Difference between revisions of "Tletuego"

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Description: Nixis is a large fire-bird often called a phoenix, its wingspan stretching up to seven feet. Nixis is a noble and clever bird, capable of outsmarting many as well as resurrecting itself from only a singular feather. However upon resurrection it is just like a baby bird, with no memories of its prior life. This bird is also passionate and is not passive despite being more noble-like. Nixis looks for their shaman to be clever and quick-witted, often seeking them to put others before themselves but who still value their own livelihood.
 
Description: Nixis is a large fire-bird often called a phoenix, its wingspan stretching up to seven feet. Nixis is a noble and clever bird, capable of outsmarting many as well as resurrecting itself from only a singular feather. However upon resurrection it is just like a baby bird, with no memories of its prior life. This bird is also passionate and is not passive despite being more noble-like. Nixis looks for their shaman to be clever and quick-witted, often seeking them to put others before themselves but who still value their own livelihood.
  
Bond: The Shaman is capable of creating a localized whirlwind in a point within a range of 10m. This takes 1 turn to cast, and activates on the same turn. This whirlwind is a 3mx3m hurricane that causes any who are within its radius to suffer from 2nd degree burns within the first turn of exposure if wearing Average or High Conductivity Armor, or if unarmored. Those within it will also be forcefully thrashed by the fiery winds, stunned for [1 Turn] within initial exposure and will have their Speed Tier reduced by 1 Tier per turn of additional exposure after the initial stun, if they do not move away from the radius. If they are re-exposed to the hurricane after exiting it, they do not suffer the stun once more and just have their Speed Tier reduced. This reduction lasts for an additional [3 Turns] after leaving the hurricane, which will refresh if they are re-exposed to it. Those wearing Cindium armor or other Low Conductivity armor will suffer 1st degree burns at the initial turn of exposure and the burn degree will only increase once per two turns, but will suffer the Speed Tier reduction as normal. The Shaman may move this whirlwind from its original point anywhere within a ten-meter radius around themselves, but may not move whilst actively moving the whirlwind. It takes one turn to move the whirlwind three meters from its original spot.
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Bond: The Shaman is capable of creating a localized whirlwind in a point within a range of 10m. This takes 1 turn to cast, and activates on the same turn. This whirlwind is a 3mx3m hurricane that causes any who are within its radius to suffer from 2nd degree burns within the first turn of exposure if wearing Average or High Conductivity Armor, or if unarmored. Those within it will also be forcefully thrashed by the fiery winds, stunned for [1 Turn] within initial exposure and will have their Speed Tier reduced by 1 Tier per turn of additional exposure after the initial stun, if they do not move away from the radius. If they are re-exposed to the hurricane after exiting it, they do not suffer the stun once more and just have their Speed Tier reduced. This reduction lasts for an additional [3 Turns] after leaving the hurricane, which will refresh if they are re-exposed to it. Those wearing Cindium armor or other Low Conductivity armor will suffer 1st degree burns at the initial turn of exposure and the burn degree will only increase once per two turns, but will suffer the Speed Tier reduction as normal. The Shaman may move this whirlwind from its original point anywhere within a ten-meter radius around themselves, but may not move whilst actively moving the whirlwind. It takes one turn to move the whirlwind three meters from its original spot. This whirlwind lasts for the entirety of the merge and can only be summoned once.
  
 
Harmony: When the Shaman suffers fatal damage within their merge, their body will instead explode in a burst of flame, damaging all those within a 10m radius with a powerful explosion that causes 3rd degree burns on unarmored targets or targets wearing Average or High Conductivity armor, 2nd degree on targets wearing Lore materials that are resistant such as Cindium or armors of Low Conductivity. This does not apply from self-inflicted damage. After such, they will burst back to life from a pile of ashes with no wounds. They must roll for Morto’s Malady upon resurrection, and suffer Healing Debuffs in accordance to Full-Body Restoration, however these debuffs kick in after the merge’s duration ends. Reviving like this does not end a merge, however it takes a full turn to revive, meaning if they suffer a lethal wound on the last turn of their merge, they cannot revive this way. They also must fill in a player revival log.
 
