physical

Range and Number of Targets: Self

Effects: Arcene uses magic to sharpen his nails and teeth to be much harder and sharper.

Additional:

Tier 2

Name of Ability: Quickstep

Tier: 2

Type: Thief art

Ability Class: Active

Type of Damage: N/A

Range and Number of Targets: One target

Effects: With a honed speed and grace, Arcene maneuvers around an enemy to get behind them or past them .

Additional:

Signature Abilities:

Name of Ability: Morph

Tier: Signature

Type: Signature

Ability Class: Toggled

Type of Damage: N/A

Range and Number of Targets: Self

Effects: Arcene morphs a limb to huge proportions, gaining extreme amounts of strength and invulnerability in that limb.

Additional: Achieved through experimentation with his Sharpening ability and natural appearance alteration, Arcene has learned to condense a similar effect to a single limb, mutating it into a demonic facsimile of his normal appendage with an extreme amount of power behind it.

Background: Before Castle Dour, Arcene was an Alteration of no repute. Literally. in 280 years, he had only had a minor hand in influencing the ways of the world. This was partially because he travelled too much to make a difference, his need for change that defines his people gifting him with a certain kind of wanderlust that shifted him before he set down roots. This was also partially because Arcene had an unfortunate tendency towards caution, fearing being found out and ousted against his will.
So, in fear of an ignoble death of no worth, Arcene set his sights on Castle dour. Perhaps in the realm of monsters he may find success where he had failed in the realm of humanity and it's like.
For 4 years he struggled to rise to any place of prominence in the Castle amidst its denizens, garnering gossip and information where he could, starting conflicts, etcetera, etcetera. He was about to pick up and move on once more, growing impatient with his lack of success when the Castle inhabitants were trapped, his premature exit denied.
With the monstrous community forced together, bound into a more static way of life as they were denied external contact, Arcene found himself in a conflicting position. Being cooped up so went against his nature in a way, he was unable to go where he pleased, see new sights, find new places to sate his wanderlust. On the other hand, the situation was ripe for change as tensions rose and fell. Over time, forced to make do as is, Arcene became familiar with the workings of the community at large. Being forced to stay afforded him the opportunity to become a fixture of the community, ever present, always observing. Patience rewarded him with the chance to make a difference he couldn't make before. Arcene began to genuinely learn how to influence people as well as himself.
Now Arcene is eager to leave once more and see what havoc he can set in action with what he learned in Castle Dour
Ok, this is easily the most time I've spent on an app. If there's anything wrong, please tell me so I can fix it.
Link to comment
Share on other sites

Hey Hukuna-sensei I got a question regarding a character I'd like to make. I can't exactly describe what my end product would be as of right now, however I can best summarize it right now as a human/humanoid abomination of nature, like a twisted up human turned into a beast man through unholy magic or experimentation, or some other unforseen method.

To basically sum the character up, said horror would be made into the intention of "Apex Predator", and live out the miserable life so far up until that point. Maybe make the character a puppet or minion from someone else.

Could that possibly play out correctly in this world you've crafted?

Also I got a couple abilities in mind, such as a couple different forms of rage or berserker states. One would be upon seeing their own blood, and perhaps tasting it to activate sad ability, and maybe the other would be a similar ability that would happen at "random" and lost all cool, like a volatile state, because of the magic, or experimentation, or whatever.

If that would work, I will get to making a character.

Link to comment
Share on other sites

Figured I would go ahead and finally try my hand at an RP run by Sensei...

I'll get a sheet up later on once the finer points like the exact unique class and skills are hammered out and I've had a few things cleared up. for now though, I've already PMed you with my question regarding Mind Flayers.

Link to comment
Share on other sites

... I had to read everything twice and still too much for my brain to handle.

So I got a few questions as well:

1) How does religion in this RP work? Is there a church and do they have a lot of power? Do humans worship a god or something similar?

2) How common are normal humans in Castle Dour or can they be smuggled inside?

3) Do all characters have to face combat? Or can they survive by pulling strings and networking?

My idea was to create a Demon character based on the SIn of Lust. He likes to mess around with people and collect females to do his chores. (so not the normal 'lust' people might think). He will be instigating and confusing humans for his own guilty pleasures. His true nature would be more like a business orientated character when it comes to dealing with things inside Castle Dour / other monsters.

The third question is more because I already struggled with combat scenes in Graterras and this one takes it to a whole new level. So I'd like to have a character that can use his influence to turn bad situations into his favor by using his brain instead of fighting skills.

Link to comment
Share on other sites

Hey Hukuna-sensei I got a question regarding a character I'd like to make. I can't exactly describe what my end product would be as of right now, however I can best summarize it right now as a human/humanoid abomination of nature, like a twisted up human turned into a beast man through unholy magic or experimentation, or some other unforseen method.

