Difference between revisions of "Loquiti"
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'''Universal Passive''' | '''Universal Passive''' | ||
− | The shaman is capable of seeing in any form of darkness as if it were daylight. This includes | + | The shaman is capable of seeing in any form of darkness as if it were daylight. This includes all supernatural darknesses. The shaman is also capable of passively perceiving moving shadows around them in a five meter radius, meaning that they will always be vaguely aware of any object or creature that moves within that radius. They will not be aware of how it moves, example a sword strike swinging at them, just that a person is moving. If a creature for some reason does not have a shadow, the shaman will not be able to perceive them. If a creature is made out of shadow they will be able to perceive them, including their specific movements as they are entirely made of shadow. |
==Spirits== | ==Spirits== | ||
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Domains: Shadow, Emotion, Wind | Domains: Shadow, Emotion, Wind | ||
− | Description: Genet is seen as a black and white swallowtail butterfly, a malicious trickster. Genet is often known to create illusions and influence others emotions. They are not inherently evil, but most definitely do not consider Genet good. Genet will tend to rest on the face of the shaman like a mask, covering their face and allowing the shaman to see through a particular part of their wings. They may be considered devious and scheming even. | + | Description: Genet is seen as a black and white swallowtail butterfly, a malicious trickster. Genet is often known to create illusions and influence others emotions. They are not inherently evil, but most definitely do not consider Genet good. Genet will tend to rest on the face of the shaman like a mask, covering their face and allowing the shaman to see through a particular part of their wings. They may be considered devious and scheming even. Genet will bond with shaman who tend to be devious and playful like Genet themselves, having no preference for if the shaman is ‘good’ or ‘evil’. |
− | Bond: The shaman is capable of creating a large fan that vaguely resembles that of Genets wings, this fan is capable of being held in one hand however upon being flayed is capable of creating a burst of wind 5x5x5 meters in size. This wind will shove everything within its area back by three meters and if a person, | + | Bond: The shaman is capable of creating a large fan that vaguely resembles that of Genets wings, this fan is capable of being held in one hand however upon being flayed is capable of creating a burst of wind 5x5x5 meters in size. This wind will shove everything within its area back by three meters and if a person, it will send them prone, causing them to take their next action to fully get up. This wind is also sharp and will apply moderate cuts with each slash to exposed flesh, capping at severe cuts. At bond they get two bursts of wind, harmony three, and enlightenment four. The fan can also serve as a shield, being extremely lightweight but surprisingly sturdy, with the durability of steel. If it is destroyed, the Shaman may summon it back to themselves as a turn action. |
− | Harmony: The shaman is capable of | + | Harmony: The shaman is capable of taking on any face they wish to for the duration of their merge. They can change their body type to reflect the face they are adapting as well, as well as the sound of the voice. They can replicate this face perfectly, and can easily change between faces. By doing this, they are capable of creating a clone of themselves that looks entirely real anywhere within ten meters of them. This clone is capable of taking its own independent action, or take action at the command of the shaman. This clone also has a fan of its own, though it is capable of using one wind attack that also applies second degree necrosis in addition to the standard wind damage. After this wind attack is consumed, the clone uses the fan as a melee weapon, acting similar in strength to a steel longsword. This fan turned melee weapon will apply second degree necrosis upon contact. The shaman themselves may also use their fan from their bond ability as a melee weapon like their clone, but it can only be used as a melee weapon if it's closed, and it cannot use its wind blasts whilst in this form. It may only wind blast when the fan is open. It takes one turn to close the fan, and one turn to open it. This all applies to the clones as well. |
− | Enlightenment: | + | Enlightenment: For the duration of the Merge, the Shaman’s words are taken as truth regardless of how unrealistic or unreasonable their lies may be. This does not require a DC and cannot be resisted, however, after the Merge is over, the individuals affected by this ability are aware that they were being influenced by the Shaman’s ability. In addition to this, the Shaman is capable of releasing a mist cloud in a three-meter cone from their breath that is imperceptible to the naked eye. All those who breathe in this mist are then able to be influenced by the shaman through illusions that seem entirely real to these individuals. They include sound, temperature, stimuli, and anything else appropriate to the image in question, but are only visible by the targets and the Shaman. They may only create one object, creature, or phenomena which is no larger than a ten meter cube with this ability. The Shaman may only create one illusion per cloud of mist, which means that all those affected by the cloud see the same illusion. The Shaman may release this ability by simply talking, meaning it by default a stealth-cast. In the event that a target is directly affected by this illusion, they will treat it as if it is real and rationalize any illogical outcomes from interacting with it. For example, if a Shaman creates a bridge across a chasm and the target inevitably falls, if they are still alive after the fall they will believe that the bridge broke rather than realizing it was an illusion. Every two turns whilst the target is afflicted by this illusion, the target may forgo their action to roll a DC16 roll in order to break free from the psychic grasp of the Shaman. The Shaman may create only two mist clouds per merge, and the target, if broken free from the spell, cannot make others aware of the ability as if they attempt as such, they will be treated as if they are under the spell themselves, and ignored, as the others will rationalize that the illusion must be real. |
