Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Notes on astral plane:
- The basics of that being that, after death, souls enter a period of... a sort
- of second life as a ghost, and during then, they get to continue wandering
- the physical world, but without the ability to interact with it as they wish
- [11:10:00 PM] J.C. the LEGEND: i.e. someone has to invite them into it, like
- a summoner ornecromancer or something like that
- They get reincarnated as a new being if they happen to die during that ghost
- stage, which doesn't really happen naturally, and although it's harder for
- physical beings to hurt them, ghosts killing each other is about as simple as
- it is for the living to kill each other
- [11:17:13 PM] Ampooch: also, is it like two sides of the same existence or
- parallel locations?
- [11:17:26 PM] J.C. the LEGEND: Two sides of the same existence
- Notes on races:
- Current races & alignment:
- Angelic - Electric
- Demonic - Poison
- Sylph - Wind
- Lucid - Water
- Ignis - Fire
- Dullahan - Earth
- Soulmech - Metal
- Werebeast - Dark
- Demi - Light
- Types shared among races:
- ~ Sylph - Flying
- ~ Lucid - Amorphous
- ~ Dullahan - Undead
- ~ Soulmech - Robot
- Possible ideas for other races:
- Mandrake - Basically mini-Ents, mushroom men, something like that; Wood
- aligned
- Cryptids - artificially created race made by the Azure Library; Dark or
- Poison aligned
- Humans - those who wanted nothing to do with their brethren that were
- becoming Soulmech; Wood aligned
- Sahagin - Fish-like race; Water aligned
- Fryst - just about established already, dwarf-like race, Metal-aligned
- Need a Wood-aligned race
- Werebeasts will be Dark-aligned; instead of turning those they attack into
- werebeasts, will have ability to inflict curses and such
- Notes on tech:
- Low class - steam-powered
- High class - magitech
- Transportation - boats should be widespread, even ones that aren't based on
- any sort of technology; cars might be limited to middle-high class +;
- airplanes will be rare if they even exist
- Notes on George:
- Weapon ideas:
- ~ Heat-aligned sword
- ~ Steam-powered fists (maybe even arms?)
- ~ Hammer
- Basises for George's durability & strength - George should be able to resist
- heat capable of melting commonly used metals, while he should be able to
- break boulders with a punch
- If this is used, might be good to determining similar stats for characters in
- general - not sure how to determine his speed
- Heat abilities will be fire/water aligned, depending on if he is raising the
- temperature or lowering it, respectively; alternatively, he might also have
- access to wind-type abilities this way
- Remember that he also still uses Flows
- Notes on Elizabeth:
- Current story doesn't work at all
- Possible stories:
- Member of the "Azure Library", which is basically the main organization for
- research, both scientific and magical
- Newbie, initially joins George to figure out how monks live and view the
- world, ends up helping him find his teacher as a resource of information
- Support character a la P4G Rise, can use buff spells to help the other two's
- effectiveness
- As far as offense goes, while she isn't the most solid fighter, she can use a
- magic sword to cover her in more angles than most weapon users, and she has
- access to some spells - maybe Earth and/or Wood, which would coincide with
- her defensive emphasis, and also open up the possibility for barrier-type
- moves
- Notes on Agape:
- Need to add movement-hindering statuses, i.e. Sleep, Slow, Stun, Trap, and
- Blind
- Also consider proper attacks - outside of vanilla shots, she has Wind and Ice
- [water] attacks; maybe switch Ice for Electric, since George already has
- access to that
- Notes on power levels:
- *George
- Capable of at least resisting heat capable of melting stone
- "assuming george is made entirely out of stone, he would require 0.075 tons
- to melt... so, for every 0.075 tons of TNT would be this many times more heat
- resistant than stone. so say 7.5 tons would make him 100 times more heat
- resistant than stone"
- for weakest level (0.075t/75kg)
- Firepower - Small Building level
- Striking Power - Class K
- For strongest level (7.5t/7500kg)
- Firepower - Large Building
- Striking Power - Class M
- Averages for stats:
- Strength/Durability (physical) - Class K
- Strength/Durability (magical/non-physical) - Small Building
- Speed/Reaction time - Sonic
- Party layout:
- Agape in front
- George in middle
- Liz in back