To basically sum the character up, said horror would be made into the intention of "Apex Predator", and live out the miserable life so far up until that point. Maybe make the character a puppet or minion from someone else.

Could that possibly play out correctly in this world you've crafted?

Also I got a couple abilities in mind, such as a couple different forms of rage or berserker states. One would be upon seeing their own blood, and perhaps tasting it to activate sad ability, and maybe the other would be a similar ability that would happen at "random" and lost all cool, like a volatile state, because of the magic, or experimentation, or whatever.

If that would work, I will get to making a character.

Not exactly sure what you mean. Shoot me a PM where we cna discuss it more openly and easily without making too much of a emss of this here thread lol.

... I had to read everything twice and still too much for my brain to handle.

So I got a few questions as well:

1) How does religion in this RP work? Is there a church and do they have a lot of power? Do humans worship a god or something similar?

2) How common are normal humans in Castle Dour or can they be smuggled inside?

3) Do all characters have to face combat? Or can they survive by pulling strings and networking?

My idea was to create a Demon character based on the Sin of Lust. He likes to mess around with people and collect females to do his chores. (so not the normal 'lust' people might think). He will be instigating and confusing humans for his own guilty pleasures. His true nature would be more like a business orientated character when it comes to dealing with things inside Castle Dour / other monsters.

The third question is more because I already struggled with combat scenes in Graterras and this one takes it to a whole new level. So I'd like to have a character that can use his influence to turn bad situations into his favor by using his brain instead of fighting skills.

1. It's entirely up to you, there will be a few main gods such as Nocturne, the God of Night and Songs, but not many will have super established religions. You can entirely create your own faith for this game if you so desire. I'd actually love it since then YOU get to personalize how your faith goes. I can even mark it down as a recognized one if others want to get in on the fun XD. Humans and the rest of the Free races definitely have their own religions, most of which that don't accept monster followers ((because the gods choose who gets their power.)) They can follow it but will never be able to receive powers from that god ((basically it would be just for flavour.))

2. They don't exist within it's walls. The Free Races are not allowed within Castle Grounds. They don't really trust them enough... but really a lot of higher ups truly hate them and so do their lackies. They'd be dead within seconds if they found out one was on the grounds. Pretty sure your character could find some lovely monster ladies though lol.

3. Nope. I want there to be players that do not if that's what they choose. After all, things will be going on in the Castle. I imagine you'd want to go with Thief as primary and possibly mage as another class. ((inb4 remark about how making politician based Abilities, Thief Arts is somehow biting political community.))

Link to comment
Share on other sites

Name: Elysia


Race: Shadowshifter [Doppelganger]


Shadowshifters are a race who find comfort in darkness, often making their homes where the sun is unable to reach. As its name suggests, the members of this race operate mainly from the shadows, making them ideal candidates for subterfuge and assassination. Able to change their appearance at will, Shadowshifters were often at the forefront of conflict.


Age: 111


Appearance: Although able to freely change her outer appearance, Elysia decided to take on the appearance of a child. It was her decision to reflect how naive she was when it came to the world, and how young she was compared to the rest of her race. She has wavy black hair, which only falls to her shoulders. The irises of her eyes are yellow, and is only thing that she cannot change when taking on the appearance of another. Rather than the eyes of child-like innocence, her eyes appear hardened, as if she had never learnt to trust.


Personality: Her abundance of questions, and the lack of answers caused Elysia to become a person who thirsted for knowledge. However, this pursuit of knowledge got her in more trouble than she was asking for, often sticking her nose where it didn't belong. With enough information, she could overcome her fear of the unknown, and sometimes she would outweigh risk in favor of the truth.


Class: Shadowstalker [Thief]


Lesser Abilities:

Tier 1



Name of Ability: Polymorph (Imperfect)

Tier: 1

Type: Racial

Ability Class: Toggle

Type of Damage: N/A

Range and Number of Targets: Self

Effect: Able to change the user's hair and face, but is unable to change body type or structure.

Additional: Complexity of transformation can be changed with higher rank of the ability.





Name of Ability: Shadow Quickening

Type: Racial

Ability Class: Passive

Type of Damage: N/A

Range and Number of Targets: Self

Effect: When in range of the shadows, the user experiences a boost in speed (approximately 1.5x the base).

Additional: Race Exclusive.




Name of Ability: Katar Specialist*

Tier: 1

Type: Martial Art

Ability Class: Passive

Type of Damage: N/A

Range and Number of Targets: Self

Effect: The user is able to use katars more effectively than others. Training with katars has lead to a better understanding of it's use and proper technique. The user is by no means a master, but is a capable student of the art.



Tier 2


Name of Ability: Bloodlust

Tier: 2

Ability Class: Toggle

Type of Damage: None

Range and number of Targets: 50m, everyone within range.

