Post by Tataryn on Dec 22, 2011 5:17:35 GMT -5
The Book of Daemons
Government
1. The daemons are loosely ruled by a daemon lord.
2. The daemon lord chooses his or her own deputy.
3. The strongest fighter and the eldest daemon hold positions as advisers to the daemon lord.
4. The daemon lord and the strongest fighter can be challenged at any time.
5. All disputes are settled with a fight. The terms of the fight are decided beforehand. It could be to first blood, third blood, surrender, or death.
6. Lawbreakers must fight the daemon lord to the death. Should they attempt to run, a blood hunt will be called.
7. The daemon lord is responsible for the species as a whole, not for the individual.
8. Respect is not required, though direct insults may be taken as a challenge.
Spirituality
1. Because they come from the Dream Land, daemons have no loyalty to the Litharian gods.
2. Many of them are Atheistic, or they simply do not care to acknowledge the fae gods.
3. Each daemon is free to determine their own code of morality.
4. Daemons do not celebrate any holidays, though they may celebrate the death date of someone they cared about.
5. Daemons do not care about the sacred balance of the fae. The strong survive and the weak die.
6. Daemons are very proud and rarely, if ever, show submission to another.
7. Fights for dominance are not uncommon. In those circumstances, the loser must obey the winner until he or she is able to best them in a freedom fight. This is a ritual often performed between students and their mentors. Freedom fights are not dominance fights, they are only meant to release the submissive daemon from their dominant master.
8. Any slave may earn freedom by challenging their master to a fight.
Culture
1. Daemons like it rough. That applies to all aspects of their life.
2. Most daemons would not be caught dead in fae clothing. Human or shifter clothing is a possibility, however. It is much less feminine.
3. Daemons are often given to vices like lust, pride, and wrath. Most of them see nothing wrong with this.
4. All of them are fond of stories, especially epic stories of their homeland. If you want to see the gentle side of a daemon, tell it a story.
5. A daemon will only take a prisoner as a slave. Other than that, prisoners are useless to them.
6. Most daemons prefer to keep a neutral stance when it comes to the war. They don’t want to be on the losing side of a battle they care little about.
7. Once a daemon pledges loyalty, they tend to hold to it forever. Loyalty pledges are extremely rare and very powerful.
8. Daemons are independent creatures that like to do things for themselves. If they have a slave, it is usually there for entertainment.
Biology
1. All daemons have shining eyes, fangs, and claws.
2. Daemons are weakened by sunlight, for there is no sun in the Dream Land. Sun will drain them, burn them, and after a while it will kill them as well.
3. Should a daemon drain a human to the brink of death, then feed the human its own blood, that human will become like that daemon.
4.Daemons take their energy directly from the land around them. They only need to feed to replenish.
5. Daemons cannot see in completely darkness, but they can see perfectly in the smallest bit of light.
6. The claws and fangs of a daemon are as strong as a dagger blade and almost as sharp.
7. Daemons do not sweat and have no scent other than the pheromones they produce when feeling lust. These pheromones are strong and can be smelt by fae, shifters, and subconsciously by humans.
8. All daemons have fantastic control over their facial expressions, making them very hard to read.
The Daemon Laws
1. Do not beg. You will be denied.
2. If you have a problem, fight it out. If it’s not worth a fight, get over it.
3. Do not let a child starve. Teach them how to survive. They are our future and must be raised accordingly.
4. Do not bring a non-daemon into Dream Land without permission from a leader.
5. If you lose a dominance fight, accept your loss with pride and good will. To do otherwise is to call a blood hunt upon yourself.
6. Do not bother the fae while in their territory. This land belonged to them first.
7. Any creature that enters your territory is yours to do with as you will. Likewise, any creature you bring into the tunnels (after gaining permission) belongs to you.
8. The daemon lord holds dominion over all daemon territories. Obey the daemon’s lords rulings or challenge the position.
The Blood of the Daemons
Wind Elementals
1. Wind elementals feed off of wind.
2. They tend to be mixed with colors of silver and gold. Either they will have silver eyes and hair with golden skin or golden eyes and hair with silver skin.
3. Their hair tends to be worn long and is often moving, even when there is no wind. It will lay flat if they are out of energy.
4. The skin of a wind elemental has an ethereal quality and can, by some odd trick of the moonlight, seem slightly translucent.
5. The average height of a wind elemental is 5’4.
6. Their bodies are often thin and skeletal and may appear oddly stretched.
7. Wind elementals can’t stand being underground. The lack of free flowing wind will quickly drain them. They can starve.
8. Wind elementals have elemental magic relating to air.
Fire Elementals
1. Fire elementals feed off of fire.
2. They tend to be mixed with colors of red and black. Either they will have red eyes and hair with black skin or black eyes and hair with red tinted skin.
3. Their hair tends to be worn medium-short and is often spiked.
4. The skin of a fire elemental has a cracked and burned quality to it and may often be very warm to the touch.
5. The average height of a fire elemental is 5’1.
6. Their bodies are often broad shouldered and strong.
7. Fire elementals can’t stand being in water. It cools down their body temperature to dangerous degrees.
8. Fire elementals have elemental magic relating to fire.
Water Elementals
1. Water elementals feed off of water.
2. They tend to be mixed with colors of blue and white. Either they will have blue eyes and hair with white skin or white eyes and hair with blue tinted skin.