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Spirit: Draknar | Spirit: Draknar | ||
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Domains: Shadow, Spirit, Emotion | Domains: Shadow, Spirit, Emotion | ||
− | Description: Draknar is known to take infinite shapes, as one is never quite sure what Draknar appears to look like. One common trend among all of these spirits is that they are all assumed to be made out of shadows, or at the very least engulfed by them. Draknar is best described as a living nightmare, terrorizing young and taking on the shapes of what they fear the most. For those they bond with, they take on a variety of shapes that are not necessarily what they fear. | + | Description: Draknar is known to take infinite shapes, as one is never quite sure what Draknar appears to look like. One common trend among all of these spirits is that they are all assumed to be made out of shadows, or at the very least engulfed by them. Draknar is best described as a living nightmare, terrorizing young and taking on the shapes of what they fear the most. For those they bond with, they take on a variety of shapes that are not necessarily what they fear. Draknar tends to bond with more malicious shaman who tend to be terrifying and who like to manipulate others, symbolizing the aspect of nightmares with their shaman. They will never bond with a shaman who they perceive as weak or incompetent, valuing their shaman to be ambitious. |
− | Bond: The shaman can manipulate shadows and create beings from shadows within line of sight. They can mark a singular target with shadows and create three beings all around them that follow the target. The shaman then will dash to the target in a wave of shadows, and is able to attack the target as they trade places with the shadow beings. They can trade places three times whether or not they mark a target. | + | Bond: The shaman can manipulate shadows and create beings from shadows within line of sight. They can mark a singular target with shadows and create three beings all around them that follow the target. The shaman then will dash to the target in a wave of shadows regardless of distance or if they can see the target as long as they have been previously marked, and is able to attack the target as they trade places with the shadow beings. They can trade places three times whether or not they mark a target, but they must make something to activate the shadows. This attack cannot be defended against and will always hit, but is capped at Moderate, even through armor, and upon a hit it will deal damage accordingly to the attack and also cause 2nd degree necrosis. In addition, the mark will trigger on the last turn of the merge, however this mark will cause all wounds on them, regardless if made by the shaman or not, to progress by one tier of severity, including the necrosis and wounds inflicted by this ability. |
− | Harmony: The | + | Harmony: The Shaman can turn their body into a semi-liquid darkness that is kept together in a humanoid form. This form is capable of flowing freely like a liquid, but cannot be used to enter other people’s bodies. Instead, the liquid remains cohesive around the Shaman but can briefly separate so that attacks pass through them as if they were rippling through water, but in their liquid form without hardening, they cannot attack or interact with anyone in a substantial manner. In addition to this, they can change the shape of their bodies to conform to anything that fits the original volume of their body, and each limb-sized change takes a single turn to perform, such as turning an arm into a spike. A full body change, such as turning into a puddle, takes two turns to perform. In addition to this, they may choose to harden this liquid into a single turn, warranting them a physically tangible shape once more that is equal in durability to steel. It takes another turn to liquify once more, and this can be done in the same turn as being attacked as a reaction, however the opposite is not true: a Shaman must first wait for the hardening to fully realize itself before becoming corporeal once more, foregoing their action for a turn. |
− | Enlightenment: The | + | Enlightenment: The Shaman is capable of inflicting an opponent within visual range with a terrible madness. As an action on their turn, which must correlate with the effect they wish to apply, such as insulting them for the crying, encouraging them to dance or telling them a joke for the laughter they can force an individual to perform an action of their choice from the following list: |
+ | |||
+ | *Dance uncontrollably. This dance is extremely frantic, sudden and erratic, moreso akin to a feverish sway than a proper dance. This will cause the target to be unable to take any actions that involve movement on their turn, and all their attacks must first pass a DC10 for balance. If they fail the DC, they will be knocked prone and must first forego their next action to stand up before they can attack again. They cannot aim any ranged weapons whilst dancing, either, but may concentrate as normal. | ||
+ | *Laugh uncontrollably. This laughter is extremely painful on the person, causing their throat to quickly grow hoarse with how insane and loud it is. This will cause the target to be unable to take any actions that involve concentration, unable to cast any kind of spell or use any ability that requires concentration. Every two turns whilst laughing, they must roll a DC14 saving throw or fall over from laughter, being knocked prone and must first forego their action in order to stand up before being able to move. | ||