Effects: Depending on how much stronger the user is compared to their target, it will instill fear into them. If Bloodlust is strong enough, the affected targets may become paralyzed with fear.

Additional: Will alert everyone who is affected by Bloodlust to the user's presence.




Signature Abilities:


Name of Ability: Shadow Meld

Tier: Signature

Type: Signature

Ability Class: Active

Type of Damage: N/A

Range and Number of Targets: Self

Effects: The user dissolves into the shadows, gaining free movement within the shadows.

Additional: While in the shadows, the user is unable to physically interact with the real world.



Background: As the war between the Free Races and Castle Dour began to escalate, it became increasingly dangerous to venture outside the walls of Castle Dour. Elysia's parents feared that if Castle Dour were to lose the war,

then there would be no future for their child. Volunteering to fight on the front lines, the last memory Elysia had of her parents were of them leaving out the door of their home.


The war between the Races eventually came to a standstill. As the order to retreat was called, Solomon made the decision for the gates to be shut. Anxiously waiting for the return of her parents, Elysia stood impassively

at the entrance for her parents' return. Elysia told herself that they would be back. But that day never came.


Elysia was taken in by other Shadowshifters, and eventually a new family was created. Despite not needing to hold a weapon, she trained hard in hopes of one day of finding her parents. But one hundred years was

simply too long to ask of a child, and eventually Elysia grew weary. The sounds of her parents' voices, or even their faces seemed too distant. Were they even still alive?



But as Azegeor decreed that the gates would open once more, an opportunity was presented. Either Elysia could remain in the comfort of Castle Dour where she had spent all of her life,

or she could venture outside the gates and learn about the world around her. Perhaps she could learn the nature of her parents' dissapearance. Knowing her answer, she packed what little belongings she had, and shut the door of her home for the last time.


Edited by Stalkerkain
Link to comment
Share on other sites

Background: Only a year before the gates of Castle Dour closed, a group of humans led by a

powerful spellcaster began experimenting in order to create a biological weapon to use against the inhabitants of
Castle Dour. The subject, codenamed "Elysia", was trained to dispatch targets from the shadows. Spending most of her time
training with her mentor, Elysia eventually chose to take on the form of her teacher.
For some reason, her eye color is gold and she is unable to change it even when shapeshifting.
However, because the war between the free races and Castle Dour came to a standstill, Elysia never saw actual combat.
She was put in statis until it was time for her to fulfill her given role. 40 years later, when the war subsided, the
project was abandoned, and so was the lab.
The opening of Castle Dour's gates had somehow caused Elysia to wake from stasis. As if something beckoned her there.
Hope this is all right.
Edit: Actually, the background practically screams "Artifice Construct", but was unsure on how to incorporate the abilities into like, a suit of armor or something.
Thoughts?

My issue here is that... well it's a tad Sueish, but more that Characters sorta have to come from Castle Dour, the Plot begins before the Door Opens therefore you kinda have to be within the Castle from the beginning. ((as in there will be a segment leading to the opening of the door.)) And as they are cautious as all hell there's no way in heck they got her in without them knowing before closing the door. While a character as such might be interesting later down the line it... just kinda won't work properly right now and I'd rather not bench a player for like... quite a big part o the opening since they won't be able to participate at all.

Link to comment
Share on other sites

NAME: Aurora Sting

RACE: Arachni [Arachnoid]

A species long regarded as being among one of the eldest and most feared specimens of Arachnoid kind. The Arachni are a proud and strong breed, predominated mostly by it's females. Bearing the upper halves of beautiful maidens and lower bodies of dreadful spydric beings with all the incredible speed, reflexes, senses, strength, and resilience befitting of apex predators, they are truly a force to be reckoned with, taken lightly at one's own extreme risk.

Biology

The Arachni are endothermic beings, bearing blue blood due to the presence of Copper in their veins rather than iron. The Arachni have two hearts; one within the human portion of their body and another within their arachnid half. These twin hearts are connected to each other and beat in tandem to pump enough blood throughout their body to maintain a high enough hydraulic pressure in order to operate their spydric limbs- hence why Arachni hate the cold so much, their homeostasis results in blood (and by extension, hydraulic blood pressure) being pulled away from their limbs and towards their main body and organs to conserve heat, making it much harder for them to move.