3. Their hair tends to be elaborately styled, though the length and specific styles vary tremendously.
4. The skin of a water elemental may glitter in the moonlight.
5. The average height of a water elemental is 4’11.
6. Their bodies are sinewy and rubbery, much like a seal.
7. Water elementals can’t stand being in extreme heat. It dries out their skin and causes it to crack and bleed.
8. Water elementals have elemental magic relating to water.
Earth Elementals
1. Earth elementals feed off of the earth.
2. They tend to be mixed with colors of green and purple. Either they will have green eyes and hair with purple tinted skin or purple eyes and hair with green tinted skin.
3. Their hair tends to be wild, strung with feathers, twigs, bones, and shiny things.
4. The skin of an earth elemental may have a marbled, swirled, striped, or spotted texture.
5. The average height of an earth elemental is 5’7.
6. Their bodies are wiry and strong, very cat-like in movement.
7. Earth elementals can’t stand being in extreme heights. It makes them feel disoriented and deprives them of the earth’s life giving pulse. They may even starve.
8. Earth elementals have elemental magic relating to earth.
Sanguine Vampire
1. Sanguines must drink the blood of living creatures to survive.
2. All sanguines have pale white skin.
3. Any natural hair color is possible.
4. Any natural eye color is possible, including (in rare cases) red and amethyst.
5. The average height for a vampire is 5’1. This is because sanguines stop growing at an early age, making them all appear extraordinarily young. Obviously, this excludes humans who were changed. The same is true for all daemons.
6. Most sanguines have an innocent appearance.
7. It is not uncommon for sanguines to keep blood slaves. They may also torture these slaves if they have a sadistic streak.
8. Sanguines have ambient magic connected to the force of life. Contrary to popular superstition, sanguines are not “undead”. They are living creatures.
Succubus/Incubus Vampires
1. Succubi (female) and incubi (male) feed off of sexual energy.
2. Any natural skin color is possible.
3. Any natural hair color is possible.
4. Any natural eye color is possible, including (in rare cases) red and amethyst.
5. The average height for a succubus or incubus is 5’4. This is because succubi and incubi stop growing at an early age, making them all appear somewhere in their teens. Obviously, this excludes humans who were changed. The same is true for all daemons.
6. Most succubi and incubi give off a bad girl/boy feel. They tend to be rebellious and live life on edge. They will tempt you to do the same.
7. It is not uncommon for vampires them to keep slaves. Although they are less sadistic than the average vampire, they are very dominant creatures and enjoy their toys.
8. Succubi and incubi have ambient magic connected to, of all things, light. Do not be fooled by its tempting beauty!
Icarus Vampires
1. Icari feed off of a creature’s spirit.
2. All Icari have pale white skin.
3. Any natural hair color is possible.
4. Any natural eye color is possible, including (in rare cases) red and amethyst.
5. The average height for an icarus is 5’6. Obviously, this excludes humans who were changed. The same is true for all daemons.
6. Some icari have black feathered wings. The wings are often molting and tattered looking. They can fly no higher than fifty feet and cannot carry more than fifty pounds.
7. It is not uncommon for icari to keep multiple slaves. If used for feeding, these slaves will wither away with time as their spirit fades out of existence.
8. Icari have ambient magic connected to death.
Nosferatu Vampires
1. Nosferatu feed off of life. They feed by stealing days of a living creature’s lifespan. Each day they tale is an entire day’s worth of food for them. They cannot hold more than a week at a time.
2. All Nosferatu have pale white skin.
3. Any natural hair color is possible. Nosferatu generally have very thin hair if they have hair at all. Sometimes it even grows in random clumps.
4. Any natural eye color is possible, including (in rare cases) red and amethyst.
5. The average height for a Nosferatu is 5’4. Obviously, this excludes humans who were changed. The same is true for all daemons.
6. Nosferatu are rarely considered pretty. Not unless you think decrepit skeletons are pretty.
7. It is not uncommon for Nosferatu to keep slaves. They tend to be kinder to their slaves than the others, however, and allow their property to do what it wants so long as they uphold their slave duties (which is usually no more than being ready at dinner time). Their slaves tend to age faster due to the amount of life sucked away from them.
8. Nosferatu have ambient magic connected to darkness.
Avian Demon
1. These demons have wings. The wings cannot carry them higher than fifty feet and they are unable to carry more than fifty pounds while flying.
2. Skin is usually fair and pinkish in hue.
3. Hair may come in any color associated with birds, and may also be threaded through with feathers. It may even consist only of feathers.
4. Eye color may be black, amber, blue, and sometimes green.
5. The average height of an avian demon is 5’1.
6. The diet of an avian demon depends on the bird it takes after. Most are carnivorous. Seed eaters are extraordinarily rare and looked down upon by the others.
7. Avian demons are known for their cunning tricks and sadistic nature.
8. Avian demons have animal magic connected to birds or the myths and legends of birds. Magical abilities connected specifically to certain species can only be gained by characters influenced by that species.
Reptilian Demon
1. These demons have been hunted by humans for their skin. It fetches a high price.
2. Skin may be covered in scales, may have patches of scales, and may have horny protrusions in certain places. The color of the skin and scales is commonly brown, green, white, or black. All colors are possible with the exception of pink, magenta, lavender, and bright purple.
