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Post by Crowco Cooper on Jul 5, 2016 19:26:48 GMT
Codex entry - Elements and Birth magi
There are a great many amount of elements. These elements are given to you from birth, often passed on by your family before you. These are the elements you will find in this world, and you will have to choose one of these elements to be appointed to your character, even if he/she does not use magic. Now elements can come in two forms. Holy and unholy. These are not determined from birth, but rather by your actions. They will allow you to follow different tree's of magic within your element. Blood magic, for example, is an unholy form of water magic.
[PTabbedContent] [PTab=Darkness] Darkness Darkness utilizes stealth and mind tricks to wear down the opponent and strike where it hurts most. It also holds some seriously powerful uses such as stunning and increased movement. A good choice for any assassin. Advanced forms of this magic allow for active invisibility whilst fighting and moving over the distance of miles within the blink of an eye. Having this element often implies for one to be a 'sneaky' character. They keep to themselves and prefer not to be the centre of attention. However mysterious they may be, this trait often also gives them an alluring charisma. The opposite of light. Benefit: Optimised for stealth-builds, high amount of utility spells Counter: Spells do poorly compared to other elements in combat, weaker when used in daytime.
Holy darkness - Illusionists Illusionists are the holy variant of dark mages, known for their innate abilities regarding illusionary magicks. They prefer mind-altering magics that turn their enemies into a frenzy, bystanders into immense fear, and allies to be reinforced with courage. They even have the abbility to charm and persuade others, making them one of the most capable pacifist mages around. Their command spells are especially frightening, allowing them to take control over sentient beings. Benefit: Devastating to enemy EMO stat, making it perfect for fighting unholy void mages and brawlers. Counter: Targets with higher EMO are very likely to resist effects.
Unholy darkness - Necromancy Popular among forensics and undertakers. Less popular among everyone else. Necromancy is the art of reanimating the dead. Their souls generally aren't back in their body; Instead, the still useful flesh is reanimated through some source of magic which typically happens to be a crystal. This reanimated flesh does their bidding, allowing the necromancer to go through entire fights without having to lift a finger. Benefit: Low risk combat Counter: Consumes funds
[/PTab={background-color:#181818}] [PTab=Light] Light Often using healing magics and blinding attacks this element is most often associated with the holy endeavours. It can however also be used as a form of large/area damaging attacks. Recommended for someone going a paladin route. Advanced forms of this magic allow for immense health buffs and raising the dead back to life. Light-elements love being the centre of attention and make for great leaders. They often posses a sort of stoic charisma. The opposite of darkness. Benefit: Many AoE based healing and damage spells Counter: Weaker when used at night
Holy light - Swordsinger More commonly refered to as "Bards". The sword singers are proud mages who find power in the art of music. All magic after all is the affect of frequency in Mirrahs, much like music is the frequency in air. They find harmony in this attuning of frequency, and use to to benefit their allies and dispose of their enemies. Highly focussed on buffing, with some lesser debuffs. Benefit: PER stat of targets increase effect of magic. Counter: Lower PER stat of target also lowers the effect of magic.
Unholy light - Gammacaster Or "Radiation mages" are mages who take he effects of photons to the extreme. Using imitation alpha, beta and gamma rays against their enemies. Due to the effects of radiation on magic, this makes the gammacaster an excellent mage-killer, as their powers focus around wearing down their opponents and canceling magical effects. Perhaps the strongest debuff-type mage around. Benefit: Strong against mages and characters with large interstat-differences Counter: Practically useless against lead-lined armour, and weak against iodine.
[/PTab={background-color:#181818}] [PTab=Void] Void Void uses some very advanced magics as well as summoning magics. These are good for anyone wanting a high damage output. It contains very strong damage attacks and displacement magics. Advanced forms of this magic allow for incredibly powerful attacks with immense damage output and the summoning of powerful creatures. People with this element tend to be pragmatic and realistic. But when their emotions slip, they slip hard. The opposite of pure magic. Benefit: High damage output Counter: Almost no utility-spells.
Holy void - Summoners As one might expect, summoners are known for their ability to summon forth creatures from beyond the void. Terrible, malformed things that aught not exist in our world. Their form can only be sustained for limited time within the confines of the overworld, yet for that limited time they can wrestle devastating damages under the command of their summoner. Benefit: Low risk combat Counter: High spell slot consumption
Unholy void - Reality-benders Studious fans of physics, reality-benders are great fans of breaking the laws of physics to their own advantage, With their spells being heavy on teleportation, entanglement, and generally messing with logic itself. Benefit: Tank-killer, stun-lock abilities. Counter: Vulnerable to debuffs.