Though their mouths are more than developed enough to easily tear and chew the flesh off of their prey, Arachni also possess the powerful digestive fluids common among Spiders, theirs being strong enough infact to significantly weaken hard stone and metal such as granite or iron, or even dissolve softer ones like Lime or Tin altogether, a trait often used to make the task of burrowing and expanding their underground homes far easier and faster than it would be otherwise. Much like spiders, they posses a low metabolism rate, making them capable of surviving for months without food or water if necessary, though it should be noted that not even they are immune to the effects of starvation: going too long without food will still lead to death- albeit a much slower and more painful one compared to other species -during the course of which their body's base survival instincts will gradually begin to overshadow their conscious thought more and more, eventually turning them into little more than beasts literally driven mad by hunger, though they have been known to be able to return to rational states of mind after consuming great enough sustenance.

The Arachni are most readily known for their notorious resilience and ability to survive injuries that would kill many other races however, a trait stemming directly from the powerful natural healing factor present in their cells, making it possible to regenerate damaged or missing organs or limbs typically within just days, while lesser injuries commonly take only minutes to hours from the time they are inflicted to fully heal.

Physical Traits and appearance

Arachni bear centaur anatomies, composed of a human torso fused to the legs and abdomen of a large spider. Their human halves universally bear the appearance of attractive maidens: Slender, athletic frames with supple skin white as ivory and elven-like facial features. Their Arachnid portion and legs are completely covered by a chitinous exoskeleton, and this natural armor extends past the spider and onto the human-portion of the body as well, with segments of it covering their arms, shoulders, backs, and the sides of the ribs, leaving only the head, throat, chest, and belly exposed. The color and patterns of their exoskeleton varies from Arachni to Arachni. Due to the space taken up by their spider halves, an adult Arachni stands at an average height around 8 ft, and is almost as wide.

Though at a glance, one would think their mouths no different than a human's, an Arachni has razor sharp fangs in place of human teeth, and their jaws can stretch to far larger extents than any human in order to accommodate their prey. They possess two venomous fangs that are considerably longer than their normal ones, appearing almost saber-like by comparison. Said venomous fangs can be deployed from and retracted into their upper jaw at will.

Specialized abilities


The Arachi are capable of seeing perfectly both in pure darkness and in light, given their cave homes. Their sense of smell is incredibly powerful, capable of picking up the faintest of scents even when mingled in with others, and they seldom forget something they have smelled before. The curse used to create their race courses throughout the bodies of all Arachni, and while attempting to remove it will result in immense and potentially death to the victim, the magic that originally spawned them also gave them the ability to empathically communicate with and command Spiders of both mundane and monstrous varieties. In addition to their empathic control, being literal half-spiders themselves, they are naturally adept in the arts of both burrowing dens and weaving silk, as well as highly sensitive to vibrations both in the air and the earth, allowing them to pick up on even the subtlest movements and disturbances in their environment and map out their surroundings based on just this sensory information alone.

They are deceptively fast and agile creatures for their size, and are deceptively powerful as well despite their seemingly slender and non-sculpted appearances, possessed of a vise-like strength far surpassing that of humans and even many of their fellow monstrous races. Their exoskeletons are thin and light enough as not to impede with their movements, but still maintain sufficient hardness to easily glance most blades off their surfaces and even deflect arrow heads.

Behaviour and Culture

The Arachni typically inhabit underground caves and caverns hidden within the depths of forests and mountainous regions, carving out various passages and chambers in the natural stone and expanding them into large scale tunnel networks that will easily leave even the most directionally-inclined of intruders confused and disoriented. These sprawling, underground are appropriately called Labyrinths. Individual Labyrinths are largely independent of one another and govern their own affairs, however by no means is it unheard of for one or more of them to actively cooperate and coexist with one another if they happen to share overlapping territories. Many beings tend to refer to Arachni Groups as a 'Colony'; the Arachni themselves however refer to their communities simply as 'Clans'.

Their society is a merit-based hierarchy. Each Labyrinth is ruled over by a council of individuals known as "Elders", well-aged Acolytes who in their older years focus mostly on serving the Mother Goddess and administering the community. They are followed by the Acolytes, who, due to their status as the strongest among the community, possess the privilege of contributing their genes to the next generation, Followed by Huntresses, who are responsible for securing sustenance for the community, Sentinels, whom are responsible for the defense and guarding of the community and the training of Huntresses-to-be in the art of combat, and finally followed by the various lesser, worker roles of society such as weavers, builders, etc.

They tend to perceive long lengths of time as being shorter in actual passing than other races may, and as a result have their own calendar. The Arachni Weapon of choice since time immemorial has always been the spear; oft times the tip of which is dipped in their own venom in order to bring down their prey with better ease and efficiency.

The birth of a male child within the Arachi is a rare event. The birth rate of Males is so low that many have theorized them to be a race entirely of she-spiders. In truth though, those few males who are born seldom see the outside of their Clan's Labyrinth, their fates having been decided: to sire future generations upon coming of age, and due to the utter rarity of available partners, reproduction in the culture of the Arachne is a privilege and honor earned through proving one's merit, rather than some natural right as most other races see it. Only the strongest or those possessing some desirable trait are ever deemed fit to pass on their genes and help birth to the members of the next Generation. Interestingly, Males are universally referred to as "Brothers", in parallel to how Acolytes are called "Sisters", even though males can not actually become Clergy to Arachne. Even more interestingly, within their society, it is also the Brothers whom are tasked with the keeping of the Clan's Genealogical records.