- Agape is statuses & ranged attacks; due to her speed, is safe for approach
- George is close-range damage + durability; covers closer enemies, and can
- help defend Liz, who is generally a weak link for the team
- Liz is buffs + scans, so she gets to sit in the back like every support ever
- Notes on a new setting concept:
- astitva is actually a form of purgatory - created due to the large amount of
- death on earth
- it serves on the principle of karma and reincarnation - how a person did in
- life determines where they end up in Astitva, and how they do in Astitva
- determines what will happen when they die again and return to earth
- two versions of astitva - "good" side and "bad side" - despite not really
- being alternate dimensions, they cannot normally interact, and despite not
- being of different races, different factors determine what side and race you
- will appear on and be
- soul stream is the connection between earth & astitva - a sort of soul
- highway, transferring the souls of the deceased from earth to astitva, and in
- the event they die again, it transfers their soul back
- a mediator (maybe 3 - fates?) keeps watch over the soul highway and judges
- where a soul goes and what form it will take
- will probably have to divide races based on virtues & vices as a result -
- that'll be fun with ten races for what's usually divided by 7
- might have to buff up setting if this is the case (sorry recolor-sama)
- **** New Ideas/Updates ****
- Technology:
- Steam - maybe not as good as originally thought; one can probably come up
- with more itneresting scenarios, and probably a lot easier if sticking with
- modern +
- Have technology be mostly modern, but concentrated in only a few areas; prime
- examples being the homes of the Angelics, Demonics, Slyph - maybe/probably
- more
- Transportation - Still kind of divided on this. Boats would clearly be the
- most common form of transport - will probably have to introduce quite a few
- things concerning them. Still not sure at all about vehicles like cars or
- buses, let alone airplanes. Maybe the party just travels on foot because they
- feel like it?
- Well, probably could add a bias against technology in The Way - not too hard
- to explain in their case, it'd be due to technology separating them from the
- gods by reducing their need for magic. It'd at least explain George and
- Hegel.
- Power - Going back to looking at energy islands - at least to me, it makes
- sense that a world mostly covered in water is going to look into power
- systems that allow them to take advantage of that water, right? Hydroelectric
- dams and tidal turbines should also probably be included if this is the case;
- maybe Astitva can be a green example for the rest of everyone or something.
- Most realistic set-up, as far as I can tell, would be to have mostly dams and
- turbines, with a small amount of energy islands for the bigger areas in
- Astitva.
- Resources - Lots of mining. At least, my ignorant mind isn't too sure how
- else they'd get resources. Maybe they can fish them up off the bottom of the
- sea or something.
- Astitva will probably have quite a lot of forest, so wood isn't necessarily
- in short supply. Unless you're in a heavily populated island. For certain,
- the fact that there's not too much land would exacerbate the loss of land,
- for a variety of reasons.
- Magic & Souls:
- Just redefining what souls and bodies are like in my setting:
- 1. The soul. This is essentially a life battery, giving the body an initial
- source of energy, both life energy (LE) and spirit energy (SE). LE is obvious
- enough; this is what keeps your vital functions working and generally keeps
- you alive. SE is a secondary source of power; although it can work simply as
- backup for your life energy, it is extremely common for all forms of life to
- use it to perform magic. Any being with a soul is capable of magic as a
- result, and many beings know certain spells by instinct. Souls are inherently
- spiritual, and as a result, require something physical (i.e. a body) to
- interact with the physical world.
- 2. The body. If the soul is a battery, the body is like an electronic figure;
- it needs a soul to truly live. However, by tehnicality, everything can be
- considered a body; anything can become a vessel for a soul, even if it may
- not be able to do much with it. Bodies are the physical half to the spiritual
- soul, allowing it to be brought out of the astral plane and into the
- physical.