[/PTab={background-color:#181818}] [PTab=Pure mana] Pure magic Pure magic uses neutral magics as well as reality changing magics. Good for boosting one's own power, mixed with de-buffing or damaging opponents. A good element for spell sword. Advanced forms of this magic allow for even bending time or the body of opponents. Realistic in nature, and practical, with a keen sense of curiosity and inquisitiveness. The opposite of void, even if their personalities are quite alike. Benefit: Jack-of-all-trades magic Counter: Not great for specialisation
Holy pure mana - Time-bender The name speaks for itself, though the magic is not as omnipowerful as it may sound. Rather than actually being a case of changing time, it is a complex school of magic that involves teleportation, and immense sensory buffing. Allowing such mages to predict future outcomes and change their actions accordingly, increase their cortex firing (making time seem to slow down) or increase the natural process of ageing. Regardless of these profound abilities, what really makes time-benders shine is their ability to decoct alcohol at high speed, proving once again the type of priorities people have. Benefit: Re-do rounds of battle, profound insight into the world. Counter: Recharge between time spell usage is large.
Unholy pure mana - Traumaturgy The name really says it all here; Trauma. The art of bending flesh. Specifically my saturating it with mana, so that it starts to rot into a black goo of cadavre liquids. From this saturated from, the flesh can be easily molded between all states of mater. Be it by hardening the skin with iron-like skin, passing through impossible bariers by turning liquid, or devastating enemies with your breath. (Let's be honest, you don't need magic to manage with that last one) Benefit: Melee-build friendly Counter: focuss on melee means lack of ranged attacks.
[/PTab={background-color:#181818}] [PTab=Fire] [font size="2"]Fire For lasting and powerful damage mixed with some area orientated magics, fire magic exceeds in taking down big groups. Any pyromaniac at heart will have this power. Innately, those with the element of fire are pronounced and strong of will. Advanced forms of this magic allow for chaotic attacks that take down big groups and destructive flames that can take down even the sturdiest building. The opposite of water. Benefit: Highly aggressive, can induce burning effects Counter: Can be cancelled out by water.
Holy fire - Sentinel Sentinel magic is considered one of the most gracious and holy forms of magic out there. An attempt at creating life through the only element that increases rapidly, and naturally dies out. A trait not shared by any other. It is only natural that such an element would be used to create sentience, even if it is destructive in nature. Sentinels cast spells that form turrets, and homing projectiles, in the form of fire that seems to have a life and will of its own. Benefit: Fire-and-forget spells Counter: Reduced control over magic
Unholy fire - Magmatist The most profound yet dark form of magic. Magmatist concentrate on creating as high a temperature as possible, enough to melt even stone down into a liquid state. Highly damaging and dangerous, these spells of theirs often leave lasting damage such as burning effects, but can also leave splashes of magma that make for excellent denial of area effects. Benefit: Strong focus on area control Counter: Easily cancelled out by water magic[/font]
[/PTab={background-color:#181818}] [PTab=Water] Water Another healing magic that uses transformative magics to heal both singular and groups with high efficiency as well as allowing for ice to serve as a low-quality attack and defence. Advanced forms of this magic allow for floods that both damage the enemy and heal friends. Having the water element often has one be a personality quite like the current of a river. Easy to bend and turn, but never broken. The opposite of fire. Benefit: Healing abilities, freezing effects. Counter: Not suited for aggressive combat.
Holy water Their title is as simple as their magic. Yet the value of this magic is undeniable. Holy water, more than any other form of magic, is the most capable of healing magicks around. No other school of magic can replicate the strength of healing posed by holy water, nor can it replicate the amplified effects it has on the undead and unholy. Benefit: Strongest healing magic. Counter: Lacks offensive ability compared to others.
Unholy water - Sanguinomancy The art of Sanguinomancy is disturbing at best. The act of bending someone's very blood to assault them aggressively and brutally, or use it to heal them individually. Be it by stitching someone's wounds by making scabs form rapidly, or by crystallizing the blood in their veins to turn them into porcupines. Benefit: Often causes bleeding effects, brutally damaging magic. Counter: Only works on creatures with blood, who have open wounds.