Harmony: When the Shaman suffers fatal damage within their merge, their body will instead explode in a burst of flame, damaging all those within a 10m radius with a powerful explosion that causes 3rd degree burns on unarmored targets or targets wearing Average or High Conductivity armor, 2nd degree on targets wearing Lore materials that are resistant such as Cindium or armors of Low Conductivity. This does not apply from self-inflicted damage. After such, they will burst back to life from a pile of ashes with no wounds. They must roll for Morto’s Malady upon resurrection, and suffer Healing Debuffs in accordance to Full-Body Restoration, however these debuffs kick in after the merge’s duration ends. Reviving like this does not end a merge, however it takes a full turn to revive, meaning if they suffer a lethal wound on the last turn of their merge, they cannot revive this way. They also must fill in a player revival log.

Revision as of 05:31, 17 April 2021

Realm

Tletuego is a chaotic plane, one where nothing truly remains the same for any given moment. Flames swirl, fueled by the magical Spirits that roam the lands, rivers of molten rock flow freely, mountains form in the lower intensity periods of the plane only to slowly melt back down into the gigantic furnace that is the realm. Nothing lives that is not fire, and fire burns everything still. Noone has ever survived or documented this realm of pure heat and molten rock.

Universal Passive

The shaman has a natural resistance to normal fires, meaning that any mundane fire is reduced by one degree upon making contact with the shaman. This also applies to their own fire once it’s cast. Should a flame be present within a ten meter radius of them, they are able to detect its presence but not what type of fire it is, however they will be able to sense it beginning to be casted if applicable.

Spirits

Spirit: Eketena

Domains: Fire, Earth, Emotion

Description: A motherly being made of magma and rock, boasting flaming flowing curls. Eketena is compassionate and protective, finding herself worried often for her bonded as she doesn’t want even the tiniest of spec to harm them. Eketena will bond with a shaman who is kind and overly caring, seeking to protect them as their shaman protects everyone else indiscriminately. They tend not to bond with shaman who are selfish.

Bond: One bonded with Eketena will gain her protective aspect of flame upon themselves. Within the duration of their merge, they will create a 3x3 fiery dome around them. They cannot see outside of this dome, however it will withstand up to five physical hits before shattering and passively absorb any source of non-Aura flame, unaffected by it. Should this dome be targeted by such an ability, a source of non-Aura flame, it will mend itself and add an additional hit required to break it. This dome is stationary and will remain as long as the shaman themselves remains within the perimeter. If they leave the dome’s perimeter, it will disappear instantly.

Harmony: The Shaman now has the ability to coat their arms in a layer of magmatic rock. This has the ability to be used in two different fashions, one of which is flinging heated stone shrapnel at an individual target. They can do so three times per limb, and each time they will have to roll following Projectile Standards. If the rock connects to an armored target with armor of Average or High Conductivity, it will cause minor fractures and dent armor, as well as 1st-degree burns. If it connects to an unarmored target, it will cause a puncture wound and 2nd degree burns. Targets wearing Lore-resistant materials such as Cindium or Low Conductivity armor will suffer no burns but will suffer the damage accordingly.

In addition, if the user attacks with their arms covered in magmatic stones, their blows will count as one Strength Tier higher as far as blunt force goes, and contact with unarmored targets will cause 2nd degree burns, or 1st degree if armored in Average or High Conductivity armor. Targets wearing Lore-resistant materials such as Cindium or Low Conductivity armor will suffer no burns but will suffer the damage accordingly. The arms also serve as a way to defend against attacks, although their durability is akin to simple steel armor and only protect the user’s forearms and hands. The additional effects, as in the blunt-force enhancement and burns do not apply unless all three charges are present on the specific limb, however the rocks may still be used as protection after some of the charges have been expended. Enlightenment: The Shaman releases a wave of energy infused with an emotion of their choice. The Shaman is capable of choosing how they’d like to affect individuals within a 10x10m radius around them. They can either charm or frighten those within the radius, and this does not distinguish between friend or foe. Either effect will cause any melee attacks to require a DC10 roll and all ranged attacks to be rolled with disadvantage for the duration of the merge, even if they leave the radius. If they are charmed, they will be drawn towards the Shaman and remain within a 2-block radius of them, forced to use their movement to come that close, but do not have to use their action to sprint. If there is no room to be that close to the shaman, they will be as close as physically able. If they are frightened, they will be forced to use all of their movement to run away from the Shaman, but do not have to use their action to sprint. If they cannot move further away due to a life-threatening obstacle, they will remain as far away as physically able without risking themselves.