- Going off of these ideas, it is perfectly possible to transfer souls to
- objects that normally do not contain souls, since everything physical is
- technically a body. This is mainly done using the art of Magichange, which
- uses magic to move a soul out of one body and into another. This means that
- one can place their soul in a variety of objects, ranging from weapons like
- swords or guns, to objects like stones or water, or even to other living
- creatures. However, magichange isn't a particularly "natural" magic, and
- requires a ton of work and concentration to perform properly. This is
- because, if one doesn't know how to do it properly, the results can be quite
- fatal, killing their body and just placing a now-empty soul inside a random
- pot. A proper magichange does more than this; it transfers the soul, mind,
- and voice of the caster, allowing the object to take on their properties, and
- allowing the person to continue interacting with the outside world. In terms
- of combat, a magichanged weapon needs to be able to allow the wielder to use
- their abilities as if their own;not only is this a much more complex piece of
- spellwork, but if not done correctly, then the caster runs the risk of
- letting their wielder access not just their powers, but their mind as well.
- Types of magic:
- * Spell - Spells are the term used for "natural" magic. This refers to magic
- that any living being, including beasts or monsters, may know from instinct.
- Spells are quite common, as much research has been put into them, and they've
- proven to be quite effective; they are almost instant and require little SE
- to use. They are normally tied to one of the ten basic elements, and as a
- result, are fairly basic. The range of strength vary quite greatly, but more
- often than not, the natural ability isn't particularly high level. The
- ability must be worked on, like a talent, if one wishes to make it stronger;
- generally speaking, however, it is naturally known at the level most useful
- for that living thing. Common levels are tiers 1 to 3.
- Examples:
- Fire
- Lightning
- Bubble
- * Rituals - Rituals are the term used for more complex, learnt magic, such as
- magichange. Rituals are capable of bending the usual rules and standards set
- by Spells, allowing one to do things that supposedly shouldn't be able to be
- done; however, as a result, they are often much more difficult to use and
- require a lot of preparation and careful casting. While Rituals aren't really
- divided into tiers, like Spells are, they do tend to generally be stronger.
- "Life" in this setting refers to anything that has a body with a constant
- source of SE. Going by this, those who live in the Astral Plane aren't alive,
- since they are just souls, and lack bodies. It also means that plants are
- alive, since although they lack souls, they pull SE from the planet, and thus
- have a constant source of SE. And surprisingly, magichanged objects count as
- being alive, since they do have a soul and objects are technically bodies.
- Astral Plane:
- The Astral Plane is a sort of afterlife, and is home to most of the souls in
- Astitva. It is the spiritual side of the world, where those who lost their
- bodies while in the physicl world live.
- The Astral Plane is effectively a mirror copy of the Physical Plane; not an
- alternate dimension, but another side of Astitva. The Astral Plane, in terms
- of land and sea, is the same as the Physical, and even shares the same
- locations and people. There are also a few locations that only exist in the
- Astral Plane.
- Residents of the Astral Plane are simply souls. From the Astral Plane, they
- cannot interact with the Physical, and with the exception of their natural
- world, they simply have no control over the other world. These beings,
- however, can watch what happens in the physical, so it should not be
- surprising for them to at least have an understanding of what is happening on
- the other side.
- Interaction between the two worlds can be described as such:
- 1. Different planes
- This is comparable to trying to punch the air. Yeah, you're technically doing
- it, but you're not really hitting anything. Between the two planes, physical
- and astral beings cannot interact at all, even if astral beings can see the
- physical world.
- 2. Physical Plane
- When an astral being is in the Physical Plane, they still cannot physically
- interact with the world. You cannot touch an astral being, just as they
- cannot touch you. However, they become visible, and can be spoken to. On top
- of this, they can obtain the ability to interact with the physical world by
- possessing an empty body, or if they're more malicious and quite powerful, a
- living being. While it's normally impossible for an astral being to possess
- one of the races (animals are more likely), there are plenty of substitute
- "bodies" in the world for them to take over. As a result, in areas where
- races fear visitors from the other world, many precautionary Rituals are
- used. Once they possess a body, the astral being is treated as if they are an
- inhabitant of the Physical Plane, meaning that although they can now
- physically interact with the world, others can interact with them as well.