[/PTab={background-color:#181818}] [PTab=Earth] Earth Using the environment for exceedingly high amounts of defence that will make even the frailest person a walking tank. Can also be used for the making of defence positions and traps, but won't do very well in offence. Advanced forms of this magic allow for creating entire fortresses or generating thick armour that stops most attacks. Those with the element of earth are steadfast and hard-headed. Stubborn and unyielding; they typically have an ironclad will. The opposite of wind. Benefit: Highly defensive abilities. Counter: Susceptible to flying attackers.
Holy earth - Shaman Shamanism is perhaps the most well paying job in the world. This is due to their effectivity at keeping cities safe. A good shaman mage can do on his or her own what would normally take an entire regiment of soldiers in terms of city safety. Their wards to turn away wild creatures is only the start however, as their control over nature allows them to call to their aid these very same creatures. Benefit: Warding and limited summoning abbilities. Counter: Not much stand-alone strength, relies on surroundings instead.
Unholy earth - Steel-skin Steel-skins have their name speak for them. Their entire school of magic centrers around the utilisation of the various metals to the purpose of enhancing their own combat abilities. Lending especially well to tanks, as the magic provides them added protection, as well as improved damage. The buffs this magic provides can prove the difference between life and death, making them the most valuable of paladins. Benefit: Strongest defence magic Counter: Tends to negatively effect movement and dexterity.
[/PTab={background-color:#181818}] [PTab=Wind] Wind High speed and aggression are what spell this element and its magic. Using flexibility, agility and speed to outdo your opponent. Users of wind magic often use their magic as an enhancer of their own abilities whilst using a weapon as their actual power. Advanced forms of this magic allow for moving and attacking at incredible speeds and causing tornadoes. Fleeting spirits remain in those that have the element of wind. They drift from place to place, never tied too long and always seeking out new adventures. The opposite of earth. Benefit: High speed attacks and buffs Counter: Unimpressive damage
Holy wind - Storm-caster A most popular school of magic among the ranks of the Riesen-jagd armee. Centred around wielding the wrath of the skies; Thunder. Their high-speed lightning strikes happen to be particularly effective against flying targets, which happen to be the riesen-jagd's favoured prey. It also happens to be excellent in dealing with modern gadgets. Benefit: Strong against flying targets and robots, projectile focussed Counter: Can not pass through obstacles unlike other magics due to projectile focus.
Unholy wind - Poisoner Nothing is quite as dangerous as a lurking danger. A danger that creeps up to you over the range of several moments rather than presenting itself right away. Poisoners love this method, and use it in the form of gaseous attacks. By casting clouds of poisonous gas, or gas with some other damaging trait, they can induce several effects to cause a slow and painful death. Benefit: Damaging debuffs and progressive damage, almost exclusively AoE Counter: Many forms of protection can cancel out the effects entirely.
[/PTab={background-color:#181818}] [PTab=Divinator] Divine Only draemora are capable of using Divine magic. A type of magic that summons insurmountable amounts of power, translated into raw destructive offensive spells. Unlike other spells, their use relies on the utilisation of verbal components. The type of damage these spells deal is decided randomly.
[/PTab={background-color:#181818}] [PTab=Vassalage] Vassalage No one really knows how this type of magic works, where it came from or what it can truly do. The only limitation to it seems to be that only vessels can wield it. Those mysterious beings, who seem to live outside space and time entirely. Its one and only spell grants a random effect, of varying utility.
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Birth magi on the other hand are special feats, blessings, curses, or traits that are inherent to your character. Any person can have such a trait, be it by birth or earned throughout life. These come in the categories of medical conditions, curses and blessings, and divine influence.
[PTabbedContent] [PTab=Medical conditions] Medical conditions A number of medical conditions exist that have a profound influence on people and how they behave. This list contains the totality of possible conditions that one can be influenced by.
V-FAS - Short for 'Volatile-Frequency Adaptive Soul'. People suffering from this condition lack an element of their own, instead existing in a constant flux between different elements. The shifting of elements is outside of their control, as it is influenced instead by whatever elemental influence they were last in contact with. They also lack the ability to produce their own mana. Beneficially though, their soul and aura acts like a sponge. Every time the person is subjected to the influence of a spell, they gain the ability to cast that same spell, ignoring all other requirements except that their element is appropriately attuned. Advantage: Store copies of spells you are subjected to. No stat requirement of casting stored spells. Disadvantage: SAU can never be higher than 4. Can not gain MP or spell slots through leveling up.