3. Hair may come in any color, but is usually close to the skin or scale color or will match in some way.
4. Eye color may be black, amber, blue, and sometimes green.
5. The average height of a reptilian demon is 4’9.
6. Reptilian demons are always carnivores. Non meat can make them feel sick.
7. These demons are known for their sharp wit. They are also very sensual dancers.
8. Reptilian demons have animal magic connected to reptiles or the myths and legends of reptiles. Magical abilities connected specifically to certain species can only be gained by characters influenced by that species.
Mammalian Demon
1. These demons often have animal ears of a particular mammal.
2. The skin is usually fair, but all human colors are possible. Gray and black are possible, but rare.
3. Hair may come in any natural color including white and gray.
4. Eye color may be green, hazel, amber, blue (sometimes) and very rarely may be odd (one blue and one green or amber).
5. The average height of a mammalian demon is 4’9.
6. Mammalian demons have varied diets. Most are omnivores.
7. These demons are known for their athletic grace and tracking skills.
8. Mammalian demons have animal magic connected to mammals or the myths and legends of mammals. Magical abilities connected specifically to certain species can only be gained by characters influenced by that species.
Aquatic Demon
1. These demons often have rubbery skin and frightening eyes.
2. The skin may come in any color. Darker colors (blacks, browns, grays, certain shades of blues) are considered more attractive.
3. Hair colors are black, different shades of blue, blonde, and white.
4. Eye color may be white, gray, blue, or (most common) black.
5. The average height of a mammalian demon is 5’0.
6. Aquatic demons have varied diets. Many are carnivores. Algae eaters are considered to be weak.
7. These demons are known for their flexibility and swimming speed. Oddly, they tend to be good climbers as well.
8. Aquatic demons have animal magic connected to aquatic creatures or the myths and legends of aquatic creatures. Magical abilities connected specifically to certain species can only be gained by characters influenced by that species.
Philosophic Golem
1. These creatures do not feel pain. This is a double edged sword. On the one hand, they can keep going while wounded. On the other hand, they tend not to notice fatal or permanent injuries.
2. Philosophic golems are made from white marble. Their skin is cold and hard, just malleable enough for them to move.
3. Hair color is usually white, black, silver, or blonde. Any other color is considered an enigma, but it is possible.
4. Eye color is usually white, silver, blue, or black.
5. Average height for a philosophic golem is 5’10.
6. These golems make excellent teachers and spies.
7. They tend to be cold and distant, paying little heed to emotions.
8. Philosophic golems have magical skill revolved around the scholarly arts.
Battle Golems
1. These creatures do not feel pain. This is a double edged sword. On the one hand, they can keep going while wounded. On the other hand, they tend not to notice fatal or permanent injuries.
2. Battle golems are made from red clay. It may appear cracked or burnt, but it is just as sturdy as the skin of other golems.
3. Hair color is usually red, black, brown, or any combination of the three.
4. Eye color is usually red, green, black, or hazel.
5. Average height for a battle golem is 5’7. But don’t let that fool you! These things can seriously pack a punch.
6. These golems make excellent warriors and guards.
7. They tend to be passionate and temperamental.
8. Battle golems have magical skill revolved around the battle arts.
Bardic Golem
1. These creatures do not feel pain. This is a double edged sword. On the one hand, they can keep going while wounded. On the other hand, they tend not to notice fatal or permanent injuries.
2. Bardic golems are made from stone, usually moonstone. It tends to glitter, shimmer, or change colors when hit by the light.
3. Hair color is usually black, though other natural colors are possible. Brown is extremely rare. No matter what shade, it is always beautiful.
4. Eye color is usually black, blue, gold, or odd (one black and one blue or gold). They are always striking.
5. Average height for a bardic golem is 6’2.
6. These golems make excellent painters and storytellers.
7. Bardic golems are the kindest of all the daemons as well as the most accepting.
8. Bardic golems have magical skill revolved around the entertainment arts.
Crafter Golem
1. These creatures do not feel pain. This is a double edged sword. On the one hand, they can keep going while wounded. On the other hand, they tend not to notice fatal or permanent injuries.
2. Crafter golems are made from polished wood, usually oak. It is malleable, but hard to the touch.
3. Hair color is usually brown, auburn, gold, or green.
4. Eye color is usually green or hazel. Other colors are possible, but rare.
5. Average height for a crafter golem is 5’5.
6. These golems make excellent artisans and carpenters.
7. Crafter golems are standoffish and gruff. They are very neutral because they tend to care about nothing but their work and occasionally their family.
8. Crafter golems have magical skill revolved around the crafting arts.
The Magical Abilities of the Daemons
To create a new ability for the list, PM an admin with the following:
Kith:
Ability Name:
Ability Description:
Post Count Necessary:
Wind Elementals
At character creation, choose one of the following:
Wind Whisper: Enhances the character's hearing by allowing them to hear bits of sound carried by the wind.
At 50 posts, choose one of the following:
Twister Shield: A shield made of quickly spinning wind will surround the user and up to one other person. The shield will last eight posts before using up all of the user's energy. Someone with a counter ability can overcome the shield if they have a higher post count.
At 100 posts, choose one of the following:
True Communion: The character may manipulate the wind. Holding onto the wind in any way will cause a continuous drain of the character's energy.
At 150 posts, choose one of the following:
Storm Rider: The character may use True Communion to fly.