- 3. Astral Plane
- If a physical being enters the Astral Plane, they will find themselves in a
- similar situation to the astral being visiting their plane. Physical objects,
- while still existing, are practically not there. A physical being will have
- to deal with the same barriers as their naitive plane, but most equipment
- will be worthless to them. A prime example of this is armor; it doesn't
- really matter if you were to wear chain mail or a t-shirt, both would give
- you about the same amount of protection on the Astral Plane. The same goes
- for most weapons; you will need to give an object the ability to hit astral
- beings before it will work against them. The same goes for magic; since magic
- creates a physical reaction, it can be used against a physical being, but
- their magic will not affect astral beings.
- Travel between Astral and Physical Planes
- Normally, the method of travel between the planes is pretty basic. Dying in
- the physical world sends the soul to the Astral Plane, where it becomes an
- Astral Being, living a second life on the other side. At this point, they
- have all of their memories of their past lives; those who belong to a race
- will become ghosts, while creatures and monsters of all varieties will become
- corresponding creatures on the other side. Astral beings have unique
- lifespans, as left alone, they can spend a very long time in this state.
- However, when fighting amongst themselves, astral beings can kill each other
- just as easily as physical beings. On top of this, there is a legion of Demi
- who live in the Astral Plane, and they watch over & determine if a soul has
- spent long enough in the afterlife, and should be reincarnated. At this
- point, all of the actions committed by that soul will be tallied up, and used
- to determine what will happen to them in reincarnation; from here, the
- experiences of that soul are saved as something called a Vita Fabula, and are
- sent to a being named Pandora.
- Outside of death, there is also summoning. Beings from either plane can
- summon and be summoned by beings of the other side; however, this sort of
- Ritual requires one to be quite specific. Not doing a summon properly may
- result in summoning the wrong spirit, summoning more of them than one can
- handle, or even putting oneself in the other plane.
- Lastly, there are four gateways across Astitva, allowing one to simply enter
- as they wish. Watched over by the Fates (see below), these gates allow one
- free travel between the worlds, on the grounds that you accept the Fate's
- rules. Trying to challenge these rules can result in one quickly being sent
- away from the area, with their intentions of interplane travel removed from
- their minds.
- There are Demi that watch over travel between the planes, who refer to
- themselves as the Fates, or if one prefers longer names, the Directors of
- Fate. There are nine of these Demi - Clotho, the guardian of the physical
- north; Lachesis, guardian of the astral north; Atropos, guardian of the
- physical east; Wyrd, guardian of the astral east; Verandi, guardian of the
- physical south; Skuld, guardian of the astral south; Nona, guardian of the
- physical west; Decima, guardian of the astral west; and Morta, a travelling
- guardian who deals with constant non-gateway travel.
- Notes on stats:
- * will probably need to buff everything big-time
- Need to at least be able to handle lightning techniques - high speed +
- reaction time
- averages:
- Strength/Durability (physical) - Class G-
- Strength/Durability (magical/non-physical) - Hill Level
- Speed/Reaction time - Mach 400/Mach 440
- really tempted to have it be island level for both, but at that point that is
- just super silly
- Ideas on "traits":
- These are little add-on pieces of information, usually just one word or so,
- that indicate that an ability has a certain aspect to it. This isn't really a
- definite thing, but a quick way to indicate abilities of a move.
- Current trait ideas:
- ~ Cold
- Mainly used with Water techniques, this indicates that an attack is an "ice
- attack". Some characters, such as members of the Lucid race or enemies that
- are similar to plants, can absorb water, but are weak to cold. In this case
- (as well as in similar ones), the tecnique is treated as though the character
- resists it.