Anima mae vinculum - The fancy term for a 'twin soul'. This condition occurs when in vitro, a one-egged twin develops but one of the two twins expires during the first trimester. This leads to two souls developing, but with only one single body to house them. As a result, such people are born with two souls rather than one. This condition on its own is more common than typically thought and generally goes unnoticed. Anima mae vinculum only really becomes noticeable in the rare cases where the two souls have different elements. Since anima mae vinculum relies on one-egged twins, this is an exceptionally rare occurance, as the chances of one-egged twins have different elements is a 1:1000 chance (with one-egged twins already being a 1:250 chance). This means only 1 in 250.000 people are born with this condition. Advantage: Start with two elements. Checks and rolls involving SAU score are rolled twice and select for the best outcome. Disadvantage: EMO debuffs from taking elemental injury is more likely to occur.
Albinism - In rare cases, people are born with albinism. This leads to a white fur/scales/skin and red eyes. People who are born with albinism lack melanin, which can have some minor effects on their physical health. On the other hand, it has been observed that those with albinism have an uncanny talent of the use of magic. Even in wild animals this effect is seen, with even the simplest of creatures managing basic spells when they are born albino. Advantage: +3 to spell scores. Disadvantage: -1 to skill scores
Melanism - The opposite and less rare case of albinism is melanism. In these cases, the person has an exagerated amount of melanin in their body. This leads to a sleek black fur/scales/skin and dark eyes. The increased melanin has some considerably health benefits, with melanism leading to great physical fitness overall. On the flipside, those with melanism tend to be slightly less gifted with the use of magic than their average population counterparts. Advantage: +3 to skill scores Disadvantage: -1 to spell scores
Amputee - Accidents, specifically of the violent kind, happen often in this world. Though often a lost limb can be replaced, a lack of immediate medical aid can lead to a limb being lost forever. In those cases, prosthetic limbs offer an alternative. Those who have suffered amputations can get cybernetic replacements to make up for lost flesh. Advantage: Start out with one advanced cybernetic limb and access to cybernetic enhancements (see perks). Disadvantage: Taking shock damage can temporarily remove the advantage of a cybernetic limb.
[/PTab={background-color:#181818}] [PTab=Curses and blessings] Curses and blessings Curses and blessings are permanent alterations to the body. Typically caused by self-inflicted alterations, infectious alterations, or rulings from a God or Goddess.
Lycantrophy - An animalistic condition, those suffering from this curse are known as 'werewolves', though not all werewolves necesarily take on a wolf-form. It is only present in beast races such as the nekoid or tortugazi. The curse allows the person to polymorph into an animal reflective of their own animal origin. While transformed, the lycantrophe can not use typical weaponry or armour and generally can not use spells either. This however is compromised by the fact that their polymorphed forms grant them special abilities. When killed in polymorphed form, the lycantrophe will revert back to their original body without further damage, but won't be able to polymorph again until the next long rest.
Lycans will transform into direwolves - it is to them that this condition owes its name, as all lycans are born with this ability. Avians will transform into large birds, granting them increased flying speed and the use of talons and a beak for combat. Nekoids will transform into large felines, such as a tiger or lion, granting them the appropriate features of such beasts. Mermes will transform into sharks, which is really only useful in water, but there grants greatly increased swimming speed and a ferocious biting force. Decapodians will transform into large crabs. This grants them a considerable armour boost and strong claws. Naga will transform into giant eels, granting them great speed underwater and electrified bites. Tortugazi will transform into large tortoises (in the case of tortoia) or turtles (in the case of turogai). Cahtung will transform into large foxes. Despite their size, they are exceptionally stealthy and magically inclined. Dragon-kin will transform into drakes. One hardly needs to comment on the influence this has on their abilities. Loscann will transform into giant toads, with a sticky, poisonous tongue and natural poisoning ability to any melee attacks targeting them, Orcai will transform into large warthogs. This grants them a strong rush ability and exceptional sturdiness. Arachnoiya will transform into large spiders. This grants them further climbing ability enhancement and a venomous bite. (Hob)goblins will transform into large rats. This grants them the ability to burrow and a strong perception boost.