+ | *Cry uncontrollably. These cries are extremely loud and the target is inflicted with a deep sense of melancholy that causes them to lose motivation entirely. Their movement is cut in half, and their sadness distracts them enough to stop them from concentrating on anything above Low Concentration. Every two turns, these saddened targets must roll a DC12 saving throw or be effectively stunned for their turn, curling up into a ball and sobbing, unable to take any other action. Once this extra effect succeeds, they will not suffer from that again for the duration of the crying, suffering only from the movement loss and concentration restriction, but will not be required to roll any more saving throws. | ||
+ | The Shaman can affect one person with each of the effects per merge, but cannot apply the same effect on two different people. They only get one type of each, however the effect may not be resisted in any way or stopped, which means it will last until the end of the merge regardless of saving throws or psychic resistances. | ||
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Spirit: Kelon | Spirit: Kelon | ||
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Domains: Shadow, Decay, Portal | Domains: Shadow, Decay, Portal | ||
− | Description: Kelon is seen as a basilisk, a legendary serpent king that is rumored to be able to cause death to anyone with a single glance. They can be seen with large wings almost like dragons, or simply none at all. A Kelon is also capable of a multitude of abilities that allow it to act on all of its malicious tendencies. Most beings who come in contact with a Kelon are immediately attacked, and being a shaman of Kelon is seen to be difficult due to this. | + | Description: Kelon is seen as a basilisk, a legendary serpent king that is rumored to be able to cause death to anyone with a single glance. They can be seen with large wings almost like dragons, or simply none at all. A Kelon is also capable of a multitude of abilities that allow it to act on all of its malicious tendencies. Most beings who come in contact with a Kelon are immediately attacked, and being a shaman of Kelon is seen to be difficult due to this. Kelon will bond with the most deadly of shaman, seeking a shaman who is precise in their malicious behavior and who always has a reason to act volatile, having no preference as to the manner in which they cause torment unto others, as long as someone is suffering due to their shamans actions. |
+ | |||
+ | Bond: The Shaman can turn one of their arms into a massive basilisk that lurches forward, able to latch around people or grasp things as a tendril would. However, this snake’s scales are also extremely noxious to anyone but the shaman, causing first-degree necrosis on every turn of contact with exposed flesh. If its armor-piercing fangs sink into a target, it will inject them with a powerful venom that causes 2nd-degree necrosis on the region of the bite which progresses to third after three turns of the venom remaining in their bloodstream. It takes a singular turn to turn their arm into the basilisk which can extend up to ten meters forward ahead of the Shaman, and it may detach, however doing so will turn it inanimate as it will be unable to bite or behave like a snake, such as dodging and et cetera, serving effectively as a thick rope. If this occurs, the Shaman’s arm will regrow in one turn after the snake is removed or cut off. They may use this ability once at Bond, twice at Harmony and thrice at Enlightenment, and may also use it simultaneously in both arms if they have enough uses left. Having their arm regrown doesn’t count for healing debuffs as they’re not truly replacing their arm. | ||
+ | |||
+ | Harmony: The shaman releases a toxic smog around them in a 3 meter radius, causing anyone within it to start coughing and become disorientated, rendering them unable to concentrate as long as they remain within the cloud. This smog cloud will last three turns and moves with the shaman, lingering around them. It shrouds vision and renders it extremely difficult to see farther than a meter in front of them. In addition to this, all exposed flesh that comes in contact with this smog, including if it is breathed in, will cause the target to become poisoned. After two turns of breathing in this poison or coming in contact with it through the skin, the target will begin trembling uncontrollably, become drowsy, experience shortness of breath, and nausea. After five turns, they will faint and begin to convulse violently on the ground, and after eight turns, the target will go into a comatose state which they can only be pulled out of through alchemical healing that works on poisons, or will otherwise die after 1 OOC day. This poison will last even after the merge is completed. The shaman may use this ability once at Harmony and twice at Enlightenment. | ||
+ | |||
+ | Enlightenment: The Shaman’s skin turns into black scales and their eyes turn snake-like with slits for pupils. Two horns grow on their heads, and they gain sharp claws on their hands. These scales have the durability equal to leather, slightly tougher than their skin, and their claws and horns have the durability of steel. They gain the ability to summon through a powerful, ritualistic portal of Shakti an avatar of their patron Kelon. This creature is a massive basilisk, about the size of a Sand Wyrm, and is considered of the Monstrous classification, and as such it requires a DM to be played. This creature can talk and is entirely sentient, meaning that while the shaman can give it commands, it is not required to follow the shaman's wishes as it embodies all traits of Kelon itself and is literally controlled by Kelon as a physical avatar of the spirit in the material world. This creature will not attack the shaman however unless provoked. Its scales are immune to piercing and slashing damage, and cannot be affected by Shakti or Mana-based abilities, except for other Merges. In addition to this, this basilisk’s jaw is large enough to easily rip and tear through even Root of the Mountain, capable of tearing apart flesh and bone alike so long as it is of enough size to be bitten. In addition to this, the basilisk carries with it an extremely powerful necrosis-inducing venom, causing second-degree necrosis upon contact with exposed flesh. This creature is as fast as a Sand Wyrm in sand, however does not possess the same limitation as it can dig into any material as if it were sand in order to burrow and emerge, even hard concrete or solid bedrock. The power required to sustain a creature of this size and power is immense, and as a result it will be returned to Loquiti after the merge is over, and it cannot be killed. If lethal damage is dealt to the basilisk, it will simply return to its realm of origin. The shaman can only use this ability once per merge. | ||