The sight of an Arachni wearing armor is an even rarer sight than a Brother outside of his home Labyrinth. Most see it as a needless venture as a result of the natural strength of their Exoskeletons, feeling that it will only weigh them down needlessly, and for some, wearing Armor may even be seen as cowardly and a lack of confidence.

The Arachni almost universally hate the Cold and other extremes in temperature, preferring environments with a moderate climate.

Social Ranks & Terminology

Social Ranks:

Elder-- The highest and most prestigious members of Arachni Society, and highest ranking religious officials of the Arachnia Faith. Each Arachni Labyrinth is led by a council of Elders, the members of which are nominated and elected via popular vote among its Acolytes.

Champion-- The Highest ranking Acolyte in an Arachni community. Chosen by the Elders to lead her fellow Acolytes in enforcing their will, she serves as the right hand of the Council, and holds such special privileges as being granted attendance at all Council Meetings and having access to the most esoteric secrets of the faith. To disobey a Champion is the same as disobeying an order from the Elders themselves.

Acolyte-- The second highest members of society, surpassed only by the Champion and Council of Elders. Acolytes are retainers of the Arachnia Faith and the executive authorities within the community, led by the council's champion. They are responsible for carrying out the will of the elders and enforcing the laws of their people. Chosen due either to their skill as warriors or some other notable merit which set them apart from their lesser peers, they alone are allowed to breed and contribute to the lineage of the community.

Brothers--

Huntress--

Sentinel--

Workers--

Terminology:

Brother-- The term used to address Arachni Males. In the Arachni native tongue the word's equivalent is "Frata". The term is spoken "Frata [male's name]".

Dam/Dama-- The term for one's direct biological mother in Arachni society. The native word is "Matra". When spoken directly to one's mother rather than in general description, the word is changed to "Dama".

Mother-- The name used for the Goddess Arachni, the ancestor of all Arachni and highest authority within their culture. The native word is "Domini Matra".

Paidi-- Pronounced "Pah-dee". The Arachni word for a child or individual who has yet to reach the age of adulthood. Though calling an individual who has passed the age of adulthood Paidi is considered an insult, one's own Dam may refer to them by it regardless how old they are, and such is actually seen as a sign of endearment.

Sire-- The term for one's biological father in Arachni Society. The native word is "Patra".

Sister-- The term used to address an Arachni Acolyte. In the native tongue it is "Sorori". The term is phrased "Sorori [Acolyte's name]".

Arachni Years

The Arachni posses their own specialized calendar system due to the differences in their perception of time from other beings, which goes as follows...

1 Arachni Day= 8 standard days

1 Arachni Month= 8 standard months

1 Arachni year= 8 standard years

There are 8 standard days in one arachni day,

56 stand. days in one week

240 stand. days in one month

2920 stand. days in one year.

29,200 stand. days in one decade.

-----------------

10 Arachni Years are equal to 80 standard ones

50AY are equal to 400so

100AY are equal to 800so

Within Arachni Society, one is considered to be at adult age at the equivalent of 18 arachni years, or 144 standard years.

Middle age occurs at 45, or around 360 standard years.

Old age, at which one would be considered old enough to become an Elder occurs around 65, or 520 standard years.

Venerable age occurs at 80, or 640 standard years.

Ancient Age Occurs when nearing 100, or 800 Standard years.

Religion


They are a monotheistic race, exclusively worshiping a being they refer to as "The Mother Goddess" from which they take the name of their race- Arachne, said to have been the first of their kind and the common ancestor of all Arachni, turned from a young human maiden after being afflicted by a cruel and unjust curse from a Goddess; apparently as punishment for a vice that she was in fact completely innocent of... Beyond that though, only the Arachni themselves know any further details.

Resistances and Weaknesses

The Arachni are immune to all manner of poisons and toxins, just as all Arachnoids are.

They heavily resist slashing and piercing weapons due to the protection their natural exoskeleton provides. They also possess a high resistance against most Dark-based attacks as well as Nature-Based attacks, given the fact they make their homes within the reaches of primeval forests and ranges untouched by civilization, stalking through dense underbrush as apex predators, and practically living in the shadows beneath the surface of the earth their entire lives, only coming above for hunting purposes and typically using the cover of darkness to their advantage even then.