Lycan: Direwolf polymorph. +2 to STR, DEX, PER and VIT. Avian: Greathawk polymorph. +10 DEX towards flying. +5 PER towards visual spotting. Nekoid: Direfeline polymorph. +1 STR and VIT. +3 DEX and PER. Mermes: Great white polymorph. +10 DEX towards swimming. +5 STR towards biting. Decapod: Direcrab polymorph. +1 AP, +2 STR and VIT. Naga: Grand eel polymorph. +10 DEX towards swimming, +2 DEX and STR towards biting. Melee attacks do minor shock damage. Tortoia: Dire snapping tortoise polymorph. +1 AP. +5 towards biting. Biting does blunt and piercing damage. Turogai: Direturtle polymorph. +10 DEX towards swimming. +1 AP. Cahtung: Direfox polymorph. +4 DEX towards sneaking. Utility spells get +1 slot level. Dragon-kin: Drake polymorph. +3 STR and VIT. Loscann: Diretoad polymorph. Melee attackers receive poison damage. Gain tongue attack (short range, AP 3. Does minor poison damage). Orcai: Great warthog polymorph. +3 VIT and +1 STR. Surging run skill use is upcast by +5 without skill slot use. Arachnoiya: Direspider polymorph. +5 DEX towards climbing. Biting does poison damage. Goblin: Direrat polymorph. +4 DEX and +6 PER. Can burrow into the ground.
Noxiphilic sanguivoria - Better known as 'vampirism'. The vampire comes in many forms and is always a derivative of another race. However, being a vampire comes with its own traits. Vampires tend to have a pale complexion and blood red eyes. They are shunned by society for their diet of humanoid blood, but since a regulation some few years ago vampires can be allowed to life in communities as long as they life off of donated blood bags. Ever since they have begun to integrate into society better and better. A vampire, unless if fed extremely regularly, will look old and shrivelled. If a vampire is not fed averagely, it will slowly become more and more monster like. After a month of being starved, a vampire will look and act more like a monster than a humanoid. This is called a feral vampire, and can be identified by muscle spasms, anorexic build, curled back lips and hunchback posture. New vampires come to be through two ways. They can be born from another vampire as a child, which can earn a vampire the title of a "Pure vampire" when born from two such vampires. Another way is for a vampire to bite a viro, giving the viro a disease known as vampirism. This can slowly transform the victim into a 'newling'. These 'newlings' are often regarded as lesser and inferior by pure vampires, which does have a seed of truth as pure vampires tend to be more capable in the use of vampiric powers than newlings are. Among the vampires, there are five 'clans'. These are essentially races of vampire, which carry the purest of blood. First is the Traumari. A race of vampires renowned for their prowess in Traumaturgy and blood magic. They are inherently unholy water elements, and know very well how to use that particular type of magic to their advantage. Many a blood spell has been the creation of their clan. Second are the Nosferatu. The counter opposites of the Traumari and life-long enemies. The Nosferatu are strong and fast by default, relying all their life on the superhuman strength, reflexes and health they possess. Third, come the reason why vampires are considered "charming". The Crideth are charming and persuasive vampires. With a silver tongue, they rely on the art of speech to get themselves out of situations. Their unique ability to enthral people makes them exceptionally capable at this. Fourth is the rarest, the Malkov. Insane, lunatic vampires that cannot create a coherent sentence. That is what most believe them to be upon first meeting one. It is only in hindsight that one will realise the value of these vampires whose minds fail to make distinction between past, present and future. It is uncertain whether this was a blessing or a curse of sycropahs... But it sure does make for interesting interactions. Fifth, perhaps the most well-integrated in a productive sense, are the Hecrates. These vampires have a tendency for being fascinated with the bodies of all living and dead creatures. It makes them excellent surgeons, physicians, and morticians. Equally skilled at patching wounds and attaching limbs. Though some may be hesitant to let a vampire near their blood tests, they still make due in society.
Vampiric consumption (all): Can heal a random injury by a degree by biting viro enemies. Vampiric curse (all): -3 VIT when exposed to sunlight. Ancient blood (Traumari): Gain access to the unholy water spells regardless of natural element. Unholy water spells are cast with +1 to their score. Batclaws (Nosferatu): +3 to STR, DEX and VIT. Spells are cast with -2 to their score. Pale charm (Crideth): +5 EMO when persuading, bargaining or intimidating. Gain the enthrall spell. -2 EMO during combat. Dream-mind (Malkov): Strong, permanent speech quirks. DM will sporadically grant meta knowledge. Natural sciences (Hecrates): +1 degree to healing magic effects. Can maintain an additional summon. -2 STR during combat.