+ | |||
+ | |||
+ | Spirit: Filaroi | ||
+ | |||
+ | Domains: Shadow, Sound, Animals | ||
− | + | Description: Filaroi is depicted as a crow manifested out of pure shadow, often changing in size in strange mannerisms. It tends to elongate itself within another's shadow to mimic their shape, stalking them and upon leaving their target, loudly mimicking their speech and behaviors. This spirit tends to be greedy and opportunistic, taking each and every chance it can to put itself on top, as long as it doesn’t detriment themselves. This spirit tends to bond closely with their shaman, finding them their property. Filaroi tend to look for characteristics similar to their own, someone who is not scared to force their way into getting what they want. | |
− | + | Bond: The Shaman can passively imitate the voice of anyone they have heard, any animal’s cry, or use their vocal chords to emulate any sound that they wish, though any special effects that come with speaking a certain language or tone will not occur, such as speaking Fey and using Feyspeak magic. In addition to this, at bond level only, they gain a trio of black feathers that serve as knives. If they are thrown as per Projectile Rules and hit a target, or embed into a target in any way, such as a stab, they cause first degree necrosis upon the point of contact and its standard damage akin to a steel knife, and the target is rendered unable to produce any kind of sound from their vocal chords until the feather is removed, at which point the silence will last for an additional three turns. When they reach Harmony and activate their harmony ability, this effect will apply on the feathers fired by their wings as well. | |
− | + | Harmony: The Shaman grows two dark-feathered wings on their back that allows them to fly at standard flight speed. These wings have razor-sharp feathers that can be forcefully hurled at targets like darts. The Shaman can fire a volley of feathers as an action and they follow a single projectile roll, and have the same piercing ability and velocity as arrows shot from a longbow. These wings can also serve as shields, able to each cover the entirety of the shaman’s body and block up to three substantial attacks before being sliced through and rendered useless. If either of the wings are damaged in this way, they can no longer be used for flight. The shaman may fire two volleys of feathers per merge at Harmony and four at Enlightenment. These feather volleys will cover the entirety of one area such as upper torso, arm, head, etc. as per projectile rules per volley, and cause 1st degree necrosis in addition to their standard damage. These feathers may also be plucked from their wings and used as daggers or melee weapons, which will also inflict necrosis and cause the silence effect from bond. | |
+ | Enlightenment: The Shaman may manifest a shadowy version of their spirit from their abdomen, that extends forward as a creature that is about the size of a person. This creature has arms and follows the silhouette of a crow, and serves both as an extension of the shaman and as a combat pet if the shaman wishes to command it. Filaroi may speak to the shaman through this silhouette, which is extremely powerful, possessing a strength tier of six and who is able to extend up to thirty meters from the shaman’s abdomen at a rate of ten meters per turn. Its hands are claw-like talons, able to rip apart normal steel with ease, though metals with a lower malleability will be harder to rip through, requiring two attacks at the same area. Its talons, however, cannot rip through Root of the Mountain or anything equal in durability to that. Its claws and beak inflict piercing and slashing wounds that also deal second-degree necrosis upon contact with exposed flesh, though they are extremely durable, granting them resistance to blunt, slashing and piercing based attacks. This in essence lowers the wound by one tier that would be applied to this creature. However, if exposed to a significant amount of light, such as sunlight, Holy Fire, or other sun-based abilities such as from the sun domain, or light-based abilities (not fire), they will be weakened significantly, their strength tier reduced to tier four and moving at a rate of only five meters per turn, up to twenty meters away from the shaman. They are also no longer resistant to harm, able to be physically struck by a melee weapon as normal. Attacks delivered to this creature can be blocked by it if it utilizes its talons, given that they are weapons and can be used to parry and block incoming blows, and as such if a blow is parried in this way it will not count as a substantial hit. If the creature is struck in such a way that it would deal lethal damage to it, such as beheading it or severing its connection to the shaman, it will then dissipate and may not be summoned again for the rest of the Merge. Attacks made on the spirit will not transfer to the shaman, though will appropriately affect the spirit. | ||
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Latest revision as of 02:02, 17 April 2021
Path of The Broken
Realm
Loquiti is a realm made purely out of the faults of man-kind and everything chaotic in the world. Every bad trait a man or woman could have is manifested into physical forms in this place. The visual plane of Loquiti is unknown, as it changes to everyone who enters it yet it is often described as some form of party. This realm is never consistent, in fact it thrives off of inconsistency and radical changes being forced into it.