At 200 posts, choose one of the following:
Directions for the Lost: The character may ask the wind to lead him/her towards anything. If the destination is hidden by magic, the higher post count wins.
At 250 posts, choose one of the following:
Static: The character may collect electricity while flying and store it in his/her hair, clothing, or items for later use. Stored electricity WILL shock people if they touch it. The electricity will be rendered useless if it is dispelled from their person after storage. It cannot be thrown at a target.
At 300 posts, choose one of the following:
Lightning Bolt: The character may command electricity. It can be thrown at a target at this level, though aim will not be perfect.
At 350 posts, choose one of the following:
Invisibility: The character may become as invisible as the air around them.
At 400 posts, choose one of the following:
Vacuum: The character can create an area with a radius of twenty yards that is completely devoid of oxygen. The character will be at the center of this area and will be the only character with access to breathable air. This ability can be incredibly draining.
*After this Fate may give you additional abilities at random
Fire Elementals
At character creation, choose one of the following:
Flame's Friend: The user will not be affected by small fires up to 150 degrees Celsius.
Spark: The user can create small sparks by clicking their fingers. This is not enough to burn skin but can replace flint in starting fires.
At 50 posts, choose one of the following:
Heat Wave: A wave of heat surrounds the daemon and those close to him, protecting them from most assaults and on occasions, from sight. This can be countered by someone with a counter ability or a higher post count.
Firebrand: The character is able to create flames from even the smallest spark or ember.
Flame’s Master: The user is immune to any injury or discomfort from flames or heat, unless the heat is contained in water. This ability does not protect the Daemon from sun damage.
At 100 posts, choose one of the following:
Combustion: The Daemon can set themselves or parts of themselves on fire, raising their skin and hair temperature to approximately 1400 degrees Celcius (hot enough to melt steel). This will burn anything or anyone they touch but the flames cannot be projected away from the Daemon. The more of their body that is on fire, the quicker it drains energy. Maximum time of use is one minute for full combustion.
Sear: Daemon has the ability to cause the immediate area to become extremely hot and dry. At 400 posts this ability could cause spontaneous combustion.
At 150 posts, choose one of the following:
Dragon flame: Daemon is able to breathe fire with a reach of up to 5 feet
Fireball: The user can create a fireball up to about the size of a basketball between their hands. This fireball can be controlled by the Daemon as long as it is held over at least one palm, and can be thrown although at this point the Daemon loses control of it.
At 200 posts, choose one of the following:
Healing Embers: Character is able to heal skin and tissue injuries using flame.
At 250 posts, choose one of the following:
Fire Traveller: The user is able to travel between any two lit fires within Litharia. They must have an anti-burning ability to do so without burning themselves.
At 300 posts, choose one of the following:
Smoke Demon: The user can morph their form temporarily into one of smoke. This form is as malleable and insubstantial as smoke and can be held for up to 8 posts at a time. While in this form the user cannot access any other physical magic, although mental magic is still available.
At 350 posts, choose one of the following:
Reverse: The user can reverse any damage caused by fire, reverting things to their original unburnt state. Works on non-living objects and non-conscious living objects, such as plants, only. Cannot revert fire damage sustained by living creatures.
At 400 posts, choose one of the following:
Flame’s Emperor: The user gains full control of fires up to as large as can be contained within their line of sight. They can control the speed, direction and size of the flames, including extinguishing them at will.
*After this Fate may give you additional abilities at random
Water Elementals
At character creation, choose one of the following:
Water from Naught: The user can create a maximum of one liter of water even though there's no water present.
Water from Air: The user can condense the water vapor from a radius of two meters to form water.
Detection: character is able to detect anything in or on water of a notable size (i.e. a whale), for up to three miles and up to 500 feet underwater.
Immunity to Cold: The user is immune to cold temperatures up to -10C. Anything below this may be uncomfortable but is never fatal.
At 50 posts, choose one of the following:
Purify: The character can purify up to 50 litres of water, reverting poisoned, brackish, stagnant or salt water to clear and clean fresh water with a touch.
At 100 posts, choose one of the following:
Water States: The character can shift any body of water, up to 500 litres, between the three states (solid – ice, liquid – water and gas – vapour) at will.
At 150 posts, choose one of the following:
Water Bender: The character can control and manipulate any existing body of water, up to 200 litres.
At 200 posts, choose one of the following:
Frost: The user can draw water out of their own skin to the surface and freeze it to create an icy armour that is comparable in strength to steel. Once created, this armour will last for four hours without further magical control before the water that created it is reabsorbed into the skin.
At 250 posts, choose one of the following:
Deep Freeze: The user can freeze solid any body of water up to 1000 litres at a time as long as they are able to touch it with their skin. This includes the water content of other liquids, such as blood.
At 300 posts, choose one of the following:
Ice Bender: The character can control and manipulate any existing body of ice, up to the equivalent of 200 litres.
At 350 posts, choose one of the following:
Water Form: The user can revert their form to one of water, which holds the shape of their original form. If the user has the Water States ability they may then shift their form between water states. If the user has the Water Bender and/or Ice Bender abilities, they may manipulate the shape of their form. While in this form the user cannot be harmed by conventional weapons, although they are vulnerable to things that affect water such as intense heat and if their water form is affected this will translate into a comparable injury when they return to their original form.