They have a weakness to the Cold due to how it impedes their mobility, making them slow and sluggish. They are also weak to sound based attacks, given their sensitivity to vibrations. They are weak to Fire and Blunt Weaponry just as all Arachnoids are; Fire due to the fact that they've no way to reliably cool the majority of their body when exposed to intense heat given the lack of sweat glands on anywhere other than their exposed human portions, and Blunt Weaponry due to the fact that there is little beneath their exoskeletons to actually serve as padding and absorb the impact and trauma from such attacks, aside from the actual flesh itself lying underneath.

Basic Chart

Immunities

-Poison

Resistances

-Slashing

-Piercing

-Dark-based Attacks

-Nature-based attacks (Earth, Plants, etc.)

Weaknesses

-Cold

-Sound-based Attacks/Attacks relying on vibration.

-Fire

-Blunt

AGE: 232 (29 in Arachni Years)

APPEARANCE:

Long, Pale Blonde locks cascade around a heart shaped face with a button nose, high cheeks, and eyes like twin pools of deep reflective, emerald green... even with as pretty a face as hers though, it's rather easy to recall her true predatory nature at the sight of those white, razor-like fangs forming her oft-mischievous smile. Segments of exoskeleton cover certain portions of the curves of her human half, forming glossy, dark natural armor around her arms, shoulders back, and the ribs. A swath of silk swaddles her chest, held in place over the shoulder with an ornate pin and seal. Her midriff is left exposed while another ornately pinned swath wraps around her waist and conceals the transition point between human and spider. When in combat or on the hunt however, she dons a simple, hardened Leather Cuirass underneath the silk swath of her chest, with another layer of silk underneath to serve as padding.

Her Arachnid half bears an radial pattern of bright, soft green hues in varying intensity set on a field of black, with aurora-like streaks of seemingly haphazard yet likewise soft and vibrant color extending along her legs and all the way up to the back of her human half, resembling the very same celestial lights for which she was named. Her eight legs each terminate in sharp, precise points with serrated ridges, capable of potentially impaling or slicing anything unfortunate enough to be caught literally underfoot. She is noticeably small for an Arachni of her age, no bigger than a mere adolescent infact- due largely impart to the years she has spent having to subsist mostly on small game while trapped within the walls of Dour.

PERSONALITY:

Prideful, coy, and calculating. A truly sadistic predator, often toying with and torturing her victims for the sake of naught more than entertainment of their suffering. She is especially cruel towards human beings or any other free race beings that bear strong resemblance to them in physical shape and features, such as elves or even dwarves. Though she heavily favors humans and their ilk as prey, when denied the ability to hunt Free Races or Game, she will resort to feeding upon fellow Damned in order to survive, provided the victim won't be noticed or missed.

Her loyalty and sense of honor towards those she has formed genuine bonds with trumps her hunger and predatory instincts however; when she promises not to eat you, it's a legitimate display of respect. When she offers to eat others for you, it is a legitimate sign of friendship. If she offers a share of her prey, then you are officially like kin in her eyes. To abandon a true friend is to commit a mortal sin in her mind, never balking at a call for aid nor hesitating to vehemently rise up in their defense.

When it comes to matters such as questions regarding the fate of her old Clan or her duties as an Acolyte however, her playful and easygoing nature seems to melt away almost instantly...

CLASS: Arachni Acolyte [Cleric, Warrior]

Arachni Acolytes are those warriors who have been recognized for either their accomplishments or other Merits as being among the best of the community's crop. Also known colloquially as the "Proven Ones", It is they and they alone within the community who hold the honor and privilege to contribute to the next generation, and only Acolytes are eligible to become Elders. In essence, Acolytes are seen by many within their culture as the paragons of the Arachni Race and the furthering of the Mother Goddess's Vision.

Having proven themselves as true warriors of their people has also, in turn, made them worthy to become attendants of the Faith of the Mother Goddess, and as such have been inducted into her holy service and versed in the evocation of the Goddess, serving as conduits for her power. Given both their Martial Training and Religious induction, their are in essence Warrior-Priestesses, focusing equally on both faith and martial prowess. Once one becomes an Acolyte, they gain the Title of "Sister", and in terms of standing within their community, Acolytes are surpassed only by the Elders themselves.

Arachne's Domains as a Goddess include Magic, War, and Strength; her servants often possess abilities that amplify their physical attributes, turn the tide of battle in their favor, or accomplish complex feats through the use of various Runes and other reagents. Her faith accepts only Arachni as followers.

LESSER ABILITIES:

Tier 1- Spear Specialist, Spider Silk, Heart of the Mother

Name of Ability: Spear Specialist

Tier: 1

Type: Martial

Ability Class: Passive

Type of Damage: None

Range and Number of Targets: N/A

Effects: The user is proficient in the art of wielding spears. They can also throw them with impressive accuracy.