Universal Passive
The shaman is capable of seeing in any form of darkness as if it were daylight. This includes all supernatural darknesses. The shaman is also capable of passively perceiving moving shadows around them in a five meter radius, meaning that they will always be vaguely aware of any object or creature that moves within that radius. They will not be aware of how it moves, example a sword strike swinging at them, just that a person is moving. If a creature for some reason does not have a shadow, the shaman will not be able to perceive them. If a creature is made out of shadow they will be able to perceive them, including their specific movements as they are entirely made of shadow.
Spirits
Spirit: Genet
Domains: Shadow, Emotion, Wind
Description: Genet is seen as a black and white swallowtail butterfly, a malicious trickster. Genet is often known to create illusions and influence others emotions. They are not inherently evil, but most definitely do not consider Genet good. Genet will tend to rest on the face of the shaman like a mask, covering their face and allowing the shaman to see through a particular part of their wings. They may be considered devious and scheming even. Genet will bond with shaman who tend to be devious and playful like Genet themselves, having no preference for if the shaman is ‘good’ or ‘evil’.
Bond: The shaman is capable of creating a large fan that vaguely resembles that of Genets wings, this fan is capable of being held in one hand however upon being flayed is capable of creating a burst of wind 5x5x5 meters in size. This wind will shove everything within its area back by three meters and if a person, it will send them prone, causing them to take their next action to fully get up. This wind is also sharp and will apply moderate cuts with each slash to exposed flesh, capping at severe cuts. At bond they get two bursts of wind, harmony three, and enlightenment four. The fan can also serve as a shield, being extremely lightweight but surprisingly sturdy, with the durability of steel. If it is destroyed, the Shaman may summon it back to themselves as a turn action.
Harmony: The shaman is capable of taking on any face they wish to for the duration of their merge. They can change their body type to reflect the face they are adapting as well, as well as the sound of the voice. They can replicate this face perfectly, and can easily change between faces. By doing this, they are capable of creating a clone of themselves that looks entirely real anywhere within ten meters of them. This clone is capable of taking its own independent action, or take action at the command of the shaman. This clone also has a fan of its own, though it is capable of using one wind attack that also applies second degree necrosis in addition to the standard wind damage. After this wind attack is consumed, the clone uses the fan as a melee weapon, acting similar in strength to a steel longsword. This fan turned melee weapon will apply second degree necrosis upon contact. The shaman themselves may also use their fan from their bond ability as a melee weapon like their clone, but it can only be used as a melee weapon if it's closed, and it cannot use its wind blasts whilst in this form. It may only wind blast when the fan is open. It takes one turn to close the fan, and one turn to open it. This all applies to the clones as well.