At 400 posts, choose one of the following:
Blizzard: As long as there is water available to be drawn from the clouds or air, the character can condense this liquid into snow and ice to create a blizzard within their line of sight. They can control the particles of ice and snow in the air, including their direction and speed.
*After this Fate may give you additional abilities at random
Earth Elementals
At character creation, choose one of the following:
Dust Screen: The user causes a storm of dust to fill the air, rendering sight partially impaired. This can be countered by a counter ability or with a higher post count.
Property: Ability to manipulate the physical properties of any small earth-based material.
At 50 posts, choose one of the following:
Stone Shield: Allows the user to create a shield of rock around them and any friends around them.
At 100 posts, choose one of the following:
No abilities exist for this level yet!
At 150 posts, choose one of the following:
No abilities exist for this level yet!
At 200 posts, choose one of the following:
No abilities exist for this level yet!
At 250 posts, choose one of the following:
Earth Mother: Allows the character to teleport to a safe haven. The haven contains all things necessary for survival and looks however the daemon wishes it to look. Somewhere there will be a window where they can see what is happening back in Litharia. When they leave their haven, they will turn up in the same place they left. This ability will take a month to recharge after use.
At 300 posts, choose one of the following:
No abilities exist for this level yet!
At 350 posts, choose one of the following:
No abilities exist for this level yet!
At 400 posts, choose one of the following:
No abilities exist for this level yet!
*After this Fate may give you additional abilities at random
Sanguine Vampires
At character creation, choose one of the following:
Quick Healer: The character heals twice as fast.
Kiss: The character can heal minor injuries with a kiss.
Recognition: The character will appear as a human to any other species but daemons. This can only be broken by counter-abilities.
At 50 posts, choose one of the following:
Undo: Can heal other characters by causing damage to themselves.
At 100 posts, choose one of the following:
Confuse: Character may make another character feel temporarily disoriented and confused, making it difficult for the target to perform basic functions, such as standing.
Cure: Can heal old injuries and illness for other characters by causing damage to themselves.
At 150 posts, choose one of the following:
Come Around: when using eye contact, ability temporarily hypnotizes a character with a smaller post count, causing them to become completely pliant and subservient. May also be used to temporarily paralyze and cloud thought process.
At 200 posts, choose one of the following:
Shared Life: Ability to make another person and the character’s senses as one, so anything felt by one will be felt by the other
Heal All: Can heal themselves and other characters. The older the injury and the more people around, the more worn out the character will be.
At 250 posts, choose one of the following:
Transfer: Using a doll with a lock of another person’s hair tied around its throat the character may force that other person to experience anything they do to the doll. Can be broken by either the Daemon releasing the person, removal of the hair, or by having another character destroy the doll.
At 300 posts, choose one of the following:
No abilities exist for this level yet!
At 350 posts, choose one of the following:
No abilities exist for this level yet!
At 400 posts, choose one of the following:
No abilities exist for this level yet!
*After this Fate may give you additional abilities at random
Succubus/Incubus Vampires
At character creation, choose one of the following:
Mating Call: Makes all characters within a ten foot radius of the vampire immediately desire sex for the purpose of creating life. Only those with a higher post count AND a counter ability of some kind are unaffected.
Instinct: Allows the character to instinctively tell friend from foe.
At 50 posts, choose one of the following:
Tease: Causes the specific target to feel an overwhelming desire for sex that will steadily increase until satisfied. Only asexual characters or characters with a higher post count AND counter ability will be unaffected.
At 100 posts, choose one of the following:
No abilities exist for this level yet!
At 150 posts, choose one of the following:
Revert: Can change another character’s mentality back to that of a child’s. The further back and longer lasting it is the more it weakens the user.
At 200 posts, choose one of the following:
No abilities exist for this level yet!
At 250 posts, choose one of the following:
No abilities exist for this level yet!
At 300 posts, choose one of the following:
No abilities exist for this level yet!
At 350 posts, choose one of the following:
No abilities exist for this level yet!
At 400 posts, choose one of the following:
No abilities exist for this level yet!
*After this Fate may give you additional abilities at random
Icarus Vampires
At character creation, choose one of the following:
Aweshock: Upon contact, the victim will feel as if they're dying and pass into a short period of unconsciousness. This can be counted by someone with a higher post count or a counter ability.
At 50 posts, choose one of the following:
Death Illusion: Upon eye contact, the victim is shown an illusion of their death. During the time under the illusion, the victim is able to feel the pain their illusion is making them feel and will often be paralyzed and unable to move; this can be countered with a counter ability and higher post count.
Grief Illusion: Upon eye contact, the victim is shown an illusion of their loved one(s) dying or other similar images. During the time under the illusion, the victim is often paralyzed and unable to move; this can be countered with a counter ability and higher post count.
At 100 posts, choose one of the following:
Death Magnetic: Causes all things (plants, insects, small animals) within a two meter radius to wither and die.
At 150 posts, choose one of the following:
No abilities exist for this level yet!
At 200 posts, choose one of the following:
Kiss of Death: When kissed, the victim will fall into a coma, usually for weeks and even months at a time. This can be countered by a counter ability or a higher post count. The higher the post count, the more likely this is to fail.
At 250 posts, choose one of the following:
No abilities exist for this level yet!
At 300 posts, choose one of the following:
No abilities exist for this level yet!
At 350 posts, choose one of the following:
No abilities exist for this level yet!