Spirit: Garsha

Domains: Fire, Sound, Storms

Description: Garsha is known to be an ape-like spirit, extremely ireful and menacing. They are large aggressive spirits, their fur constantly aflame and even appearing gaseous to a degree. Around them howls a violent maelstrom, allowing them to enact their fury on those who go against them. They have been known to even shift in shape to become a pure fire storm, burning and destroying everything in their path. Garsha looks for a shaman who is just as aggressive and spontaneous as they are, they will rarely if ever bond with a shaman who doesn’t hold themselves up in a manner that causes them to be menacing.

Bond: The Shaman coats themselves in red-hot flame that causes any within a 1m radius of themselves to suffer 1st degree burns per turn of contact. This will scale up to 3rd degree, and additional turns on top of that will cause those within the radius to have their muscles physically degrade, reducing Strength and Speed Tier by one per additional turn of exposure. This applies to individuals wearing no armor, or armor of High or Average Conductivity. Those wearing Cindium armor will experience diminished returns and will only begin suffering from the effects of this ability after [3 Turns] of direct exposure. As an action on their turn, the Shaman can turn themselves into a mote of flame and become intangible for the following [3 Turns]. This takes [1 Turn] to use. This can be deactivated preemptively, and can be used once per merge at bond level, twice at harmony level and three times at enlightenment with a two turn timer between usages.

Harmony: The shaman is capable of creating a loud burst of roars, capable of doing two roars at harmony level, and three roars at enlightenment. Each roar takes one turn to cast, also activating on the same turn. These roars will break all concentration of everyone within earshot and pushes anyone within a 5x2 meter area in front of the shaman backwards by 5 whole meters and onto their backs, as well as stun them for 1 turn so long as they are within range. There is a two-turn timer between usages of this ability.

Enlightenment: The Shaman shapeshifts themselves into a large ape, with Tier 6 Strength and Tier 5 Speed. This form is four meters tall and extremely physically imposing. Within this form, they are also passively surrounded by a powerful stormcloud that extends in a 1m radius around the user. This cloud will disrupt the concentration of all those within it and render them unable to cast as long as they are inside, and the Shaman can activate this ability within [1 Turn] to stun all those within the radius for [1 Turn].


Spirit: Nixis

Domains: Fire, Healing, Wind

Description: Nixis is a large fire-bird often called a phoenix, its wingspan stretching up to seven feet. Nixis is a noble and clever bird, capable of outsmarting many as well as resurrecting itself from only a singular feather. However upon resurrection it is just like a baby bird, with no memories of its prior life. This bird is also passionate and is not passive despite being more noble-like. Nixis looks for their shaman to be clever and quick-witted, often seeking them to put others before themselves but who still value their own livelihood.

Bond: The Shaman is capable of creating a localized whirlwind in a point within a range of 10m. This takes 1 turn to cast, and activates on the same turn. This whirlwind is a 3mx3m hurricane that causes any who are within its radius to suffer from 2nd degree burns within the first turn of exposure if wearing Average or High Conductivity Armor, or if unarmored. Those within it will also be forcefully thrashed by the fiery winds, stunned for [1 Turn] within initial exposure and will have their Speed Tier reduced by 1 Tier per turn of additional exposure after the initial stun, if they do not move away from the radius. If they are re-exposed to the hurricane after exiting it, they do not suffer the stun once more and just have their Speed Tier reduced. This reduction lasts for an additional [3 Turns] after leaving the hurricane, which will refresh if they are re-exposed to it. Those wearing Cindium armor or other Low Conductivity armor will suffer 1st degree burns at the initial turn of exposure and the burn degree will only increase once per two turns, but will suffer the Speed Tier reduction as normal. The Shaman may move this whirlwind from its original point anywhere within a ten-meter radius around themselves, but may not move whilst actively moving the whirlwind. It takes one turn to move the whirlwind three meters from its original spot. This whirlwind lasts for the entirety of the merge and can only be summoned once.

Harmony: When the Shaman suffers fatal damage within their merge, their body will instead explode in a burst of flame, damaging all those within a 10m radius with a powerful explosion that causes 3rd degree burns on unarmored targets or targets wearing Average or High Conductivity armor, 2nd degree on targets wearing Lore materials that are resistant such as Cindium or armors of Low Conductivity. This does not apply from self-inflicted damage. After such, they will burst back to life from a pile of ashes with no wounds. They must roll for Morto’s Malady upon resurrection, and suffer Healing Debuffs in accordance to Full-Body Restoration, however these debuffs kick in after the merge’s duration ends. Reviving like this does not end a merge, however it takes a full turn to revive, meaning if they suffer a lethal wound on the last turn of their merge, they cannot revive this way. They also must fill in a player revival log.