Enlightenment: For the duration of the Merge, the Shaman’s words are taken as truth regardless of how unrealistic or unreasonable their lies may be. This does not require a DC and cannot be resisted, however, after the Merge is over, the individuals affected by this ability are aware that they were being influenced by the Shaman’s ability. In addition to this, the Shaman is capable of releasing a mist cloud in a three-meter cone from their breath that is imperceptible to the naked eye. All those who breathe in this mist are then able to be influenced by the shaman through illusions that seem entirely real to these individuals. They include sound, temperature, stimuli, and anything else appropriate to the image in question, but are only visible by the targets and the Shaman. They may only create one object, creature, or phenomena which is no larger than a ten meter cube with this ability. The Shaman may only create one illusion per cloud of mist, which means that all those affected by the cloud see the same illusion. The Shaman may release this ability by simply talking, meaning it by default a stealth-cast. In the event that a target is directly affected by this illusion, they will treat it as if it is real and rationalize any illogical outcomes from interacting with it. For example, if a Shaman creates a bridge across a chasm and the target inevitably falls, if they are still alive after the fall they will believe that the bridge broke rather than realizing it was an illusion. Every two turns whilst the target is afflicted by this illusion, the target may forgo their action to roll a DC16 roll in order to break free from the psychic grasp of the Shaman. The Shaman may create only two mist clouds per merge, and the target, if broken free from the spell, cannot make others aware of the ability as if they attempt as such, they will be treated as if they are under the spell themselves, and ignored, as the others will rationalize that the illusion must be real.
Spirit: Draknar
Domains: Shadow, Spirit, Emotion
Description: Draknar is known to take infinite shapes, as one is never quite sure what Draknar appears to look like. One common trend among all of these spirits is that they are all assumed to be made out of shadows, or at the very least engulfed by them. Draknar is best described as a living nightmare, terrorizing young and taking on the shapes of what they fear the most. For those they bond with, they take on a variety of shapes that are not necessarily what they fear. Draknar tends to bond with more malicious shaman who tend to be terrifying and who like to manipulate others, symbolizing the aspect of nightmares with their shaman. They will never bond with a shaman who they perceive as weak or incompetent, valuing their shaman to be ambitious.
Bond: The shaman can manipulate shadows and create beings from shadows within line of sight. They can mark a singular target with shadows and create three beings all around them that follow the target. The shaman then will dash to the target in a wave of shadows regardless of distance or if they can see the target as long as they have been previously marked, and is able to attack the target as they trade places with the shadow beings. They can trade places three times whether or not they mark a target, but they must make something to activate the shadows. This attack cannot be defended against and will always hit, but is capped at Moderate, even through armor, and upon a hit it will deal damage accordingly to the attack and also cause 2nd degree necrosis. In addition, the mark will trigger on the last turn of the merge, however this mark will cause all wounds on them, regardless if made by the shaman or not, to progress by one tier of severity, including the necrosis and wounds inflicted by this ability.
Harmony: The Shaman can turn their body into a semi-liquid darkness that is kept together in a humanoid form. This form is capable of flowing freely like a liquid, but cannot be used to enter other people’s bodies. Instead, the liquid remains cohesive around the Shaman but can briefly separate so that attacks pass through them as if they were rippling through water, but in their liquid form without hardening, they cannot attack or interact with anyone in a substantial manner. In addition to this, they can change the shape of their bodies to conform to anything that fits the original volume of their body, and each limb-sized change takes a single turn to perform, such as turning an arm into a spike. A full body change, such as turning into a puddle, takes two turns to perform. In addition to this, they may choose to harden this liquid into a single turn, warranting them a physically tangible shape once more that is equal in durability to steel. It takes another turn to liquify once more, and this can be done in the same turn as being attacked as a reaction, however the opposite is not true: a Shaman must first wait for the hardening to fully realize itself before becoming corporeal once more, foregoing their action for a turn.
Enlightenment: The Shaman is capable of inflicting an opponent within visual range with a terrible madness. As an action on their turn, which must correlate with the effect they wish to apply, such as insulting them for the crying, encouraging them to dance or telling them a joke for the laughter they can force an individual to perform an action of their choice from the following list:
- Dance uncontrollably. This dance is extremely frantic, sudden and erratic, moreso akin to a feverish sway than a proper dance. This will cause the target to be unable to take any actions that involve movement on their turn, and all their attacks must first pass a DC10 for balance. If they fail the DC, they will be knocked prone and must first forego their next action to stand up before they can attack again. They cannot aim any ranged weapons whilst dancing, either, but may concentrate as normal.
- Laugh uncontrollably. This laughter is extremely painful on the person, causing their throat to quickly grow hoarse with how insane and loud it is. This will cause the target to be unable to take any actions that involve concentration, unable to cast any kind of spell or use any ability that requires concentration. Every two turns whilst laughing, they must roll a DC14 saving throw or fall over from laughter, being knocked prone and must first forego their action in order to stand up before being able to move.