At 400 posts, choose one of the following:
No abilities exist for this level yet!
*After this Fate may give you additional abilities at random
Nosferatu Vampires
At character creation, choose one of the following:
Life Drain: Allows the character to drain just enough life from an opponent to either momentarily drain them or to heal small wounds.
Seductive Glare: By staring into someone's eyes, the character is able to put another into a temporary trance. This ability only works for no more than ten minutes and can be countered by someone with a higher post count or counter ability.
At 50 posts, choose one of the following:
Blast from the Past: When feeding off a living being, the character is able to picture that living being's memories up till three hours before being fed on. The time improves by one hour every fifty posts.
At 100 posts, choose one of the following:
Life Drinker: When the character feeds, deep cuts or gashes will heal depending on the amount he/she feeds off of another.
At 150 posts, choose one of the following:
Mental Protection: The character is able to keep others from reading all thoughts and emotions.
At 200 posts, choose one of the following:
Invaded Space: Every time the character feeds, he/she learns one significant fact, or trait, about whom was just fed on. If the individual who was fed on has at least one hundred posts less than the character, there is a possibility of him/her learning a secret from that person.
At 250 posts, choose one of the following:
Intruder: To anyone that has a lower-post count, this ability allows the character to read that person's mind. This can be countered by a higher post count or counter ability.
At 300 posts, choose one of the following:
Amnesia: When in the presence of another with a lower post count, the character is able to erase up till the last ten minutes of that person's memory. Those with higher post counts and/or counter abilities are not affected.
At 350 posts, choose one of the following:
Compulsion: When an individual is staring straight into the character's eyes, that character is able to place them in a trance and can command the individual to do what the character wants. Commands cannot be life-threatening to that individual's self, else the trance will break. The compulsion only lasts for up to fifteen minutes, so lengthy tasks will not work either. Anybody with a higher post count or character ability are not affected.
At 400 posts, choose one of the following:
No abilities exist for this level yet!
*After this Fate may give you additional abilities at random
Avian Demon
Note: if abilities are species or genus specific this is noted in brackets after the particular ability. Only characters influenced by that species/genus may select that ability.
At character creation, choose one of the following:
Lullaby: By singing, the character may calm down others. This is most effective on children, but will work on adults to a lesser degree. Should a character resist, the higher post count wins.
Accipitridae Speech: The ability to speak to birds of the Accipitridae family.
Night Eyes: The character is able to see perfectly well in even the darkest of places. [nocturnal avians]
At 50 posts, choose one of the following:
Light Foot: The characters stealth is heightened, making their movements inaudible to anyone without a heightened hearing ability. Stepping on objects such as leaves or twigs is not muffled and can be heard by anyone within earshot.
Raptor's Cry: When singing, the character is able to physically stun anyone within earshot with a lower post count. This can be countered by someone with a higher post count, a counter ability, or by someone with ear protection.
Spirit Animal: An individual has the ability to summon a manifestation of his/her personality. The manifestation always takes the form of an animal that is connected to the user's influence and has the same personality traits. The animal takes a physical form but is only the user's spiritual form, therefore there is no man to animal bond. This manifestation is affected by the user's emotions and feelings. The animal must stay close to the user. If killed, the spirit animal only disappears and may be re-summoned in a separate thread. For as long as the animal is present, the character will have mild headaches.
Maga Spirit: Allows Demon to find their animal maga spirit; an animal that was born in the same moment as themselves and once a connection is made will share a mental, magical, and emotional bond with the Demon.
At 100 posts, choose one of the following:
No abilities exist for this level yet!
At 150 posts, choose one of the following:
No abilities exist for this level yet!
At 200 posts, choose one of the following:
No abilities exist for this level yet!
At 250 posts, choose one of the following:
No abilities exist for this level yet!
At 300 posts, choose one of the following:
No abilities exist for this level yet!
At 350 posts, choose one of the following:
No abilities exist for this level yet!
At 400 posts, choose one of the following:
No abilities exist for this level yet!
*After this Fate may give you additional abilities at random
Reptilian Demon
Note: if abilities are species or genus specific this is noted in brackets after the particular ability. Only characters influenced by that species/genus may select that ability.
At character creation, choose one of the following:
Guile: The character has super stealth; when sneaking, the user may only be detected by a creature with a higher post count and a counter ability.
Dragon Wings: The character, if born with dragon wings, is able to use those wings for flight. [dragons]
Diver: Enables the user to hold his/her breath underwater for up to two hours.
At 50 posts, choose one of the following:
Parseltongue: Character may speak to snakes. To other characters, it sounds like hissing. [snakes]
Spirit Animal: An individual has the ability to summon a manifestation of his/her personality. The manifestation always takes the form of an animal that is connected to the user's influence and has the same personality traits. The animal takes a physical form but is only the user's spiritual form, therefore there is no man to animal bond. This manifestation is affected by the user's emotions and feelings. The animal must stay close to the user. If killed, the spirit animal only disappears and may be re-summoned in a separate thread. For as long as the animal is present, the character will have mild headaches.
Maga Spirit: Allows Demon to find their animal maga spirit; an animal that was born in the same moment as themselves and once a connection is made will share a mental, magical, and emotional bond with the Demon.
At 100 posts, choose one of the following:
Bone Flexibility: The power to dislocate and relocate any bone in their body at will. Bones may also be rearranged and bent within reason.