- ~ Astral
- Astral abilities completely ignore physical defenses, as they hits souls
- directly, instead of physical bodies. This includes armor and shields, as
- well as walls.
- ~ Pierce
- Abilities that are likely to break through physical defenses have this trait.
- This works for other objects, such as walls.
- ~ Mental
- These abilities don't hit physically or spiritually, but rather, hit
- mentally. These abilities also tend to pull power from the user's mind. This
- is generally a trait of scan abilities.
- ~ Hitscan
- This sort of ability simply cannot miss, as it is a truly instant attack. Not
- sure if this will get much use, but it's definitely something worth noting.
- ~ Faith
- This ability runs on how strongly one believes in something, usually a
- religious figure of some sort. However, it can also apply to other
- situations, such as one's friends or that something will not happen.
- Weaknesses & resistances:
- Alongside the elemental alignment all characters have, they may also have a
- varity of secondary weaknesses and resistances. These are just as important
- to remember as the elemental alignment, since they might hint to an easier
- elemental weakness to exploit, or to a strength you ned to avoid.
- Weakness - Characters are weak to these elements and traits. Can combine with
- the actual elemental alignment to become a sort of double weakness (think
- quad-effective moves from Pokemon).
- Resist - Characters resist these elements and traits. Can combine with the
- actual elemental alignment to become something like a double resistance.
- Immune - Characters are barely, if at all, affected by this. This normally
- isn't for an enemy or a trait, but rather for statuses. When combined with
- the weakness that comes with an elemental alignment, it results in a
- resistance to that element instead; having an elemental resistance as well as
- an immunity more or less guarantees that this element will never affect you.
- Absorb - Usually used with elements, characters can absorb these abilities,
- and can use it to either become stronger or even heal. This will take into
- consideration the weaknesses and resistances of the character; being immune
- to an element won't be of much help for absorbtion. Being able to absorb an
- element, but being weak to a trait will result in a resistance to that
- ability.
- Character notes:
- * Arcanas!
- Yes, characters will have arcanas. This is mainly for flavor, since it
- doesn't have an effect on anything in-story, but if you know what to expect
- when you see an arcana, then you can get a hint of what their character is &
- where it's likely to go. An "R-" in front of the arcana indicates that they
- represent the reverse side of the arcana; I try to avoid these. Probably a
- habit I should get out of.
- George - Magician
- Agape - Lovers
- Elizabeth - Priestess
- Samuel - Fool
- Felix - Chariot
- Golem - Strength
- Pichuko - Hermit
- Salandra - Empress
- Wendy Wakana - Sun
- Alena - Tower
- * New character ideas:
- Just ideas. Probably won't do much with them right now.
- Samuel - Werebeast Dullahan. Dark aligned. Uses a sword. Not sure what to do
- with his story. From the get-go, is very JRPG hero-ish. I would like to avoid
- making something like "RAAARGH I CANT CONTROL MY BLOOD RAAAAAAAGE" if I can -
- hate that sort of character most of the time. Highly physical attacker, can
- use the Dark element to "create" weaknesses in enemies, via exploiting
- character types and using hits specifically meant for the living & dead. In
- the case of exploiting types, would need to make a system for that & explain
- how it works - probably not worth it.
- Felix - Angelic. Electrically aligned. Detective who uses electric magic as
- well as gun; a Gunner to Agape's Archer. Not as status heavy, though. Global
- person who simply travels and deals with odd cases.
- Golem - Lucid. A friend that Felix picked up a long time ago. It lives inside
- of a suit of armor that gives it the appearance of a golem, hence it's
- nickname, Golem. Uses an axe. Ridiculously powerful, and can take equally
- powerful hits, but is kind of stupid and slow. Will always listen to Felix,
- though.
- Salandra - Demonic. Aligned with Light. A witch whose husband, Scathan, was
- one of the most powerful mages of his time, until a rather rowdy duel left
- him with a curse that would kill him in less than three hours. Not able to
- get medical help right away, and with Scathan not willing to lose his life
- over a petty duel, she magichanged him into a different body - that of a cat.