- Cry uncontrollably. These cries are extremely loud and the target is inflicted with a deep sense of melancholy that causes them to lose motivation entirely. Their movement is cut in half, and their sadness distracts them enough to stop them from concentrating on anything above Low Concentration. Every two turns, these saddened targets must roll a DC12 saving throw or be effectively stunned for their turn, curling up into a ball and sobbing, unable to take any other action. Once this extra effect succeeds, they will not suffer from that again for the duration of the crying, suffering only from the movement loss and concentration restriction, but will not be required to roll any more saving throws.
The Shaman can affect one person with each of the effects per merge, but cannot apply the same effect on two different people. They only get one type of each, however the effect may not be resisted in any way or stopped, which means it will last until the end of the merge regardless of saving throws or psychic resistances.
Spirit: Kelon
Domains: Shadow, Decay, Portal
Description: Kelon is seen as a basilisk, a legendary serpent king that is rumored to be able to cause death to anyone with a single glance. They can be seen with large wings almost like dragons, or simply none at all. A Kelon is also capable of a multitude of abilities that allow it to act on all of its malicious tendencies. Most beings who come in contact with a Kelon are immediately attacked, and being a shaman of Kelon is seen to be difficult due to this. Kelon will bond with the most deadly of shaman, seeking a shaman who is precise in their malicious behavior and who always has a reason to act volatile, having no preference as to the manner in which they cause torment unto others, as long as someone is suffering due to their shamans actions.
Bond: The Shaman can turn one of their arms into a massive basilisk that lurches forward, able to latch around people or grasp things as a tendril would. However, this snake’s scales are also extremely noxious to anyone but the shaman, causing first-degree necrosis on every turn of contact with exposed flesh. If its armor-piercing fangs sink into a target, it will inject them with a powerful venom that causes 2nd-degree necrosis on the region of the bite which progresses to third after three turns of the venom remaining in their bloodstream. It takes a singular turn to turn their arm into the basilisk which can extend up to ten meters forward ahead of the Shaman, and it may detach, however doing so will turn it inanimate as it will be unable to bite or behave like a snake, such as dodging and et cetera, serving effectively as a thick rope. If this occurs, the Shaman’s arm will regrow in one turn after the snake is removed or cut off. They may use this ability once at Bond, twice at Harmony and thrice at Enlightenment, and may also use it simultaneously in both arms if they have enough uses left. Having their arm regrown doesn’t count for healing debuffs as they’re not truly replacing their arm.
Harmony: The shaman releases a toxic smog around them in a 3 meter radius, causing anyone within it to start coughing and become disorientated, rendering them unable to concentrate as long as they remain within the cloud. This smog cloud will last three turns and moves with the shaman, lingering around them. It shrouds vision and renders it extremely difficult to see farther than a meter in front of them. In addition to this, all exposed flesh that comes in contact with this smog, including if it is breathed in, will cause the target to become poisoned. After two turns of breathing in this poison or coming in contact with it through the skin, the target will begin trembling uncontrollably, become drowsy, experience shortness of breath, and nausea. After five turns, they will faint and begin to convulse violently on the ground, and after eight turns, the target will go into a comatose state which they can only be pulled out of through alchemical healing that works on poisons, or will otherwise die after 1 OOC day. This poison will last even after the merge is completed. The shaman may use this ability once at Harmony and twice at Enlightenment.
Enlightenment: The Shaman’s skin turns into black scales and their eyes turn snake-like with slits for pupils. Two horns grow on their heads, and they gain sharp claws on their hands. These scales have the durability equal to leather, slightly tougher than their skin, and their claws and horns have the durability of steel. They gain the ability to summon through a powerful, ritualistic portal of Shakti an avatar of their patron Kelon. This creature is a massive basilisk, about the size of a Sand Wyrm, and is considered of the Monstrous classification, and as such it requires a DM to be played. This creature can talk and is entirely sentient, meaning that while the shaman can give it commands, it is not required to follow the shaman's wishes as it embodies all traits of Kelon itself and is literally controlled by Kelon as a physical avatar of the spirit in the material world. This creature will not attack the shaman however unless provoked. Its scales are immune to piercing and slashing damage, and cannot be affected by Shakti or Mana-based abilities, except for other Merges. In addition to this, this basilisk’s jaw is large enough to easily rip and tear through even Root of the Mountain, capable of tearing apart flesh and bone alike so long as it is of enough size to be bitten. In addition to this, the basilisk carries with it an extremely powerful necrosis-inducing venom, causing second-degree necrosis upon contact with exposed flesh. This creature is as fast as a Sand Wyrm in sand, however does not possess the same limitation as it can dig into any material as if it were sand in order to burrow and emerge, even hard concrete or solid bedrock. The power required to sustain a creature of this size and power is immense, and as a result it will be returned to Loquiti after the merge is over, and it cannot be killed. If lethal damage is dealt to the basilisk, it will simply return to its realm of origin. The shaman can only use this ability once per merge.