At 150 posts, choose one of the following:
Untekhi: All organs (including skin) become hard as rock and impossible to pierce with a normal blade. [snakes]
At 200 posts, choose one of the following:
Gorgon: Any person who makes eye contact with the character will become paralyzed for as long as the power remains activated. This power deactivates the second the character shuts both eyes at once. Only characters with a higher post count and counter ability that prevents mind control will be unaffected. [snakes]
At 250 posts, choose one of the following:
Elixir of Life: Character produces venom that can heal rather than kill but to use it, the character must first kill someone by biting open their throat and drinking their blood. [snakes]
At 300 posts, choose one of the following:
Ratumaibulu: The power to make plants super age into a state where they are bearing fruit or ready to be harvested. Only works on flora. [snakes]
At 350 posts, choose one of the following:
Circle of Stars: The power to make force field like shields that burn as brightly as starlight. These repel both physical and magical attacks, except those magical attacks occurring from a character with a higher post count and shield-defying counter ability. [snakes]
At 400 posts, choose one of the following:
Circle Break: The character gains the power of the void, at the cost of their sanity. This means that they will have the power to create and control small black holes and manipulate nonexistence but while the magic is activated, they will not be themselves. [snakes]
*After this Fate may give you additional abilities at random
Mammalian Demon
Note: if abilities are species or genus specific this is noted in brackets after the particular ability. Only characters influenced by that species/genus may select that ability.
At character creation, choose one of the following:
Stealth: Increases the ability to not be seen, smelled, or heard. Countered by a higher post count with a counter ability.
Swift Feet: The character has enhanced agility and can move and maneuver themselves twice their normal speed.
At 50 posts, choose one of the following:
Felidae Speech: Allows the user to talk to those of the felidae family. [felidae]
Spirit Animal: An individual has the ability to summon a manifestation of his/her personality. The manifestation always takes the form of an animal that is connected to the user's influence and has the same personality traits. The animal takes a physical form but is only the user's spiritual form, therefore there is no man to animal bond. This manifestation is affected by the user's emotions and feelings. The animal must stay close to the user. If killed, the spirit animal only disappears and may be re-summoned in a separate thread. For as long as the animal is present, the character will have mild headaches.
Maga Spirit: Allows Demon to find their animal maga spirit; an animal that was born in the same moment as themselves and once a connection is made will share a mental, magical, and emotional bond with the Demon.
At 100 posts, choose one of the following:
No abilities exist for this level yet!
At 150 posts, choose one of the following:
No abilities exist for this level yet!
At 200 posts, choose one of the following:
No abilities exist for this level yet!
At 250 posts, choose one of the following:
No abilities exist for this level yet!
At 300 posts, choose one of the following:
No abilities exist for this level yet!
At 350 posts, choose one of the following:
No abilities exist for this level yet!
At 400 posts, choose one of the following:
No abilities exist for this level yet!
*After this Fate may give you additional abilities at random
Aquatic Demon
Note: if abilities are species or genus specific this is noted in brackets after the particular ability. Only characters influenced by that species/genus may select that ability.
At character creation, choose one of the following:
Landlubber: The character can breathe underwater and on land.
At 50 posts, choose one of the following:
Spirit Animal: An individual has the ability to summon a manifestation of his/her personality. The manifestation always takes the form of an animal that is connected to the user's influence and has the same personality traits. The animal takes a physical form but is only the user's spiritual form, therefore there is no man to animal bond. This manifestation is affected by the user's emotions and feelings. The animal must stay close to the user. If killed, the spirit animal only disappears and may be re-summoned in a separate thread. For as long as the animal is present, the character will have mild headaches.
Maga Spirit: Allows Demon to find their animal maga spirit; an animal that was born in the same moment as themselves and once a connection is made will share a mental, magical, and emotional bond with the Demon.
At 100 posts, choose one of the following:
No abilities exist for this level yet!
At 150 posts, choose one of the following:
No abilities exist for this level yet!
At 200 posts, choose one of the following:
No abilities exist for this level yet!
At 250 posts, choose one of the following:
No abilities exist for this level yet!
At 300 posts, choose one of the following:
God's Food: ability to change food, inanimate objects, or non-animal living things into chocolate of a weight up to but not exceeding 50kg/110 lbs. [frogs]
At 350 posts, choose one of the following:
Lucky Frog: Character may place a stone in their mouth and transform it into a gemstone. Size is limited to the size of the character's mouth and it takes more effort to make rarer or higher quality gems. [frogs]
At 400 posts, choose one of the following:
Rain Dance: Ability to create small rainstorms at will. This ability will also activate while experiencing a powerful negative emotion.
*After this Fate may give you additional abilities at random
Philosophic Golem
At character creation, choose one of the following:
Scholar's Eyes: The character has a photographic memory and only needs to see writing, a person, or an image to remember every detail about it.
At 50 posts, choose one of the following:
Scholar's Sense: The character is able to sense if someone is attempting to read, control, or enter his/her mind.
At 100 posts, choose one of the following:
No abilities exist for this level yet!
At 150 posts, choose one of the following:
No abilities exist for this level yet!
At 200 posts, choose one of the following:
Safeguard: If the character detects someone that wishes to enter, control, or read his/her mind, he/she is able to block that individual from doing so.
At 250 posts, choose one of the following:
No abilities exist for this level yet!