Immortalia Cinere - Also known as 'revenancy' or 'Phoenix's curse'. Revenants are effectively people who - through some act of blasphemy - have been banned from the underworld. This forces their soul to remain in the overworld after death. The body of a revenant will rapidly decompose into ashes, then reform into their previous form. While this ressurection can be performed rapidly, it also imposes a heavy burden on the body. Each time a revenant comes back to life, they are a bit weaker than before, and most of their energy will be consumed by the process. In order to undo this curse, a revenant will have to fulfill a task given upon receiving the curse. Many revenants fail this task, and are driven to insanity through their incapability to die permanently. Most of these revenants suffer from a syndrome known as the "Revenancy effect" which causes them to develop permanent scarring, diseases, conditions, and memory loss that persist through the cycles. Almost every revenant has a psychological problems. Revenants are easily recognized by their lack of fear of death and pain, or non-chalantness altogether. A revenant that still behaves normally is either one that hasn't been around for more than a few hundred years or one that has psychologically adapted to dying. Due to revenants being so old, they usually have a shared problem with elves. They hate adapting to modern technology. Because of this revenants generally resent guns and other forms of modern weaponry, as they rather resort to their trusty weapons. Their lack of fear mixed with old knowledge makes them dangerous melee combatants, but at ranged combat they generally have little to offer. The only way to permanently kill a revenant without having it complete its task, is by destroying its soul. Alternatively, the ashes can be submerged into water or some dangerous substance; which will cause the ressurective ability to enter a death-loop in which the revenant constantly dies right after being ressurected.
Teachings of better times: Grant an additional level in blacksmithing, armourer, or survivalist professions. Old wars: +2 PER, STR and DEX when using melee weaponry. -4 PER when using firearms. Call of the pheonix: Automatically revive upon death, which takes 3 rounds. Each revive will consume all available spell and skill slots, and permanently lower VIT and SAU by -1. If no spell/skill slots are available, the revive will take a full day to complete.
Immortalia carnis - Litchdom is a state of being achieved only by a few gifted mages. When one becomes a litch, the body of the caster dies and becomes revived. This allows for the body to enter a state of harmony with mana, making it much more capable at casting certain forms of magic. The species is majorly frowned upon however. Any individual litch is closely monitored by the SRT if its litchdom is known of. Litches come in five different versions. The most common litch is the unholy darkness litch. These litches come in the form of a unholy darkness caster. This version of darkness magic is known for its power in necromancy, making it a natural jump to litchdom. A darkness litch takes the form of the skeletal remains of the caster. When a mage attempts to become a litch, the caster briefly dies while pre-planned spells and rituals allow for a controlled reanimation. The form of litchdom boosts the caster's magical capabilities the most. The second litch, an unholy pure mana variety. The unholy pure mana litch is a much more monsterous looking creature. It will have sleek black skin, unnatural body structure and more physical appendages than normal. In this form of litchdom, the caster will have to be very close to death before overloading the body with an enormous amount of unholy pure mana, which effectively melts and reforms the body. The pure mana litch is much more physically capable than the other two litch varieties, which focus more on magical capability. The third form of litchdom is the holy fire magic litch. This litch is not only the most uncommon, but also the most excruciatingly painful to achieve. A fire litch, to put it blatantly, performs an evolved version of holy self-immolation, which completely burns the caster to ashes. The ashes never stop burning though as the litch changes into a humanoid living flame. Achieving this state of being was the very pinnacle of the hailmerrymen's attempts at making a living flame. The fourth takes inspiration from the all-god. These litches, using divinator magic that is typically only accessible to vassals, tear their being into three seperate entities. This allows their body, aura and soul to move and act independently. The physical body thereby becomes immune to magic damage, the aura immune to physical damage, and the soul remains immune to neigh all damage. But if the body and aura are destroyed, the soul too perishes. This form however does not come without limitations. The body can only use skills and physical attacks, the aura can only cast offensive or defensive spells, and the soul can only use utility or healing spells. It is said this state of litchdom is only attainable by those who have ingratiated themselves with the all-god. The fifth and last version is amptly refered to as a 'cyber-litch'. These are characters who have engaged in a tremendous amount of cybernetic enhancement. At a certain point in this enhancement process, the person will become so integrated with their metal parts that their aura attaches itself to the steel. Like the other forms of litchdom, this is an exercise of detaching and reattaching the soul/aura to an object to avoid death. Unlike the other forms of litchdom, this method requires no magic skills. Just lots of money and a skilled team of surgeons.