Spirit: Filaroi
Domains: Shadow, Sound, Animals
Description: Filaroi is depicted as a crow manifested out of pure shadow, often changing in size in strange mannerisms. It tends to elongate itself within another's shadow to mimic their shape, stalking them and upon leaving their target, loudly mimicking their speech and behaviors. This spirit tends to be greedy and opportunistic, taking each and every chance it can to put itself on top, as long as it doesn’t detriment themselves. This spirit tends to bond closely with their shaman, finding them their property. Filaroi tend to look for characteristics similar to their own, someone who is not scared to force their way into getting what they want.
Bond: The Shaman can passively imitate the voice of anyone they have heard, any animal’s cry, or use their vocal chords to emulate any sound that they wish, though any special effects that come with speaking a certain language or tone will not occur, such as speaking Fey and using Feyspeak magic. In addition to this, at bond level only, they gain a trio of black feathers that serve as knives. If they are thrown as per Projectile Rules and hit a target, or embed into a target in any way, such as a stab, they cause first degree necrosis upon the point of contact and its standard damage akin to a steel knife, and the target is rendered unable to produce any kind of sound from their vocal chords until the feather is removed, at which point the silence will last for an additional three turns. When they reach Harmony and activate their harmony ability, this effect will apply on the feathers fired by their wings as well.
Harmony: The Shaman grows two dark-feathered wings on their back that allows them to fly at standard flight speed. These wings have razor-sharp feathers that can be forcefully hurled at targets like darts. The Shaman can fire a volley of feathers as an action and they follow a single projectile roll, and have the same piercing ability and velocity as arrows shot from a longbow. These wings can also serve as shields, able to each cover the entirety of the shaman’s body and block up to three substantial attacks before being sliced through and rendered useless. If either of the wings are damaged in this way, they can no longer be used for flight. The shaman may fire two volleys of feathers per merge at Harmony and four at Enlightenment. These feather volleys will cover the entirety of one area such as upper torso, arm, head, etc. as per projectile rules per volley, and cause 1st degree necrosis in addition to their standard damage. These feathers may also be plucked from their wings and used as daggers or melee weapons, which will also inflict necrosis and cause the silence effect from bond.
Enlightenment: The Shaman may manifest a shadowy version of their spirit from their abdomen, that extends forward as a creature that is about the size of a person. This creature has arms and follows the silhouette of a crow, and serves both as an extension of the shaman and as a combat pet if the shaman wishes to command it. Filaroi may speak to the shaman through this silhouette, which is extremely powerful, possessing a strength tier of six and who is able to extend up to thirty meters from the shaman’s abdomen at a rate of ten meters per turn. Its hands are claw-like talons, able to rip apart normal steel with ease, though metals with a lower malleability will be harder to rip through, requiring two attacks at the same area. Its talons, however, cannot rip through Root of the Mountain or anything equal in durability to that. Its claws and beak inflict piercing and slashing wounds that also deal second-degree necrosis upon contact with exposed flesh, though they are extremely durable, granting them resistance to blunt, slashing and piercing based attacks. This in essence lowers the wound by one tier that would be applied to this creature. However, if exposed to a significant amount of light, such as sunlight, Holy Fire, or other sun-based abilities such as from the sun domain, or light-based abilities (not fire), they will be weakened significantly, their strength tier reduced to tier four and moving at a rate of only five meters per turn, up to twenty meters away from the shaman. They are also no longer resistant to harm, able to be physically struck by a melee weapon as normal. Attacks delivered to this creature can be blocked by it if it utilizes its talons, given that they are weapons and can be used to parry and block incoming blows, and as such if a blow is parried in this way it will not count as a substantial hit. If the creature is struck in such a way that it would deal lethal damage to it, such as beheading it or severing its connection to the shaman, it will then dissipate and may not be summoned again for the rest of the Merge. Attacks made on the spirit will not transfer to the shaman, though will appropriately affect the spirit.
Spirit Realms |
Atlgua • Aversia • Celestial • Loquiti • Nemita • Tletuego • Xochor • Yeyeres |
Aurum Types |
Divinity • Demonbrands • Magecraft • Runesmithing • Feyspeak • Shamanism • The Fallen |
The World of Aethius • The Multiverse of Aethier |