- With her husband now as her pet, she began becoming a stronger magician, and
- began a potion-making business. Salandra spends a lot of time on her private
- boat, the Unscathed Glory, and explores the world of magic alongside her
- husband.
- An offensive mage - maybe comparable to a Disgaea Witch or Black Mage from
- FF, but not quite as frail. Her own movepool is somewhat small, but thanks to
- magichanging Scathan, she has access to far more magic. When not in a serious
- fight, she also uses him as a weapon, smacking opponents around with a cat
- that has rather surprising durabiity. Naturally, he kind of hates her for
- that. The two often just spend time finding ways to annoy each other.
- Wendy Wakana - Angelic. A young musician who was paired with a troubled
- orphan named Alena, and acts as a mentor to her. She makes Alena a member of
- her now-two-man rock band, saying that it would provide a good outlet for all
- of her anger and depression. She actually intends to use Alena's surprising
- talent with the guitar to escalate herself to fame and fortune throughout
- Astitva. Very self-centered, and seems to switch between not noticing it to
- flat-out admitting it. Generally very fun to be around, although her lack of
- seriousness combined with her self-centeredness can make her rather annoying.
- She is just about never depressed, ever. Uses a rather cartoonish hammer in
- battle, and mainly works to pester enemies with her jokes. She does have
- techniques with her hammer that can inflict trauma rather easily, however. As
- a musician, she's a vocalist, although her hammer can be transformed into an
- acoustic guitar.
- Alena - Angelic. A young girl who witnessed the murder of her parents by
- someone who was supposed to be one of their closest friends. She quickly lost
- faith in others and became increasingly violent, feeling that if she couldn't
- protect herself, then she might be betrayed like her parents were.
- Eventually, she met Wendy Wakana as a "big sis", mainly in an attempt by her
- uncle to improve her social skills. The two became friends, albeit shaky -
- Alena is still very wary and doesn't like joining Wendy Wakana on all of her
- misadventures. She uses her own axe guitar as an instrument; she is mainly a
- fist fighter, as far as combat goes, and carries a knife with her at all
- times.
- spring = birth
- summer = maturity
- autumn = aging
- winter = death
- Terms for setting:
- Monster - Refers to an antagonistic creature of some sort. They will not
- necessarily be evil, but they will get in the way and serve as common
- enemies.
- Great Expansion - A period of time where the races became more globally
- aware, and began to realize that others existed in the world. During this
- time, several things happened:
- 1. Werebeasts began to appear afterwards, the cause unclear.
- 2. The term Godkin was coined, Astitva's equivalent to how we refer to
- ourselves as humanity.
- 3. Demonics and the Lucid began to suffer prejudice; The Demonics withdrew as
- a result, preferring to live with monsters over other Godkin, while the Lucid
- retreated a little, but otherwise ended up becoming almost subservient to the
- other races, in order to avoid any trouble.
- 4. Atropism and The Way became more global religons. The Way is currently
- more powerful a force.
- race backstory rewrites & new ones to fill in old spots now unfilled
- Demonics - A race that people used to believe were descended from demons,
- resulting in them being feared, as demons were supposedly powerful monsters
- that destroyed good people and propagated evil. As the races began
- researching their world more, this belief was proven false, but the damage
- was dealt. Demonics had long ago decided to remove themselves from other
- races. They actually have a close connection to monsters, made stronger after
- they decided to remove themselves from other Godkin.
- Alignment - Poison
- General traits - Flight [limited], Monster Kinship
- Angelics - Race that began the research on magic, resulting in them
- developing much of the technology in this world, alongside their allies the
- Sylph. They are generally an intelligent race, and their home, Charon, is
- full of many schools and factories due to both traits. They are highly
- developed compared to many of the other races, but others tend to complain of
- their tendency to keep all of this knowledge and tech to themselves. As a
- result, they have begun attempting to reach out to other races, with mixed
- results; in particular, they have begun working on repairing the relationship
- between Demonics and the other races.