Enlightenment: The Shaman gains phoenix-like wings that are constantly set ablaze and count as part of the Shaman. These are organic in nature and are physical rather than ethereal, allowing them to fly in accordance to Standard Flight rules. Should a wing be cut off it will count as a Severe Wound. Physically touching these wings however will cause 2nd degree burns upon exposed flesh, or 1st degree if the target is wearing armor of High or Average Conductivity. In addition to this, any weaponry that the Shaman wields will turn ablaze, allowing them to inflict 2nd degree burns in addition to causing a wound as well as being able to send waves of flame upon slashing their weapon, which follow Projectile Rules and also cause 2nd degree burns on exposed flesh, or 1st degree on targets wearing armor of Average or High Conductivity.


Spirit: Vapascur

Domains: Fire, Shadow, Spirit

Description: Vapascur is a boar-like spirit, being depicted as an aphotic flame of shadows that can, at times, become completely ethereal. They are known to be reserved and tend to be more active in low-light areas or during the night, as Vapascur are nocturnal spirits. While they’re very patient, upon being pushed too hard, the Vapascur erupts into a violent black flame and goes on a violent rampage against any perceived threat against them. Vapascur tend to bond with shaman who know how to compose themselves in the right moment, but upon their trust being broken or their patience drawing thin, they erupt in fiery violence.

Bond: The Shaman can mark a solid surface with a mark made out of shadows, and these marks require one turn to create. Once it is embedded into a solid surface of their choice, they can do the following things with it as a single turn action:

  • The Shaman can teleport to the mark, appearing within a one-meter radius of the mark regardless of distance. This cannot be used to travel across continents.
  • The Shaman can trigger the mark through a vocal command, causing it to erupt in a mass of spikes made out of solid shadow that cause 2nd degree necrosis and lacerations onto those who pass through it. This cannot be used if the mark is embedded into an object that can be moved, such as a dagger or a ball. It must be done on a wall or a floor.

Additionally, these marks can remain after their Merge duration is over, however cannot be used in any way unless the Shaman is currently in their Merge in order to activate them. Whilst merged, the Shaman can take a turn, foregoing their action and becoming unable to defend themselves, to see the surrounding area of the mark in a three-meter radius.

Harmony: The Shaman generates a large recurve bow made out of pure black flame, though it behaves as a normal bow. When the bowstring is pulled back, an arrow made out of flame is generated onto the nock of the bow and it is able to be shot as normal with bow mechanics. Each arrow follows Projectile Rules, and upon contact with another person, will cause 2nd degree burns upon a successful strike. These arrows also penetrate armor, able to pierce clean through all lore materials except Cindium and Root of the Mountain. On a hit of 18 and above, the arrow will also cause a fiery explosion, engulfing all those within a five meter area of effect radius around the target with 2nd degree burns if unarmored or wearing armor of Average or High Conductivity, or 1st degree burns if wearing armor which is of Low Conductivity. This bow can be summoned to the shaman in one turn and disappears in one turn as well.

Enlightenment: The Shaman grows up to two feet taller than their current height, as well as gaining the muscle mass to match, and their head turns into a boar head, with black flames seeping from their mouth and engulfing their jagged tusks. Their strength tier is increased by one, but what is truly impressive is the extent in which their speed is increased: they gain a walking speed of six meters and a running speed of ten, and a jump height of three meters. In addition to this, their skin becomes resistant to piercing, slashing and blunt damage, requiring two full contact blows in order to break through the defenses and allow them to be harmed. Even if a Shaman in this Merge is attacked with a thrust powerful enough to impale them cleanly, the blow will merely glance off, and even if they are struck with it again using the same force, it will glance off once more, with only the third attack actually impaling them. This also only applies if they are attacked in the same area, as the skin is extremely resistant all over their body. Their jaw strength is also extremely strong, and if they bite another creature, this will cause 2nd degree burns and stun them for one turn, as well as the normal damage from the bite. However, the stun effect can only apply once per stressful scenario per target.


Spirit Realms
AtlguaAversiaCelestialLoquitiNemitaTletuegoXochorYeyeres
Aurum Types
DivinityDemonbrandsMagecraftRunesmithingFeyspeakShamanismThe Fallen
The World of AethiusThe Multiverse of Aethier