Divinator and cyberlitches are not available as starter birth magis. Only characters for campaigns of level 10 and above can start as a litch.
Dark litchdom: Necromancy is much more effective. Double summoned follower count. +5 SAU. Pure litchdom: Access to unique spells displayed in the magics codex. +2 SAU, +5 VIT. Fire litchdom: Permanently, passively cast self-immolation without consuming mana or taking damage from it. Immune to fire damage. +2 VIT, +3 SAU. Divinator litchdom: Get three separate characters. Body immune to magic damage, limited to skill use. Aura immune to physical damage, limited to only magic use. Soul immune to all damage, limited to utility/heals. Cyber litchdom: Cybernetics are immune to EMP effects. +1 stat point for every cybernetic implant.
Draconic cohort - Some people may grow up alongside a dragon. It is a rare privilege, especially considering the rarity of the species. But those few who enjoy this blessing will find themselves deeply bonding with that dragon. Their souls will become tied together into a strong companionship that simply cannot be broken. Some stories even tell of the souls of draconic cohorts living on in one another after their individual bodies perish. As such, draconic cohorts can telepathically communicate with one another. They control themselves as one body and easily operate both independently and together. Any type of dragon can engage into a draconic cohort, and any kind of viro can also participate.
Dragon companion: Get two bio sheets. One for a viro character and one for a dragon. The player controls both these beings entirely. Shared experience: EXP gained is split equally between the two characters which makes leveling up a slower process than for others.
[/PTab={background-color:#181818}] [PTab=Divine intervention] Divine intervention Not quite the same as blessings and curses. Divine intervention pertains to the influence of the all-god, or the vassals made to respond to that influence.
Vassals - Vassals are a creation of the watcher; A failsafe, created to ensure that - should the all-god return - there would be those capable of facing off against his wrath. Vassals are born with a draemora attached to their soul from birth; These will remain dormant for years, typically only awakening during a particularly stressful event. When a draemora awakens, the vassal will gain a mental companion - Sometimes these draemora are friendly, other times hostile. All the same, their presence grants an entirely unique ability to the vassal. Being a vassal also makes one immune to the influence of the black blood disease.
Black blood disease - Or 'vitrocarcinoma'. A disease in name, but in reality a type of divine intervention. This awful affliction is, by all medical standards, cancer of the soul. It is transmissible by bodily fluids (thus also technically being an STD), and transforms the body of the afflicted entirely. The blood will at first turn black, followed by a paleness of the skin, then followed by blackened eyes, hair and fingernails. Eventually, the internal organs and musculature will liquify into a necrotic slime, with the skin being the only thing that remains untouched. Despite this, the afflicted will retain all functions except individual cognition. They become telepathically connected with all others afflicted, lose their sense of inidividual agency, and become a part of the all-gods forces. Though zombies, these afflicted are no idiots. They retain higher order thinking and combat abilities. The black blood only adds to their physical capabilities. Gain access to the 'touch of corruption' perk.
Stoneheart - Stonehearts are creations of the soulweaver - one of the three fragments of the all-god and its most benevolent itteration. The soulweaver managed to create a condensed magic crystal that could be placed in the stead of a heart. This grants the individual biological immortality and a considerable capacity for using summoning and healing magic. The first stonehearts were the constructs, which were created by the soulweaver as an army by which he could undo slavery. After his disappearance, the constructs remained. Some were defeated in battle, others hid away. All throughout, their stone hearts never stopped beating, even when their bodies were gone. Gain access to the 'touch of creation' perk.
Saint's blessing - Though it may sound holy; the saint's blessing is a violent, bloodlusting influence on the mind of whoever is unfortunate enough to be granted it. Those with the saints blessing may be vassals, or be made into empty vassals through the blessing. A uncontrollable urge will settle in their mind, lusting for nothing but one thing: To hunt down draemora and the vassals they are attached to. The blessing grants more power as the person hunts more draemora. Each of the powers granted by the saint's blessing is specifically aimed at being a more efficient draemora hunter. The saint's blessing is granted by Saint James, who was once known as the 'Godhunter', and gained their position as part of the all-god by killing the enigma. He was said to be blooddrunk and responsible for the deaths of dozens of draemora. Gain access to the 'touch of destruction' perk.
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