Additional: lessens the time needed to learn how to wield other polearms, given the general overarching similarities of such weapons.

Name of Ability: Spider's Silk

Tier: 1

Type: Racial

Ability Class: Activated

Type of Damage: None

Range and Number of Targets: Up to 50 feet

Effects: The user fires thickly woven strands of silk at the target or targets in order to entangle them within their webbing. The more and more silk they are entangled with, the harder and harder it is to free themselves.

Additional: The silk is deceptively durable and strong for it's appearance, bearing a tensile strength some 5 fold that of steel.

Name of Ability: Heart of The Mother

Tier: 1

Type: Faith

Ability Class: Passive

Type of Damage: None

Range and Number of Targets: Self

Effects: The blessing bestowed by the Mother Goddess Arachne courses throughout the mind and body of the holder of this ability, granting them an unbreakable courage and heightened resistance to pain, nullifying abilities and spells meant to inspire or exploit fear in the target and allowing them to fight longer and harder and endure harsher injury in battle.

Additional: Class Exclusive. This ability does not have any effect on the actual damage itself that is dealt to the holder, only on the perceived level of pain caused by it.

Tier 2- Mother's Frenzy

Name of Ability: Mother's Frenzy

Tier: 2

Type: Faith

Ability Class: Toggle [Default: OFF]

Type of Damage: None

Range and Number of Targets: Self

Effects: Drawing upon the power they were bestowed by the Goddess Arachne, the user shifts from their usual, more rational state of mind into a far more trance-like and lucidly primal one, granting them a considerable boost in senses, reflexes, speed, and strength for however long the User maintains this primal mental state. The considerable boost they receive however comes with the cost of an equally considerable amount of energy to be used up while in this state.

Additional: Class Exclusive. In the presence of Humans or Beings reminiscent of Humans, the boost granted by this ability is far greater than normal.

SIGNATURE ABILITIES:

"Venomplay"

Name of Ability: Venomplay

Tier: Signature

Type: Racial

Ability Class: Passive

Type of Damage: None

Range and Number of Targets: Self

Effects: Aurora is capable of generating a vast multitude of different toxins within her venom glands, and can use them to alter the components of her venom in order to give it virtually any type of poisonous effect, such as paralysis, sedation, hallucinations, pain inducement, numbing, necrosis, impediment of motor skills, etc. She can control the potency of her Venom by adjusting it's concentration accordingly; ranging from the point where it's so weak that it barely affects the target at all, all the way to the point where it is so powerful that it becomes outright Corrosive and dissolves most objects on contact.

Additional: For most singular effects, she can create the toxin needed for it on the spot; however when it comes to mixing different toxins together to combine their effects, her body needs more time in order to prepare it, increasing at a greater rate depending on the complexity of the cocktail she wishes to use. She has a high natural resistance to Acids and Corrosive damage, given the nature of her own venom.

BACKGROUND:

The lone survivor of a dead clan. Aurora was little more than a young Acolyte-in-training when she returned from a lone hunt only to find the Den she had called home since birth filled with the aftermath of chaos and carnage. Covered in a strange white fungus, bodies littering the tunnels with the white, fur like mold beginning to sprout from the corpses in enigmatic stalks; some of the bodies half-torn apart as if fed upon, the other half twisted and mutated into strange, otherworldly forms. Not even the Clan Elders had survived... everything, the entire world, covered in the white dust. Whatever had happened there... it was obvious there was nothing here for anyone anymore. There was no reason to stay... she would probably just end up dead from whatever strange malady had befallen the others if she did.

Castle Dour was where she eventually found Refuge. For all her searching, she never found another Clan; in hindsight though, perhaps it was better that she did not. If she had, she doubted they would have taken her story with anything but heavy suspicion. Surely, the question as to why she alone had survived contact with the strange spores without any ill effect, when all her kin had succumbed and perished, would've been posed. And it was one she did not know the answer to. But even more importantly and dangerous to her than that one, was the potential theories and further questions posed by it... such as whether or not she may simply bear some type of immunity to whatever killed her folk... but may still be capable of carrying and spreading whatever it was to others.

And that... now that would've very likely gotten her killed the moment it was asked, that much she was sure of. No Elder who had genuinely earned her place would've ever made the decision to spare and accept Aurora at the potential risk of the entire Clan's survival... better to be safe than sorry. She probably would've been killed and any possible contaminants she carried purified in the funerary pyre.

By comparison, simply settling to call the walls of Dour her new home was a better alternative by far. With no one to continue her training or teach her however, her skills as a priestess made little improvement; all she had to learn from was her own trial and error... which given her own lack of general experience, wasn't much even at that. When the incursion of the Free Races began however, she nonetheless donated her spear to aid the forces of the Castle's Defenders; there was little choice in the matter, honestly. It was, by means of no other plausible options, her home afterall... and simply hiding away beyond the walls while others fought to defend it would be cowardice.