At 300 posts, choose one of the following:
No abilities exist for this level yet!
At 350 posts, choose one of the following:
No abilities exist for this level yet!
At 400 posts, choose one of the following:
Words of Power: The character can learn to use the fourteen 'words of power' that exist in Litharia. In order to learn the word, however, the character must find and memorise them first. The character can only use one word of power at first, but with each fifty posts they earn over 400 they may learn and use a new word of power.
*After this Fate may give you additional abilities at random
Battle Golem
At character creation, choose one of the following:
Seek and Destroy: If the character's concentration is not broken, there is a 0% chance of them failing to kill their target. The higher the post count of the target, the more likely this ability is to fail.
Iron Grip: Any character with this ability has an unbreakable grip on any weapon within their grasp. This removes any chance for a weapon to be knocked out of the character's hands during a battle. Higher enemy post counts increase the likelihood that the weapon may be knocked free.
At 50 posts, choose one of the following:
Coiled: Ability to place more power in one's muscles to add strength to all movements
At 100 posts, choose one of the following:
Focused Force: Character is able to break through a magical shield or force field, so long as the castor has a lower post count
At 150 posts, choose one of the following:
Iron Clad: Character can cause their skin to temporarily become as tough as metal so no natural weapon will be able to wound them
At 200 posts, choose one of the following:
Honed In: Once the character is focused on something, any magic that affects the mind will be rendered useless without a higher post count. If the character’s attention becomes divided, however, the ability is deactivated
At 250 posts, choose one of the following:
Imitation: Ability to completely mirror another character’s actions. With a higher post count the character may be able to anticipate the other characters actions before they take place
At 300 posts, choose one of the following:
Sharphit: By making a chopping motion through the air, the character is able to slash through things up to 12 meters away, as though their arm were a giant sword. Attacks in this fashion only move in a straight line from the chop.
At 350 posts, choose one of the following:
No abilities exist for this level yet!
At 400 posts, choose one of the following:
No abilities exist for this level yet!
*After this Fate may give you additional abilities at random
Bardic Golem
At character creation, choose one of the following:
Natural Beauty: All creatures attracted to the gender of the user will find the user attractive (they can counter if they have a higher post count combined with an ability that prevents mind control). Creatures not attracted to the user's gender will find the user attractive if they have a lower post count.
At 50 posts, choose one of the following:
Wicked Charm: Those with whom the user speaks are easily charmed and swayed. To counter, the listener must have a higher post count and a counter ability.
At 100 posts, choose one of the following:
Sweet Scent: The user can emit a scent which is unique to them that further attracts others to them, deepens the effect of their charms and can lure others subconsciously towards them. To counter the character must have a higher post count and an ability that prevents mind control.
At 150 posts, choose one of the following:
Thought Implant: Using direct eye contact the character can implant ideas, images, phrases or feelings into another character's mind. Whether the receiver actually acts on those thoughts depends on the character in question (for example, they will probably not act on thoughts that completely contradict their character - they'll still have them, but won't do anything about them). Characters with a higher post count and a level 4+ ability preventing mind control can counter.
At 200 posts, choose one of the following:
Convincing Liar: When the character makes eye contact with the person they are speaking with, it will be impossible for that person to detect whether the character is lying or telling the truth. All verbal and nonverbal cues of lying with be masked, and even very improbable stories will seem plausible. When not making eye contact the character is still extremely convincing; only a trained body-language interpreter might pick up lies, and unlikely stories will seem plausible. Can be counteracted by a higher post count and/or an ability that directly prevents illusions.
At 250 posts, choose one of the following:
Telepathic communication: the user can communicate telepathically with other characters. These messages are exclusive to the intended party and may not be heard by anyone else. Telepathic Messages can only be sent to characters in which the user has met personally, but are not limited by distance. Characters with a higher post count/counter ability may shield themselves from these.
At 300 posts, choose one of the following:
Master/Mistress of Illusions: the character can create extremely realistic illusions that fool all five senses, within their line of sight. These illusions are experienced as real (and therefore can cause pain) but do not cause actual physical injury when the illusion ends. Can be countered by an ability that protects tampering with the mind and a higher post count.
At 350 posts, choose one of the following:
Emotional Inducement: The character can cause up to twenty other people to feel an powerful emotion of their choice for the next five posts. Can be countered with an ability preventing mind control and a higher post count.
At 400 posts, choose one of the following:
Words of Power: The character can learn to use the fourteen 'words of power' that exist in Litharia. In order to learn the word, however, the character must find and memorise them first. The character can only use one word of power at first, but with each fifty posts they earn over 400 they may learn and use a new word of power.
*After this Fate may give you additional abilities at random
Crafter Golem
At character creation, choose one of the following:
No abilities exist for this level yet!
At 50 posts, choose one of the following:
No abilities exist for this level yet!
At 100 posts, choose one of the following:
No abilities exist for this level yet!
At 150 posts, choose one of the following:
No abilities exist for this level yet!
At 200 posts, choose one of the following:
No abilities exist for this level yet!
At 250 posts, choose one of the following:
No abilities exist for this level yet!
At 300 posts, choose one of the following:
No abilities exist for this level yet!
At 350 posts, choose one of the following:
No abilities exist for this level yet!
At 400 posts, choose one of the following:
No abilities exist for this level yet!
*After this Fate may give you additional abilities at random