- Alignment - Electricity
- General traits - Gliding, Spirit Regen [limited]
- Ignis - A peaceful and much-loved race, they are well-known for how religious
- they are. Their religion is simply referred to as "The Way", a set of beliefs
- started by a prophet who referred to himself as the "Light of the Gods". He
- preached a method of living that would allow one to be more in tune with
- nature and the gods, allowing one to realize one's potential and become a
- symbol of good. After the Great Expansion, the Ignis began travelling to
- spread the word of their religion; while they are respected for being amongst
- the kindest people, their adherence to their religion is quite strong.
- Newcomers from other races of Godkin are introducing their own variations on
- the religion, but the original religion is still very prevalent.
- Alignment - Light
- General Traits - Heat Aura, Health Regen
- Sylph - A birdlike race who are good friends with the Angelics, and have
- access to similar amounts of tech and knowledge. They consider themselves
- more academic, and many of the research towards the Angelic's tech was
- performed by the Sylph. Their unique body structure, which prevents them from
- being able to hold objects, but gives them constant access to flight, has
- forced the Sylph to be much more magically oriented than any other race. They
- were the race that started the Great Expansion, the term used for the period
- in the world's history that resulted in the races ultimately discovering that
- there were other races besides their own, and begun the use of the term
- "Godkin" to refer to the people of the world as a whole.
- Alignment - Wind
- General Traits - Flight [natural], Spirit Regen [normal]
- Dullahan - A race of physically powerful beings, the Dullahan have a tendency
- to enjoy showing off their strength. After the Great Expansion, Dullahan have
- appeared all over, being capable workers as well as fighters. Dullahan are
- largely superstitious, due to their home, the island Styx, being the location
- of a gate to the Astral Plane. Dullahan, interestingly enough, look similar
- to the appearance of ghosts, and they even share some common traits;
- supposedly, a long time ago, their ancestors had lived with spirits, but at
- some point removed them from Styx, and they became the rather ghastly-looking
- race they are now. As a result, there is a small religion that the Dullahan
- share, Atropism, which is largely intended to remove the influence of the
- dead from the Physical Plane, and it is from this that much of the current
- understanding on souls & the Planes have been based on.
- Alignment - Earth
- General Traits - Aura Vision, Ghostly Body [limited]
- Lucid - A slime-like race. Unlike the Demonics, who were believed to have
- descended from demons, but never did, the Lucids actually are mutated
- versions of the wild monsters referred to as "slimes". Lucid have developed
- much more solid, humanoid forms, and with it, they have developed minds -
- simple ones, but ones capable of thought and self-control, two things their
- monstrous cousins lack. Being related to one of the most elementally-aligned
- monsters has also resulted in them sharing these traits, including their
- unique ability to absorb water; however, the Lucid have had to deal with the
- same sort of problems that the Demonics faced. It didn't help that they
- aren't anywhere near as intelligent, and thus weren't sure what to do about
- their predicament. Nowadays, they are mostly cowardly, and often aim to
- please, in order to avoid negative judgement; this is partially because they
- haven't realized attitudes towards them have begun changing.
- Alignment - Water
- General Traits - Amorphous Body [limited]; Regeneration
- Werebeast - Unusual Godkin that take the form of another race by day, but
- take the form of an animal by night. This trait has been currently
- unexplored, but what is known is that they only began to appear after the
- Great Expansion, meaning that their existence might have been caused by some
- event during this time lost to history. Generally speaking, Werebeasts are
- looked down on by others, due to the belief that, since they transform into
- animals, they must be more like animals than actual people. Werebeasts have
- few of their own unique traits, generally combining abilities from both of
- their forms, but one commonly known ability is their "unlucky aura" -
- Werebeast have the power to curse anything they touch, and depending on their
- skills with magic, this can be controlled as needed. This ability doesn't
- help their reputation at all, but it does let them often get a chance to get
- back at those who they've had to deal with.
- Alignment - Dark
- General Traits - Unlucky Aura, Transformation
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement