Post by Tataryn on Dec 22, 2011 5:19:56 GMT -5
The Book of Humans
Government
1. The humans are ruled by a king.
2. It is a patriarchal society where men hold dominion over their women.
3. Slavery is extremely common.
4. If you want to overthrow the government, stage a coup. Otherwise the king rules until he dies and then his closest in blood (preferably a son, but always a male) takes over in his stead.
5. A copper coin is the equivalent of 2 American dollars. One bronze coin is worth ten coppers. One silver coin is worth ten bronze. One gold coin is worth ten silver. Copper bits may be used as currency as well and are usually worth $.50 in American money. Smaller bits and larger bits may have a different value, at the sellers discretion.
6. There are policemen, called hounds, that patrol the city streets. It is not against the law for them to take bribes to look away from certain crimes…But only those crimes that will not disturb the greater peace. They tend to ignore abuse or crimes committed against non-humans.
7. Humans desire power. As a result, their government is corrupt. It is a fact, and a commonly known one.
8. There are two worlds; the political one and the poor one. The poor one mixes with shapeshifters and other unseemly characters. Crime rate is high and your life is constantly in danger. The political world is just as dangerous. Only those who exist in the middle (merchants, mostly) are relatively safe.
Spirituality
1. Humans do not care about the balance of nature. They care about themselves.
2. They do have faith in the gods of Litharia.
3. Rather than worshiping all of the gods, humans choose a patron god or goddess to pay homage to. The other gods, they simply respect. Disrespecting any god is bad luck.
4. Humans pray and burn incense to their patron god or goddess to give thanks and ask for blessings.
5. Each city has a temple for each god.
6. Gods have priests and goddesses have priestesses.
7. Temples are always neutral places. Anyone can go there for help and be kept safe. They are sanctuaries of peace. This is true even if you are a criminal, shapeshifter, or both.
8. Priests and priestesses may not couple with priests and priestesses of other gods.
Culture
1. Women MUST be covered at all times. Arms may show when the weather is hot, but only from their elbows down. No part of the leg or foot should ever be seen. Only a whore may do otherwise.
2. No woman or man should ever be left alone in a room unless they are related or married.
3. No physical contact should ever happen between a man and a woman unless they are married. A man may offer his arm to help a woman walk or he may kiss her hand in greeting. That is all. A woman is defined as any female who has started their period.
4. Marriages are most often arranged.
5. A woman should NEVER wear the clothing of a man.
6. A female slave is not considered a woman and is therefore exempt from all of the above.
7. A man is permitted to have emotions, but he is not permitted to show them.
8. The fae are evil. Daemons are barbaric. Shapeshifters are lower than dirt.
Biology
1. Humans have the shortest lifespan, but they breed like bunnies and therefore outnumber the other species by a lot.
2. They have an extremely malleable biology. It is possible for them to be changed into any of the other species.
3. They are weaker than the other species, but are more mentally stable.
4. They do not have magic built into them like the others do. Instead, they wield magic by using objects (usually wands, but others have been used such as swords, talismans, and staffs) made from fae blood. These artifacts are made at the temples and readily available for purchase.
5. Humans do not tire from using magic since it does not come from them.
6. They tend to be easier to kill.
7. Humans tend to be drawn towards a specific type of magic. They will feel a shock the first time they touch an artifact with that particular type of magic.
8. The physical endurance of a human is better than that of the fae, but less than that of the daemons and the shapeshifters.
9. Humans can live to about 100 years, maximum.
The HumanLaws
1. Every man will pay taxes to the king.
2. Every noble mother will offer their first born son to serve the royal army. Any sons born after the first may join voluntarily. Only the elite will earn knighthood.
3. Do not steal.
4. Do not murder.
5. Do not rape that which does not belong to you.
6. If you damage another man’s property, you must repay him in kind. Property is a term that includes a man’s wife, children, and slaves.
7. No fae may enter the land we have conquered.
8. Do not make your own money. Money that is not stamped with the official sealed is illegal. Anyone using it is subject to arrest.
The Practices of the Humans
Sky Mages
1. Sky mages worship the god Sekme.
2. Their artifacts tend to come in the form of silver jewelry, usually a bracelet.
3. Sky mages tend to be exceptionally kind or extraordinarily cold.
4. Any natural hair color is possible.
5. Blue, gray, and green eyes are the most common. You will never see a sky mage with brown eyes.
6. All sky mages are fair skinned.
7. The average height of a sky mage is 5’2.
8. Sky mages have elemental magic revolving around air.
Fire Mages
1. Fire mages worship the goddess Fayree.
2. Their artifacts tend to come in the form of copper jewelry, usually an ear ring.
3. Fire mages tend to be exceptionally extroverted and/or extraordinarily moody.
4. Black, red, and blonde hair are the most common. You will never see a fire mage with brown hair.
5. Green and hazel are the possible eye colors.
6. All fire mages are fair skinned.
7. The average height of a fire mage is 4’9.
8. Fire mages have elemental magic revolving around fire.
Water Mages
1. Water mages worship the god Witavir.
2. Their artifacts tend to come in the form of bronze jewelry, usually a necklace.
3. Water mages tend to be exceptionally emotional and/or extraordinarily sentimental.
4. Red, black, and brown hair are the most common. You will never see a water mage with blonde hair.
5. Brown and Green are the possible eye colors.
6. All skin colors are possible.
7. The average height of a water mage is 4’10.
8. Water mages have elemental magic revolving around water.
Earth Mages
1. Earth mages worship the goddess Emareth.
2. Their artifacts tend to come in the form of gold jewelry, usually a ring.
3. Earth mages tend to be exceptionally calm and/or extraordinarily stubborn.
4. All earth mages have red hair.
5. All natural eye colors are possible.
6. All earth mages are ivory or olive skinned.
7. The average height of a earth mage is 5’4.
8. Earth mages have elemental magic revolving around earth.
White Sorcerers
1. White sorcerers worship the goddess Biodenae.
2. Their artifacts tend to come in the form of a crystal pendant.
3. White sorcerers tend to be exceptionally intellectual and/or extraordinarily superficial.
4. All white sorcerers have blonde hair.
5. Brown and green are the possible eye colors.
6. Ivory, fair, and black are the possible skin colors.
7. The average height of a white sorcerer is 5’6.
8. White sorcerers have ambient magic revolving around the force of life.
Light Sorcerers
1. Light sorcerers worship the god Lemgarit.
2. Their artifacts tend to come in the form of a carnelian pendant.
3. Light sorcerers tend to be exceptionally rebellious and/or extraordinarily hot-tempered.
4. All hair colors are possible.
5.All eye colors are possible.
6. Brown, fair, and ivory are the possible skin colors.
7. The average height of a light sorcerer is 6’0.
8. Light sorcerers have ambient magic revolving around the force of light.
Black Sorcerers
1. Black sorcerers worship the god Sezorel.
2. Their artifacts tend to come in the form of a pearl pendant.
3. Black sorcerers tend to be exceptionally deep and/or extraordinarily over-sensitive.
4. Blonde and brown are the possible hair colors.
5.Brown and green are the possible eye colors.
6. All natural skin tones are possible.
7. The average height of a black sorcerer is 5’6.
8. Black sorcerers have ambient magic revolving around the force of spirit.
Dark Sorcerers
1. Dark sorcerers worship the goddess Dalyknos.
2. Their artifacts tend to come in the form of an onyx pendant.
3. Dark sorcerers tend to be exceptionally practical and/or extraordinarily possessive.
4. Black and red are the possible hair colors.
5. All dark sorcerers have brown eyes.
6. Fair, olive, and black are the possible skin colors.
7. The average height of a black sorcerer is 5’4.
8. Dark sorcerers have ambient magic revolving around the force of darkness.
Avian Shamans
1. Avian shamans worship the goddess Reikuani.
2. Their artifacts tend to come in the form of an feathered band, usually a headband.
3. Avian shamans tend to be exceptionally communicative and/or extraordinarily vicious.
4. All avian shamans have brown hair.
5. All eye colors are possible.
6. All avian shamans are olive skinned.
7. The average height of an avian shaman is 5’3.
8. Avian shamans have animal magic revolving around 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/Insectoid Shamans
1. Reptilian shamans worship the Goddess.
2. Their artifacts tend to come in the form of snakeskin gloves or boots.
3. Reptilian shamans tend to be exceptionally passionate and/or extraordinarily snappy.
4. All reptilian shamans have black hair.
5. All eye colors are possible.
6. All skin colors are possible.
7. The average height of a reptilian shaman is 4’11.
8. Reptilian shamans have animal magic revolving around 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.
Aquatic Shamans
1. Aquatic shamans worship the goddess Reimee.
2. Their artifacts tend to come in the form of a seal hide clothing item or shark tooth pendent.
3. Aquatic shamans tend to be exceptionally nurturing and many are escapists.
4. Blonde, brown, and red are the possible hair colors.
5. All aquatic shamans have blue eyes.
6. All aquatic shamans have ivory skin.
7. The average height of an aquatic shaman is 5’6.
8. Aquatic shamans have animal magic revolving around 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.
Mammalian Shamans
1. Mammalian shamans worship the God.
2. Their artifacts tend to come in the form of stuffed tails.
3. Mammalian shamans tend to be exceptionally hard working and/or extraordinarily jealous.
4. All hair colors are possible for this breed.
5. Brown and green are the possible eye colors.
6. All skin colors are possible.
7. The average height of a mammalian shaman is 5’9.
8. Mammalian shamans have animal magic revolving around 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.
Scholars
1. Scholars worship the goddess Seree (Fate).
2. Their artifacts tend to come in the form of a quill.
3. Scholars tend to be exceptionally social or extraordinarily insensitive.
4. All scholars have blonde hair
5. Gray and brown are the possible eye colors.
6. Ivory and fair are the possible skin colors.
7. The average height of a scholar is 5’8.
8. Scholars have skill magic revolving around the scholarly arts.
Warriors
1. Warriors worship the god Ortalisen.
2. Their artifacts tend to come in the form of a sword.
3. Warriors tend to be exceptionally enthusiastic and/or extraordinarily uncontrollable.
4. Black and brown are the possible hair colors.
5. All warriors have hazel eyes.
6. All skin colors are possible.
7. The average height of a warrior is 6’1.
8. Warriors have skill magic revolving around the battle arts.
Bards
1. Bards worship the god Tataryn.
2. Their artifacts tend to come in the form of a mask or instrument.
3. Bards tend to be exceptionally sympathetic and/or extraordinarily irrational.
4. All hair colors are possible.
5. All eye colors are possible.
6. Brown and ivory are the possible skin colors.
7. The average height of a bard is 5’10.
8. Bards have skill magic revolving around the entertainment arts.
Artisans
1. Artisans worship the god Illusen.
2. Their artifacts tend to come in the form of a knife.
3. Artisans tend to be exceptionally wise or extraordinarily nearsighted.
4. Brown and red are the possible hair colors.
5. All eye colors are possible.
6. Ivory, olive and black are the possible skin colors.
7. The average height of an artisan is 5’3.
8. Artisan have skill magic revolving around the crafting arts.
The Magical Abilities of the Humans
To create a new ability for the list, PM an admin with the following:
Kith:
Ability Name:
Ability Description:
Post Count Necessary:
Sky Mages
At character creation, choose one of the following:
Gale: The character can create a current in the air. The stronger the current, the shorter it lasts.
At 50 posts, choose one of the following:
Direct Wind: The character is able to direct a wind current, which will be stronger when more focused and weaker when given less aim.
At 100 posts, choose one of the following:
Temporary Vacuum: user may remove all air from a small space. If not performed in a sealed container, air will rush back in after about a minute.
At 150 posts, choose one of the following:
Clear Sky: Unless the weather is violent [lighting, hurricane, tornado] the user may clear the sky and make it sunny for the rest of the day. May be countered by other magic at activation, or by weather magic after it has been performed.
Razor Wind: User can create a blast of air with a cutting edge. Not as strong as a physical weapon, but harder to block.
At 200 posts, choose one of the following:
Stormcaller: Using air currents, the user can summon or strengthen a rain storm. Requires at least two posts of concentration if it is already raining and at least four if it is not, before it can go into effect. May be countered during this posting period using counter-magic, or any time afterwards using weather magic. May also be countered if the character is sufficiently distracted during this time (injury, combat, etc).
Sandstorm: In a sufficiently dry area, user can summon or strengthen a sand/dust storm. Requires at least two post of concentration if there is already dust in the air, and at least four if there is not. May be countered during this period using counter-magic, or any time afterward using weather magic. May also be countered if the character is sufficiently distracted during this time (injury, combat, etc).
At 250 posts, choose one of the following:
Boreas Call: Call upon the North wind. Lowers the temperature, can cause hailstones in summer and snowstorms in winter, after two posts worth of concentration.
Notus Call: Call upon the Southern wind. Increases the temperature, and leeches the humidity. With at least two posts worth of concentration, can leech the surrounding area of moisture for the rest of the day.
At 300 posts, choose one of the following:
Lightning Medium: During a storm, character may direct lighting from the sky through themselves, into whatever they are touching. Will enter ground if character is not touching anything. If character is suspended in the air without a connection to anything, the lightning will cause serious burn damage.
At 350 posts, choose one of the following:
Tornado: Character may force winds into a tornado. Can be undone by those with weather related abilities with a higher post count.
At 400 posts, choose one of the following:
Storm Conductor: During a storm, character may direct winds and lightning by waving hands, for as long as the character maintains concentration on the storm.
*After this Fate may give you additional abilities at random
Fire Mages
At character creation, choose one of the following:
Heat Immunity: Temperatures of up to 100 C will not affect the character.
At 50 posts, choose one of the following:
Command Flame:The character is able to control controlled flames, such as campfires, roasting fires, ect.
Firebrand: The character is able to create flames from even the smallest spark or ember.
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:
Fire Armour: The character is able to cover themselves with flames to act as a protective shield from physical contact against enemies.
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
Water Mages
At character creation, choose one of the following:
Breathe: With one breath, the character can create a handful of drinkable water.
At 50 posts, choose one of the following:
Withdraw: Pulls water out of surroundings, be it air, soil, or living things.
At 100 posts, choose one of the following:
No abilities exist for this level yet!
At 150 posts, choose one of the following:
Mirror Well: The ability to connect two pools of water so that two people would see the other's reflection and hear the other's voices.
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
Earth Mages
At character creation, choose one of the following:
Poison Immunity: The character can not be poisoned.
Stable Ground:The character's connection to the earth allows him/her to have an extraordinary sense of balance. The character can only be knocked completely off his/her feet by someone that has at least 100 more posts than the character.
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
White Sorcerers
At character creation, choose one of the following:
Natural Vitality: The character is immune from feeling the effects of tiredness.
At 50 posts, choose one of the following:
All Better: The character may pinch wounds closed.
At 100 posts, choose one of the following:
Tears of the Phoenix: Whenever the character cries and their tears fall directly onto a wound/sickness, almost any sickness can be cured.
At 150 posts, choose one of the following:
Heal: A light emits from the character's hand, able to heal many wounds, including serious ones. The color of the light varies by the character.
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:
Healing Circle: As Heal, but the light emits in a circle 20 feet around the character, healing everyone in the vicinity. This includes enemies as well.
At 350 posts, choose one of the following:
Regenerate: The character can regenerate skin cells, blood, and even limbs. However, it comes at a cost. The more they regenerate and the severity of the wound, the shorter their lifespan becomes.
At 400 posts, choose one of the following:
Resurrection: The character can revive one dead character if they have died very recently. It can only work up to three hours after death. This ability takes a heavy toll on the character, often knocking them unconscious for days (and up to two months) at a time. Also, the ability can only be used once a month.
*After this Fate may give you additional abilities at random
Light Sorcerers
At character creation, choose one of the following:
Blinded By The Light: A bright beam of light strikes the victim's eyes, rendering their sight useless for a moment, allowing quick escapes.
Eye-Catching Corona: The wielder’s weapon is sheathed in light, momentarily distracting the target of attack.
Night Eyes: The character is able to see perfectly well in even the darkest of places.
At 50 posts, choose one of the following:
Light Spirit: The user can summon their spirit of light to aid them. The spirit of light is a wise and benevolent force in their lives. They cannot speak but may guide their summoner through feeling and intuition. Others are able to see and feel this light spirit, who appears as a being of light energy in the form of a living thing connected in some way to the character.
At 100 posts, choose one of the following:
Weapon of Light: The character is able to create a weapon out of pure light. The weapon is as solid as any weapon made of metal though is not magical other than being able to bring light to darkness. A weapon can be conjured at anytime though using this too much in one day can drain energy. As post count increases, the user gains more endurance.
At 150 posts, choose one of the following:
Zero Gravity: If the character is no more than 400 yards away from a target, he/she is able to shoot arrows or throw any spear-type weapon as if the target were only 30 yards away. This requires a vast amount of concentration and can be interrupted by other characters or adverse conditions.
At 200 posts, choose one of the following:
Volley: The user has the ability to shoot an arrow of light and have it multiply into twenty separate arrows, all of which are also made of light. If the character gains the Perfect Shot ability, it only applies to the original arrow shot. This ability can only be used if the character has the Weapons of Light ability.
At 250 posts, choose one of the following:
Daemon Harbinger: A character with the ‘Weapon of Light’ ability is able to use that weapon to inflict the equivalent of sunlight damage on Daemons. The weapon must make physical contact in order to inflict the damage. Daemons that have a higher post count are affected less and only take skin damage.
At 300 posts, choose one of the following:
Starburst: The impact of an arrow may cause a sonic boom that can have the force equivalent to that of a small explosion. The character is able to decide the force of the impact without exceeding the limit of the small explosion. An arrow that hits a living animal or humanoid target will not explode, but will rather produce a very strong, forced push.
At 350 posts, choose one of the following:
No abilities exist for this level yet!
At 400 posts, choose one of the following:
Perfect Shot: The character will hit their target 100% of the time, even if the target is moving. The restrictions of the user's surroundings, gravity, and very adverse weather conditions may knock the shot off course, or this can be countered by a counter-ability and a higher post-count.
*After this Fate may give you additional abilities at random
Black Sorcerers
At character creation, choose one of the following:
The Sight: Allows the character to see (but not hear or talk to) ghosts. All communication must be visual at this level.
At 50 posts, choose one of the following:
Séance: Allows the character to ‘call’ the ghosts they can see forward so that they may speak to them. Other characters and NPCs can see these ghosts as well.
Dead Memories: The user can retrieve the memories of a dead person's last three hours by touching their remains.
At 100 posts, choose one of the following:
Force Field: The character can use their own spirit to create a force field in front of them. The force field will defend against any physical or magical attack unless the attacker has a higher post count or a counter ability.
Dead Flesh: By touching another character for the thirty seconds or longer the user can cause the flesh where they are touching to die. This must be treated as you would treat gangrene (removal of the affected area) or it will spread and eventually cause blood poisoning.
At 150 posts, choose one of the following:
Vortex: Allows the character to suck all light around them for a radius of three meters, creating pitch black conditions that only can be countered with a counter ability and a higher post count.
Death Diviner: The user can divine their own immediate future, or the immediate future of another playable character who is willing to learn it, by reading the signs in a dead person's internal organs. The dead person must not have started decomposing.
At 200 posts, choose one of the following:
Passage: The character can pass through walls and objects like a ghost. They can still be seen by other characters and NPCs, since they aren’t invisible.
Sense of Doom: The user can cause another person to feel as though their own death is imminent and unavoidable. Usual reactions include fear, terror, regret, disbelief and shock.
At 250 posts, choose one of the following:
Theft: As long as the character is touching another character or NPC, they are able to steal one of that person’s abilities. The ability is determined randomly (please use the randomizer site to the left side of the page for this). This can only be countered with a counter ability.
Animation: The user can animate the skeleton of a person or animal and control it like a puppet. The skeleton will have no free will or ability to move on its own - the user must direct it - but as long as the user is concentrating they will be able to control the skeleton to wield weaponry.
At 300 posts, choose one of the following:
Minor Necromancer: The user is able to temporarily raise a dead body around them, thereby creating a zombie to fight for them and protect them for the duration of one battle. The zombie will return to the dead state at the conclusion of the battle or upon death of the character.
At 350 posts, choose one of the following:
Apprentice Necromancer: The user is able to temporarily raise up to five dead bodies to become zombies and perform specific tasks for them. Each zombie can only be given one specific task to complete (deliver a message, fight a battle) and will return to the dead state on completing that task.
At 400 posts, choose one of the following:
Expert Necromancer: The user is able to permanently reinanimate a dead body, thereby creating a zombie that will not return to the dead state unless the user wishes it. The zombie (which will be an NPC or can be played by another character with permission from the Staff) will develop as a character in their own right over time, but will always retain loyalty to their necromancer.
*After this Fate may give you additional abilities at random
Dark Sorcerers
At character creation, choose one of the following:
Sight: The character can see perfectly well in pitch black conditions.
Shadow Puppet: The character is able to manipulate shadows into images at will.
At 50 posts, choose one of the following:
Shadow Tinker: The character may increase or decrease the amount of shadow within their line of sight, either placing the entire immediate area into shadow or illuminating it completely, as long as at least one object is casting a natural shadow for them to work with.
Shade Dance: Ability to disconnect shadows from their source and manipulate them.
At 100 posts, choose one of the following:
Shadow Play: Ability to make shadows have an effect on the physical realm, including controlling their texture and strength. Does not include the ability to move shadows out of their original form.
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
Avian Shamans
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:
Sharp Eye: The character has the keen eyesight of an eagle.
Part of the Flock: The character is able to approach any type of non-sentient avian without them flying away with fear. The avians do not attack the shaman, nor do they become irritated around him/her.
At 50 posts, choose one of the following:
Passeridae Speech: Allows the character to communicate with species within the family Passeridae (sparrows).
Familiar: Bonds the Shaman to one animal. The Shaman may not choose what they bond to but rather, are born with the connection (but without this ability they cannot find their bonded animal). Once a bond is made it cannot ever be changed and exists for as long as both human and animal live. A Familiar would have been born at the same moment as the Shaman.
Spirit Guide: The user can summon their spirit guide to aid them. The spirit guide is a wise and benevolent force in their lives. Although they do not speak, as such, they are able to guide their Shaman through feeling and intuition. Others are able to see and feel the spirit guide, who appears as a being of light energy in the shape of the animal the Shaman is associated with.
At 100 posts, choose one of the following:
Fly: Allows the character to travel without setting foot on land; the maximum height reached is no more than ten meters.
Raptor Call: The character is able to ask for assistance from predatory avians. The limit is three birds. The limit increases by one every one-hundred posts.
Prey Sense: The character is naturally drawn towards whatever prey they are hunting. The sense grows stronger the closer they get. [predatory avians]
Smart Birdie: The character's thought process and intelligence is shared with their avian familiar to where he/she can perform certain tasks that they normally would not do, i.e unlocking locks, stealing keys, ect.
At 150 posts, choose one of the following:
Mind Meld: The character can enter the mind of birds within a radius of 10 meters around them, allowing them to see through the eyes of the birds. If the bird is 20 meters away from the character, the meld will cease.
Swift Messenger: If Shaman has a Spirit Guide, it is empowered to deliver messages by appearing in front of someone the Shaman knows, and speaking in the Shaman's voice.
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/Insectoid Shamans
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:
Scales of Safety: No normal blade or sharp edge can harm the character.
One of the Family: The character is able to hold and touch snakes without fear of being bitten and/or constricted. Holding snakes or just being near them does not make them feel threatened or aggravated towards the character. This does not apply to shifters with snake forms, however. [snakes]
Scorpio Skin: The character is able to withstand immensely cold temperatures. [scorpions]
At 50 posts, choose one of the following:
Parseltongue: The character may converse with snakes.
Familiar: Bonds the Shaman to one animal. The Shaman may not choose what they bond to but rather, are born with the connection (but without this ability they cannot find their bonded animal). Once a bond is made it cannot ever be changed and exists for as long as both human and animal live. A Familiar would have been born at the same moment as the Shaman.
Spirit Guide: The user can summon their spirit guide to aid them. The spirit guide is a wise and benevolent force in their lives. Although they do not speak, as such, they are able to guide their Shaman through feeling and intuition. Others are able to see and feel the spirit guide, who appears as a being of light energy in the shape of the animal the Shaman is associated with.
At 100 posts, choose one of the following:
Sprite: The power to create ghost-like sprites in the form of the animal the character is associated with. Sprites may be used to attack, defend, or send messages.
Assistance:The character is able to 'ask' for assitance from up to three different wild snakes. The character basically 'controls' the snakes' minds and orders them to preform some form of task or assitance. The character must be at least with a mile's radius of the snakes. The character may increase the number of snakes that can be controlled and add more distance to how near they have to be every one-hundred posts. [snakes]
At 150 posts, choose one of the following:
Limit Break: A burst of drastic increases in strength and endurance bringing the character’s physical power to several times its original level for a period of time. This results in the character’s blood turning into acid, as well as a period of extreme exhaustion once deactivated. [crocodilian]
Second Pair of Eyes: The spirit of the character leaves his/her body and becomes attached to the body of his/her familiar. The character can hear, smell, see, taste, and touch all that the familiar does. The character is able to directly tell their familiar an order, but is not able to control the familiar's actions. Must have complete concentration on the ability (meaning the character must sit down, close his/her eyes and have thier spirit move to a separate body, leaving him/her vulnerable to attacks. The character is unable to be aware of his/her body's actions as well as the familar's at the same time). The farther away the familiar is, the harder it is to preform this ability successfully.
Swift Messenger: If Shaman has a Spirit Guide, it is empowered to deliver messages by appearing in front of someone the Shaman knows, and speaking in the Shaman's voice.
At 200 posts, choose one of the following:
Bone Shield: plates of hardened bone forms under the character’s skin. These can protect the character internally from magic and physical attacks. [crocodilian]
Eyes of Truth: The shaman is able to see through illusions and can sense when another is lying. This can be countered only by someone with a counter ability and higher post count.
At 250 posts, choose one of the following:
Crocodile Tears: Character can affect the mind and make people and animals innately trust and try to help them or, when focused, obey almost any order they give them. While in use, the character will start to cry crocodile tears.[crocodilian]
Toxin Resistant: The character becomes immune to all snake venom, including any snake venom that may be injected by a shifter with a snake form.
At 300 posts, choose one of the following:
Scales of Safety: The character's entire body become covered with protective scales that can only be penetrated by a magical weapon.
Water Modifications: ability to make body more suited to underwater conditions. Includes increased swimming speed, ability to hold breath for several hours, and ability to withstand massive amounts of pressure. [aquatic reptiles]
At 350 posts, choose one of the following:
Novice Conjurer: The character is able to summon a ghost familiar from the spirit. Because of the magic connected between the shaman and the familiar, the creature is instantly sentient and can speak, appear or disappear at will. The familiar does not have to return to the Spirit World for, at max, two days and must stay for at least two hours.
Ambush Predator: The character is able to use an illusion to make themselves disappear completely; this includes visually and scent although they will still physically be there. When it is activated there will be a small whirlwind around the character for a few seconds.[ambush predators]
At 400 posts, choose one of the following:
Expert Conjurer: The character is able to give the ghost familiar a physical form. The familiar can be in a physical form for up to a day before turning back into a ghost. The character can only give the ghost familiar a physical form up to two times per thread. If the familiar is killed while in a physical form, it simply returns to the Spirit world and cannot be summoned for a week
Imperator: Character is able to dramatically increase their own physical power up to a maximum strength of 18,000 psi. [crocodilian]
*After this Fate may give you additional abilities at random
Aquatic Shamans
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:
Gills: The character can not drown underwater.
Poison Flesh: Character will 'sweat' a powerful venom that resembles the neurotoxic poison of a poison dart frog. The potency of the poison increases with post count. [frogs]
At 50 posts, choose one of the following:
Familiar: Bonds the Shaman to one animal. The Shaman may not choose what they bond to but rather, are born with the connection (but without this ability they cannot find their bonded animal). Once a bond is made it cannot ever be changed and exists for as long as both human and animal live. A Familiar would have been born at the same moment as the Shaman.
Spirit Guide: The user can summon their spirit guide to aid them. The spirit guide is a wise and benevolent force in their lives. Although they do not speak, as such, they are able to guide their Shaman through feeling and intuition. Others are able to see and feel the spirit guide, who appears as a being of light energy in the shape of the animal the Shaman is associated with.
At 100 posts, choose one of the following:
Jump: Ability to jump several times the user’s body length, even vertically, and the ability to absorb the impact of landing without negative repercussions. [frogs]
At 150 posts, choose one of the following:
Croak: The ability to amplify the user’s voice so that, while speaking, they may be clearly heard up to 200 yards away. [frogs]
Swift Messenger: If Shaman has a Spirit Guide, it is empowered to deliver messages by appearing in front of someone the Shaman knows, and speaking in the Shaman's voice.
Adaptable skin: character's flesh is able to adapt to more extreme climates, most specifically cold. While activated, the character may potentially be able to survive being completely frozen through. [frogs]
At 200 posts, choose one of the following:
Unbreakable: An ability that will automatically activate in times of physical duress. It makes the character vastly more durable and able to withstand greater amounts of physical abuse than they would be previously as well as increases recovery time.
Touch of Ice: Character may freeze anything that comes in direct contact with their skin unless a counter ability with a higher post count is also being used.
At 250 posts, choose one of the following:
Ice Heal: ability to heal skin wounds an minor internal bleeding with a touch. Makes the area that has been healed locally cold.
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
Mammalian Shamans
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:
Scent: The character has the keen nose of a wolf. [canines]
Grace: The character's balance and speed are improved.
Quick Footed: The ability for the user to able to run as quickly as a horse is able to. {Equines}
At 50 posts, choose one of the following:
Familiar: Bonds the Shaman to one animal. The Shaman may not choose what they bond to but rather, are born with the connection (but without this ability they cannot find their bonded animal). Once a bond is made it cannot ever be changed and exists for as long as both human and animal live. A Familiar would have been born at the same moment as the Shaman.
Sixth Sense: The character is able to tell whether an animal or person wishes to harm him/her.
Spirit Guide: The user can summon their spirit guide to aid them. The spirit guide is a wise and benevolent force in their lives. Although they do not speak, as such, they are able to guide their Shaman through feeling and intuition. Others are able to see and feel the spirit guide, who appears as a being of light energy in the shape of the animal the Shaman is associated with.
At 100 posts, choose one of the following:
Equine Speech: The character is able to speak and understand any equine.
Spirit of the Forest: As long as they respect it, the forest will protect the character to a degree, although not as much as the Fae. {deer}
At 150 posts, choose one of the following:
Serenity: In order to have the minimum sleep requirement to stay awake, the character only needs to have two to three hours worth of sleep. With this amount, he/she can stay awake for up to two or three days without sleep. {Equines}
Swift Messenger: If Shaman has a Spirit Guide, it is empowered to deliver messages by appearing in front of someone the Shaman knows, and speaking in the Shaman's voice.
At 200 posts, choose one of the following:
Lie Detector: The character is able to sense whether someone with a lower post count is lying to him/her. This can be countered with a certain ability or higher post count.
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
Scholars
At character creation, choose one of the following:
Jack Of All Trades: Gives the character insight into the tools, weapons, and general culture of all species.
At 50 posts, choose one of the following:
Written Sight: ability to create an illusion in another character's mind by writing down first their name and then the desired illusion.
Speed Reader: Providing the character is literate in the language, they can read and comprehend writing at a glance.
At 100 posts, choose one of the following:
Overlay: ability to create subliminal messages in the minds of up to five people simultaneously of an image or word.
At 150 posts, choose one of the following:
Foresight: once a month the character is able to write about or draw an image of something in the future. During this the character will be in a trance like state until the drawing or passage is complete. This ability does not include the ability to interpret the drawing/passage.
At 200 posts, choose one of the following:
Inked In: The ability to temporarily animate drawings into solid creatures and control them. This power can be active for so long as the user can see the creature, once deactivated they will turn back into a puddle of ink.
At 250 posts, choose one of the following:
Animate Reality: Ability to make drawings of objects or non-sentient creatures into real, permanent things. For instance, the drawing of a plate could be made into a real plate.
At 300 posts, choose one of the following:
Artistic Realism: The ability turn non-living, non-magical objects into ink drawings. The character must have a surface to project these on to.
At 350 posts, choose one of the following:
Forgery: The ability to create imitations of anything written or drawn (legal documents, paintings, etc) that are completely indistinguishable from a genuine.
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
Warriors
At character creation, choose one of the following:
Swordplay Finesse: This character can only lose a sword fight to a character with a sword fighting ability with a higher post count.
Knife Song: The character can only lose a knife fight to a character with a knife fighting ability and higher post count.
At 50 posts, choose one of the following:
Shield Strength: The character is able to maneuver faster with a shield and is able to put more strength behind it when using it as a weapon.
At 100 posts, choose one of the following:
Ward: The character is able to parry a weapon blow as a natural reflex, causing the attacker to stumble in response. This ability can be countered by a counter ability or by a higher post count.
At 150 posts, choose one of the following:
Reaver: During battle, the character becomes immune to the feeling of pain, but after a battle has settled and the character has calmed down, the pain of the injuries is doubled. The character is still prone to dying from blood loss or any other natural means from battle however.
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
Bards
At character creation, choose one of the following:
Charm: Allows the user to naturally charm those with a lower post count.
At 50 posts, choose one of the following:
Convincing Liar: A character with a lower post count will believe any realistic sounding lie told by this character unless they have information to the contrary.
At 100 posts, choose one of the following:
Suggestion: A character with a lower post count who is on agreeable terms with the user may be controlled for up to one action per thread, provided it does not go too much against the character's nature. A third party of any post level may intervene to convince them otherwise.
At 150 posts, choose one of the following:
Seed of Idea: A lie given to a character of a lower post count will take root in their mind until direct evidence to the contrary is provided by another player or the environment.
At 200 posts, choose one of the following:
Hypnotize: User may convince a hostile character to leave them alone for the duration of the thread.
At 250 posts, choose one of the following:
Control: A character of lower post count may be controlled for up to three actions per thread provided the actions do not stray too far from the character's nature. A third party of higher post count may intervene. [may require user's permission]
At 300 posts, choose one of the following:
Brainwash: User may plant a single strong idea in a character of a lower post count that cannot be unrooted without magic. Will work only once per character. If the other character exceeds the user's post count, they may shake away the idea. [requires user's permission]
At 350 posts, choose one of the following:
Silver-tongue: Almost all lies told by this character will sound believable to those of lower post count, regardless of evidence, until the user leaves the earshot of the people who were lied to.
At 400 posts, choose one of the following:
Corrupt: User may convince a character from competing moral ground to come to their own side until spell is broken. Can be countered through magic from an intervening party with an ability of at least 250 posts, or by the controlled character exceeding controller's post count. Works only once per character. [Requires user's permission]
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
Artisans
At character creation, choose one of the following:
Rumpelstiltskin: The character can make a true masterpiece out of seemingly useless materials.
At 50 posts, choose one of the following:
Fabric Transmutation: The character is able to transmute up to 50m of any fabric into an equivalent amount of any other fabric. If the object being transmuted is a garment or other crafted object it will hold its original shape.
At 100 posts, choose one of the following:
Wood Transmutation: The user is able to transmute any amount of wood up to 200kg, into any other type of wood of an equivalent amount. The wood must already be cut, as this ability does not allow the user to transmute living trees. Whatever is being transmuted will hold its original shape.
At 150 posts, choose one of the following:
Stone Transmutation: The user is able to transmute any glass, porcelain, marble or granite object, up to 200kg, into an equivalent amount of any of those same materials. Whatever is being transmuted will hold its original shape.
At 200 posts, choose one of the following:
Artisan’s Sense: The user is able to gain an innate understanding of the structure and function of any inanimate object they are touching, given some time and concentration, allowing them to understand how to create that object themselves.
At 250 posts, choose one of the following:
Wood Worker: The character is able to mould wood into any shape with their hands, eliminating the need for saws, hammers, nails etc. The wood may be cut or still alive, though excessive moulding can kill living trees.
At 300 posts, choose one of the following:
Metal Worker: The character is able to meld any kind of metal using their hands with ease, as if it was heated to the point of flexibility even though it remains cold.
At 350 posts, choose one of the following:
Metal Transmutation: The user is able to transmute any volume of metal up to 200kg into an equivalent of any other metal. Whatever is being transmuted will hold its original shape.
At 400 posts, choose one of the following:
Gem Transmutation: The user is able to transmute any stone or gem, up to the size of a baseball, into any kind of precious gem of the same size.
*After this Fate may give you additional abilities at random.