On the battlefield, she was known for her ruthlessness and cruelty, even among her fellow Arachnoid comrades, combining cunning wit and predatory instincts with her own special brand of sadistic bloodlust, toying with and at times outfight torturing those unfortunate enough to come across her, just as she had always had the habit of doing as a huntress. It is unknown precisely how many free racers fell by her spear and fangs, however it is known for certain that most of her kills... were human. Most of them died screaming and in agony, subjected to the effects of the numerous venoms she would prepare and inject them with, simply to keep things... interesting.

When the order to retreat was given and the gates closed, she was more disgruntled than anything else... it had been so long since she had seen or preyed upon a human up until the incursion- not since back in her days of wondering before she found Dour infact. All that time spent subsisting on lesser animals and beings... she had almost forgotten what they tasted like.

Almost... but regardless, she had recalled it in full force now. And the thought of being stuck inside, with all of them just waiting out there, the only thing separating her from more of her prey being that gate... it was like caging up a lion and taunting it with the sight of grazing gazelles, just so ever out of it's reach. Needless to say, 40 years (though it felt more like 5 years to her...) was a hard enough wait, having to go back to eating something other than human flesh, having to again settle for less, like she had before. The sting of disgruntlement was made even worse when the Free Race armies finally left, and the damn humans with them. Just like that, her biggest game had fled back to the wilds from whence it came... and she was powerless to leave and track it down, just as a caged lion.

And disgruntlement turned to bitterness when the announcement was made that though the assailants had all gone away, the gates would remain sealed. Originally she had thought of the castle as her home... but now? now it had just become her prison as well. Hell, technically, it had become just about everyone's prison.

Decades passed. Then Decades turned into a full century. and then even ten years more. all these years of eating whatever she could find, suppressing the urge to pounce on or trap a few of the more humanoid looking castle denizens, only allowing herself to indulge if the subject was without kin... and therefore without anyone who would notice or care enough to raise alarm anyway.

all these years of wishing they could be free to roam once more. years of wishing the old lord Solomon would somehow regain his sanity... or that someone would just kill the mad, paranoid old wizard and bring some sense back to the throne themselves.

When news spread that some brave soul had done just that, and the 12th Lord was no more, she rejoiced.

And when that same brave soul ordered the gates reopened, it was like a long-dead dream finally come true.

INVENTORY:


The following lists items and gear which Aurora currently has on her person. Special/Unique Items are denoted by Georgia font.

Equipment

"Sting" Spear x1


Aurora's weapon of choice. Crafted from her own rib during her induction ceremony, as was the case with all Acolytes. Though it is wrought of bone, the Arachni runes lining it's length and body and the enchantment they bestow grant it a level of sharpness, penetrative force, and durability that, by-far, surpass that of even the best wrought steel. These same runes, and the fact that it came from Aurora's own body, are what allow her to control the Spear as a literal extension of herself, increasing her handling of it to the point where it is just as natural and fluid as controlling another limb.

In it's resting form, it looks to be little more than a pearly white cylinder of bone carved with various sigils. When active however, it extends to full length to become the shaft of the spear, whilst the tip of the cylinder forms into a bi-pronged, bladed head that is equally suited for both thrusting and slashing targets.

Silk Garbs x1


Two simple, self-made silken cloths wrapped around Aurora's chest and waist, forming a matching set with one another. Despite their plain appearance and soft-texture, these garbs have all the strength and durability of the spider silk threads they were wrought from, and are incredibly difficult to rip or tear.

Padded Leather Cuirass x1


A hardened leather cuirass bearing intricately etched and stitched patterns in it's leather, stolen by Aurora off the body of a human Ranger who fell against her during the war. Despite it's tough and rigid exterior, there is ample amounts of padding on the inside, providing excellent cushioning and protection against blunt-force blows to the body. It provides only slight protection against Slashing or Piercing weapons, however.

It's padding and blunt force protection is further augmented by the fact that Aurora has sewn in a layer of Silk beneath it.

Attrition Stone x1

A small, stone talisman carved deep with several runes and characters from the Arachni Tongue on it's surface, strung up on a string around Aurora's neck and most of the time hidden by her silk garbs. Blessed under sight of the Mother, it considerably cuts down on the physical strain and exertion caused by the Mother's Frenzy skill, allowing the wearer to manifest the power for a longer period of time.

Items

Venom-filled Vial x???


Numerous, small glass vials that Aurora has filled with a myriad of different Venoms she has created overtime, kept hidden somewhere within her silk garbs. These vials are often used to envenom the blades and tips of weapons, though they can potentially be used as thrown projectiles as well... or for more direct purposes.

Empty Glass Vial x???

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...