THE PEOPLE:
PLAYABLE RACES OF POST TERMINUS
|
Laicar, the Terrans
Go Back
Can be compared to: Humans
Advantages: Perseverance, ability to push past normal limits, solidarity with allies
History: The first among the races with documented history -- in the form of cave paintings and ancient tablets -- the laicar dwell primarily on the land, and seem set to explore every avenue of the world presented to them. As a race, they are always hungry, never satisfied. They spread across the land, eagerly seeking newer and greener pastures; they advanced from living in caves to building huts, all the way to building soaring towers; from crude stone weapons, they became some of the most accomplished and intricate blacksmiths and artisans.
This gluttony is far from always in their favor, however. The laicar have been involved in wars throughout the length of their history, often with each other. When they built ships and took to the sea, however, they ran afoul of the velen. When they trekked into the giant forests of the enlil, they fired slings and arrows at the avian folk.
Though in the present time, there is a tenuous peace between all of the races, the laicar believe themselves to have been created in the image of the Vis. This air of superiority sets them at odds with the other races, particularly those among the Arcanum. Beyond Terminus, the majority of the laicar settlements are in the central continent of Secare. Here they are divided into two kingdoms: Excelsus in the north, and Prendere in the south, split by the Denuntiares. The range of the shattered mountains is unclaimed territory.
The laicar as a race are tenacious and stubborn, traits that have rarely endeared them to the other races but push them to strive where logic says quit, to struggle when they should retreat. They take risks, they gamble, and over the course of history, more often than not that has been their strength. For as much as they lose, being willing to throw it all away for one more gain, for another step forward, has allowed them to grow into a diverse, populous, and advanced society.
At least, the ones who survived.
Description: The laicar are a divisive race, often at war with each other and the other races. Perhaps as a result of this, they possess a wide genetic diversity in skin tone, eye color, and hair shades, though certain traits remain common to all Laicar: they range from diminutive to towering, but have two arms and two legs, with hands and feet that end in five digits each.
 Females are typically more slender and fairer, while the men are often taller and broader in stature. The laicar are relatively frail, with no natural armor or claws, and have made up for it with ingenuity and crafting. The race therefore is often garbed in clothing and other accessories from head to toe, supplementing their lack of natural endowments. Both men and women grow hair on top of their head, which can be straight or curly, but the men more frequently grow facial hair.
Racial Traits: As your total Vigor increases, your character reaches new levels of Esteem. These are the traits associated with laicar, unlocked as your esteem grows:
|
Nature of Laicar (The Terran)
|
Unknown
|
Adrenaline Rush
|
Of all the races, the laicar are easily the most tenacious. Their stubbornness at times makes it seem like they always appear to be right where they need to. Partly, this is due to the ability to push their muscles to their absolute potential in dire situations. Laicar are capable of calling on a burst of fight or flight energy, increasing their running speed significantly and allowing them to jump further or higher.
On solid ground, laicar have a standard movement of 30m (or 60m if taking no other action) if they use the full amount in one burst. When using Adrenaline Rush, a running jump can go twice as far or high as normal. This does not cost vigor to use, but does not improve smaller movements like dodges or repositioning.
|
Notable
|
Glory
|
It may be an unfair assumption that all laicar are naturally boisterous, but history at times says otherwise. That aside, their natural charisma does tend to have an almost magnetic effect. Somehow, they always seem to be able to make themselves the center of attention. When used, the laicar is capable of drawing the attention of everyone in a 20 meter radius immediately to them, ally and foe alike. While it seems to inspire courage in allies, enemies on the other hand seem to have this growing urge to attack them.
The laicar pays 5% of their vigor to use. For the following turn, this greatly increases the propensity of affected enemies to attack them. This is considered a mental effect with a magnitude of 2 plus the user's current Esteem tier.
|
Prominent
|
Mortal Block
|
Laicar dominance over Terminus is oddly paradoxical. For all their lack of biological advantages, their ability to function as a group rather than individuals is near unmatched. So much so that the bonds created between close comrades can override basic survival instinct.
A laicar may immediately take an attack for an ally, shielding the other from all damage while taking it for their own. To activate, the laicar must be at least within 20m of their ally; they take the ally's place, moving the ally up to 5m away. This can only be used once every 4 turns.
|
Renowned
|
Obstination
|
In the most dire moments, the laicar are able to seemingly conjure up immense strength and stamina from nothing. After the laicar is at 50% or lower of their vigor, for the briefest moment they are able to actively use this superhuman ability. When taking damage, they seem completely indomitable, granting them a fleeting moment of staggering tenacity. They are capable of performing feats such as ripping out of bindings with sheer force of will, or forcibly countering an attack with their bare hands with determination. While still suffering the damage and pain, they simply fight through it.
The exhausting energy this takes allows this energy to only be tapped once per chapter or collab. The magnitude of this action cannot exceed 4 plus the user's current Esteem tier.
|
Exalted
|
Second Wind
|
When things seem bleak, the laicar rise to occasion. They should have died. They did die... right? However, through it all they still continue to move. The laicar are capable of tapping into a hidden reservoir of strength, one that seems to only be available on the brink of death.
When rendered unconscious or under 10% of their vigor, they enter a dormant state. Two turns later, a sudden influx of vigor seems to spark them back to life. They suddenly regenerate 10% of their vigor and are returned to consciousness. This temporary vigor only lasts for the following two turns, though they will remain conscious until knocked out again. This ability can only be activated once per week.
|
Enlil, the Avians
Go Back
Can be compared to: Elves, Aarakocra, Rito
Advantages: Ferocity in battle, affinity with heights, ability to glide and slow falls
History: The avian clans of the enlil have a long, storied history, though by and large they keep to themselves and are protective of that history and their traditions. The continent of Boreas was previously covered with giant trees, their massive trunks easily reaching a kilometer into the sky, or even higher, with bases more than 100m in diameter. They built entire communities among the branches, yearning to live as close to the sky as possible. Because of their desire for freedom and general isolationism, the enlil rarely encountered the other races, but their hot-blooded nature and fierce protectiveness of their freedom almost invariably led to conflict when such meetings occurred.
Rancor was especially dour between the velen and the enlil. Inherently opposed -- some would say at a biologically level -- the two races have often quarreled over the shorelines of Boreas, important fishing grounds for the enlil people.
During the Cataclysm, tragedy struck the entire world but hit the enlil especially hard: the mighty trees that they called home were shattered and broken. The continent of Boreas burned for years, destroying everything that the survivors could not carry and forcing them out into the world. In an unexpected act of charity, the velen were sympathetic to their plight, even while reeling from their own losses, and helped to transport the survivors to the northern continent of Hiemas. When the flames of Boreas eventually died down, the enlil returned to find everything they knew destroyed. Putting out the remaining fires, they faced a crisis: rebuild or move on?
Presently, the enlil are divided between those two choices, but still united at heart. Still with a yearning to touch the sky but without the trees they once called home, many enlil turned to machinery, making stunning advances in the field of engineering and within the past few decades, finally attaining a long-held goal: the creation of various aircraft to take them into the skies. Others of the enlil sought to regrow and rebuild Boreas, and after several centuries, their efforts are beginning to bear fruit. Forests once again cover the continent of Boreas, densely-packed and vibrant. Sadly the tallest of the trees barely tops 500m, and it's theorized by many that it will take another millennium before they regain their once-glorious stature.
The enlil themselves are divided into many communities, including three large cities. There is no true ruling body, with every group of the avians calling for the freedom to govern themselves, but they maintain three representatives, selected by the largest cities, to speak on their behalf among the other nations.
The enlil revel in their freedom and can sway in an instant from jubilant to ferocious. Being able to do what they want, when they want, being able to go where their heart tugs them, is the innate goal for the enlil. That freedom is the goal, though, and so the enlil are more likely to intimidate opposition and go about their business. While formidable, the enlil are not keen to battle more than necessary: when they fight or struggle, it is a means to an end.
Description: Beings with command of heights and the alacrity to reach them, enlil are beings both lithe and spry. Their chests are narrow, and compact. Thickly-grown feathers create a mass of down that keeps them warm in the winter months, protruding slightly from their chests to give an appearance of strength. Their necks are often hidden behind a layer of feathers, which thin just below the jawline to reveal smooth skin. Their heads jut forwards slightly, capable of swiveling to almost a full one-eighty. Rarely, a bony ridge protrudes from atop the mouth, matched by two smaller ones at the bottom of their mouths; these are vestigial remnants of beaks that ancestors of the enlil once possessed. Enlilian teeth, curved inwards and designed for carnivorous consumption, are held within their mouths. Atop their heads sit a crown of feathers, the plumage typically more subdued in females than males, with more keratin-like ridges sometimes lining their crowns.

Their limbs are -- like their chests -- often disguised behind a thick mess of feathers that hang downwards. From their shoulders to their elbows, a curtain of feathers serves as a means to glide from great heights, joining at the bottom with an enlil's hips. In order to keep these pseudo-wings free, enlil clothing is open on both sides, and many go without a shirt entirely. Below the elbows and knees, the down terminates entirely into keratin-like material. The thin but powerful limbs protrude into a ball joint with four pointed talons arranged into three forelimbs and one hind. Occasionally, enlil will have feet and hands with only two fore-talons and one hind talon or thumb.
Racial Traits: As your total Vigor increases, your character reaches new levels of Esteem. These are the traits associated with enlil, unlocked as your esteem grows:
|
Nature of Enlil (The Avian)
|
Unknown
|
Feather Fall
|
While not ideally aerodynamic, the wings of the enlil are not just for show. The plumage allows them to fly or glide at low altitudes. The average avian can climb to heights of 100m, though it takes time. They are capable of slowing their descent to a near non-existent point, to produce an effect similar to hovering in mid-air.
In the air, enlil have a standard movement of 30m (or 60m if taking no other action). When using Feather Fall, an enlil is unable to use their hands for fighting or casting, but can cast verbal spells or attack with their talons. This does not cost vigor to use, but cannot be used to rise above 100m in altitude. |
Notable
|
Raptor Glare
|
Possessing an intense disposition and carnal features, the enlil are capable of calling on ferocity that once made them the apex predators of the sky. When activated, the eyes of the enlil glow a brilliant red and their vicious, ripping teeth, are revealed. This ferocity is capable of striking fear into even the most stoic of enemies.
The first target who views the enlil on the turn the technique is activated is struck with a crippling fear for two rounds: they cannot bring themselves to attack the user, and will cancel any existing attacks on the user. This is considered a mental effect with a magnitude of 2 plus the user's current Esteem tier. To activate, the enlil must pay 5% of their vigor. This can only be used once every two turns. |
Prominent
|
Predation
|
The war-cries of the enlil are a far cry from songbirds. Using specialized organs, at one point used for territorial signaling, they are capable of producing frequencies that are crippling to enemies. As each frequency produced is unique to the enlil who creates it, even other enlil are affected by the sound.
The attack stuns targets in a 15-meter radius around the enlil, where the sound waves are most intense. This is treated as a binding effect with a magnitude of 3 plus the user's current Esteem tier, preventing the use of items or abilities until the start of the enlil's next turn. This ability can only be used once every three turns and costs 5% of the enlil's vigor to activate. |
Renowned
|
Savagery
|
Biologically attuned to hunting from high above, the enlil can be considered the apex of birds of prey. Their razor-sharp talons and focused vision are tailor made for attacks like this. Much like a bird of prey, they are capable of performing a violent swooping attack to strike unexpecting targets.
From at least 15m above a target, the enlil can rapidly accelerate downwards, digging their deadly claws into their target and lifting off once again. The attack is capable of displacing a target 15 meters in the direction of the attack before returning the enlil back to their original height. This is treated as a physical attack with a magnitude of 4. This technique can only be used once every three turns. |
Exalted
|
Touch the Sky
|
For the briefest moments, the enlil draw upon the strength of their fierce ancestors. Pushing off with their powerful legs and propelling themselves with their wings, they are capable of launching themselves skyward at staggering speeds. The force is so powerful that they can carry an additional person with ease.
Immediately, the enlil can fly 100m into or across the sky, in addition to any other movement, and can bring one person, creature, or object close to their own size. The exertion is something that cannot be used constantly and can only be performed once a week. This ability costs 10% of the enlil's vigor.
|
Velen, the Aquatic
Go Back
Can be compared to: Argonians, Zoras, Sahuagin
Advantages: Natural diplomacy, affinity for and ability to breathe underwater, imposing stature
History: Surprisingly little is known about velen origins, even by the velen themselves. They have existed throughout the ages, roaming through the world's oceans, living a primarily nomadic existence. However, due to spending all or most of their lives underwater, history was passed down through oral tradition. Ink would not set, engravings would wear thin, and even etchings in metal became rusted and tarnished; in recent centuries they've found new means of permanence to keep written records underwater, but before that, there are hundreds or thousands of years of history told only through stories. Some scholars devote their lives to picking out which of these tales are based on truth and which were entirely fiction.
With all the world's oceans as their home, the velen rarely initiated conflict, and rarely stuck around if it began. Despite a natural, and unusual, enmity toward the enlil peoples, the velen prefer mediation and negotiation to combat. When the Cataclysm struck five hundred years ago, however, suddenly the waters they called home were no longer as hospitable. Huge rivers of lava poured into the oceans, ash rained down on the surface, and fissures in the bed of the ocean released hidden pockets of vitatium volantis, among other noxious minerals. Much of the ocean rapidly became unlivable, and that which was habitable soon began breeding monstrous creatures the likes of which the velen had never seen.
Survivors fled to Copiae Ocean; with so much less of the world to roam in, and with the oceans' ecosystem rocked out of balance, the velen were forced to abandon their nomadic lifestyle. They formed the Empire of Pelagium, combining many smaller city states of displaced velen. In the intervening centuries, they built many underwater cities, some of them encapsulated and filled with oxygen to better accommodate trade relations with the land-bound races -- trade relations they rely on to supplement their marine diet and to fund their research endeavors to restore more of the oceans to a safe, livable state. In the present day, velen are seen as often on land as at sea, often engaged in commerce or research.
Velen have a natural affinity for going with the flow, preferring to talk their way out of trouble, or at times talk others into trouble in order to pull attention away from them. They are able to breathe on land or underwater, making them invaluable for marine ventures and construction projects, and their mastery of languages leaves them desired for political and commercial engagements. While they are athletic by nature, Velen rarely resort to physical intimidation; if they do attack, they prefer to have surprise on their side.
Description: Sleek but powerful, the velen are a physically intimidating race. Graced with lungs as well as the gills on the sides of their necks, the velen are easily capable of traversing the land, though their native home is the sea. Their skin stretches taut over densely-packed muscles, the product of a lifetime of swimming and enduring intense oceanic pressure. Their chests and torsos are broad, defined for swimming. Their arms are toned and abnormally long, each with a translucent, oblong hydrofoil which can spread out as a fin or fold back against the forearm. The clawed, webbed hands have six digits: four fingers and a thumb on both sides. Their legs are similarly toned, with long, webbed toes.

Chitinous scales grow to protect certain areas, including the backs of the hands, forearms, upper abdomen, and shins; the rest of the skin is smooth, firm but slick to the touch. The heads of the velen are slightly bulbous, lacking discernible ears, but each velen boasts a unique display on their heads; males tend toward more bony protrusions and ridges, while females tend toward fins and ribbons of cartilage. Each velen has their own natural 'hair' but similar to dying, they can use different chemicals to stimulate a change that will last weeks at a time. Their eyes are wide and bright, triple-lidded; set inside unassuming jaws, they have multiple rows of tiny, razor-sharp teeth.

Every velen has unique patterns on their skin and accouterments, and colors vary widely depending on the family origins. Those from warmer equatorial climes tend toward bright, flashy colors while those tending toward the poles typically have more sober shading. Clothing is usually quite minimalist and made of waterproof materials, even while on land.
Racial Traits: As your total Vigor increases, your character reaches new levels of Esteem. These are the traits associated with velen, unlocked as your esteem grows:
|
Nature of Velen (The Aquatic)
|
Unknown
|
Aquatic Affinity
|
As expected of the race native to the oceans, the velen feel much more at home in the water than on land. Firstly, their biology gives them the natural ability to breathe underwater. Their innate knowledge of water currents, their ability to move through water with ease, and not to mention their tailored biology make them astounding swimmers. These factors combined completely validate their dominion over the seas. While other races may struggle under the pressure and density of the water, velen are able to able to move through it with ease.
In the water, velen have a standard movement of 30m (or 60m if taking no other action). Velen are also capable of speaking underwater, including incantations for verbal spells. This does not cost vigor to use.
|
Notable
|
Voice of Serenity
|
The velen only shed blood when needed. The power of words cannot be understated, potentially quieting violence, gathering information, or inspiring others. Velen are capable of speaking in a primordial language that appears familiar to all but unrecognizable at the same time. Even animals and otherworldly beings respond to it, though most vistra do not. After speaking in this tongue, for the next few moments, the velen hears echoes of other tongues in the Voice of Serenity.
At a cost of 250 vigor per round, up to five rounds consecutively, the velen is able to make themselves understood to people and creatures. While this effect is active, they can also hear and understand other tongues spoken within 10m. Usable once per chapter or collab, the Voice of Serenity allows the velen to speak and be heard even when otherwise impossible, even through loud noise, muffling, or unnatural silence.
|
Prominent
|
Super-ego
|
Contrary to what their appearance that seems to indicate, the velen are more disposed to diplomacy than belligerency. Their affinity for language seems to be an innate skill. They can persuade even the most stubborn and subtly manipulate them with ease. Their skill allows them to plant ideas in the minds of those who listen to them, subtly manipulating to the velen's whims.
By paying 5% vigor they can attempt to persuade the target with an idea or command. This is considered a mental effect with a magnitude of 3 plus the user's current Esteem tier, only usable on the same target once per collab or chapter.
|
Renowned
|
Catechism
|
Through means not fully understood, the velen always seem capable of gathering information from the deepest of secrets. Their words seem to tap into the target's memories and conscious thought. Fitting their lifestyle, they are capable of gaining information from others with ease. They pose a single question and the target is compelled to answer truthfully.
Each question costs 5% of the velen's vigor, and only one question can be asked at a time. This is considered a mental effect with a magnitude of 1 plus the user's current Esteem tier. As repeated questioning can naturally cause the target's mind to resist, magnitude is reduced by 2 for each successive question to the same target; as magnitude decreases, the answers become less complete, though no less honest. When magnitude is less than 2, or when more than one round passes without asking a question, the effect ends and cannot be attempted again on the same target.
|
Exalted
|
Voice of Command
|
The ability to command dozens with a single word is a skill left to only the most powerful velen. Rumor has it that ancient velen generals could even cause a standing army to surrender with a single command. Though the validity of these claims is suspect, it is no exaggeration of the velen's ability of control.
They utter a single command that seems to be understandable by all creatures and races that hear it. The targets immediately disarm themselves and are halted in place for the following round from the command. For that one turn they are completely pacified and no attacks may be used. This ability can only be used once a week. This ability costs 10% of the velen's vigor.
|
Demvir, the Machina
Go Back
Can be compared to: Dwarves, Reapers, Terminators
Advantages: Hardiness, self-sustaining energy, effectively ageless
History: The origins of the machina race are a widely-debated mystery. No one had laid eyes on them throughout all of recorded history, until shortly after the Cataclysm of five hundred years ago. The stronghold of Terminus was built atop an ancient ruined city. Refugees exploring the ruins came across underground tunnels and sealed chambers. Entering one of the sealed rooms revealed hundreds of the unique automata in perpetual motion, completing repetitive tasks without known purpose. The resemblance to laicar was unmistakable, but their purpose less clear. Within hours of their chambers first being opened, the machina began to 'awaken,' unique caelitium cores generating visae in a manner that has yet to be explained or replicated.
The ruins were covered in what scholars had come to call Viskarian script and emblems. Believing that these machines could only have been crafted by the Vis, they named them the 'demvir,' or 'People of the Vis.' While the demvir were apparently timeless, they awoke with no memory or knowledge of their origins. With intelligence and self-awareness akin to any other of the civilized races, the demvir soon began to ponder their own place in the world. Scholars among the other races decided that they were created as servants of the Vis. Initially the demvir were treated as objects, as points of interest. Many of them were dismantled and broken down, 'killed' for the sake of science in the pursuit of discerning how their caelitium cores worked, of figuring out how their self-awareness could be 'simulated' with machinery. Meanwhile more ruins were explored, with more and more demvir being discovered along with other machina of different designs, lacking in the awareness of the originals.
Confused by their sudden awakening, told that they were mere creations, the demvir initially went along with all the brutal studies, serving as slaves, providing manual labor. However, self-awareness entails personal identity; the desire to be free was inevitable, as was the revolt and struggle to be recognized not as creations, but as living beings. Through a long and often violent campaign, the demvir finally came to be recognized to possess free will and therefore became considered 'equal' in the eyes of the law.
In the present day, the eyes of the law and the eyes of the people do not always line up. Many still consider the demvir inferior beings. The prejudice is usually subtle, though, and oftentimes not even malicious. Some sects of those who worship the Vis consider the term "demvir" to be heretical, preferring instead the name "robot." Most of the populace has moved past such things, however. The demvir are integrated in everyday life, each with their own aspirations, hopes, and dreams. They yearn for understanding, however, and many turn to study or magic, hoping to discover what their place is in the world.
Demvir are, by all current measures, timeless; they do not die from age and do not suffer from the rigors of time. That said, the demvir can still die, and they can feel pain, though their fear of pain and death is abnormally mild. With hardened dahlitium bodies, self-sustaining power core, and a mechanical mind, demvir are surprisingly well-suited to enduring the rigors of the world and the challenges put before them. They have surprising patience and focus, with an innate interest in improving themselves in various ways.
Description: With limbs of steel and innards of clockwork, the demvir remain physically uncanny to behold. Beings entirely of metal and powered by means impossible to replicate, the demvir function by means of a caelitium core which seems to be self-sustaining and nigh-indestructible. The remainder of their innards function primarily to enable movement, and are otherwise non-vital.
Definitively bipedal in design, they stand on flat, padded feet and move in a jerky gait. Their knees articulate well enough, interlocking plates exposing only the barest of machinery beneath a shell of diluted dahlitium. Their torsos are similarly woven amongst steel, often having various designs carved or painted into them (sometimes both). Redundancies, seemingly iterations done by their creator -- or creators -- tend to trail from their forms as either means of intimidation or protection. Jutting gears or other metals are not uncommon, though are frequently removed when found to be a nuisance.
Their most vulnerable areas appears to be their arms and neck, the twisting metal thinning to reveal unwieldy, pad-tipped hands. Strangely reminiscent of the laicar, they bear four fingers and a ball-joint thumb, though the articulation is mildly lessened for limited tactile feedback. Their heads are often the most irregular feature, various casings often created or traded amongst one another as a means of immediate distinction; most do not have visible mouths, making them seem more like masks than faces. The energy that burns within emanates from gaps in their body, but strongest from their eyes: round, flat and pupilless, the eyes of the demvir have unique, rotating eyelids, despite no apparent practical need of them.
Racial Traits: As your total Vigor increases, your character reaches new levels of Esteem. These are the traits associated with demvir, unlocked as your esteem grows:
|
Nature of Demvir (The Machina)
|
Unknown
|
Machina Body
|
A casing of metal, a skeleton of steel, compared to their organic brethren, the Demvir appear at first glance to be nearly indestructible. While that may be considered a gross exaggeration, there is truth in the fact that they are far more durable than most. Their exoskeleton is much more resistant to physical attacks than normal, and they lack many of the limitations of the flesh-and-blood races.
Passively, incoming attacks are reduced in magnitude by one tier per round. Demvir do not need to breathe when underwater, though attempts to speak are muffled. There is no need to eat or drink, and while Demvir benefit from periods of rest, if not seriously damaged they can continue functioning in a low-power state almost indefinitely. Demvir are also resistant to drastic temperature change, able to endure freezing or scalding temperatures with minimal damage.
|
Notable
|
Machine Logic
|
Timeless in all senses, the sheer age of this race causes them to think in a manner far removed from the younger races. They are beings of logic, emotion being a conscious concept to them. As such, any attempt to alter rationality is automatically met with resistance.
For better or for worse, any mental effects are automatically reduced in magnitude by 2 tiers per round. Demvir have perfect eidetic recall for memories of the past 24 hours and are also capable of storing a handful of 'perfect' memories long-term: for the sheer pleasure of it, to recall spoken words perfectly, or even recreate a complex diagram.
|
Prominent
|
Security Protocol
|
The caelitium core of the demvir is one of the many mysteries surrounding the race. The near limitless energy source, the self-sustaining core, the consciousness that seems to be born from it, the amount of untapped power is staggering. In fact, simply drawing a small fraction of the energy from the core can cause amazing effects. The energy from the core coats the casing of the demvir, strengthening it greatly from any attack.
By paying 5% of maximum vigor, the demvir is capable of cloaking their body with a barrier capable of sustaining damage up to a magnitude of 3 plus the user's current Esteem tier. Continuously tapping into the core is dangerous and may render it unstable; as such, before it can be activated again, they must allow the core to cool down for three rounds after the barrier is destroyed.
|
Renowned
|
Capacitance
|
Whether it is spontaneous energy generation or the draining of vigor from the environment, the caelitium core is completely self-sustaining. This unlimited energy source can be tapped into by the most aware demvir, using the power core to directly fuel themselves once again.
Every turn the demvir regenerates 2% of its maximum vigor.
|
Exalted
|
Overclock
|
Perhaps it is a protocol afforded to those only who have achieved a true sense of self-awareness or perhaps it's the realization of their true potential. Regardless of the cause, the ancient demvir seem to break from the restraints of time itself.
Temporarily, the demvir is capable of pushing their ability to absorb, analyze, and internalize external information to amazing levels. While the time moves at its own pace, the demvir are capable of analyzing the information at such speeds that it seems all but frozen to them.
This level of control is only temporary, however, as their perception returns to normal the following turn. For one accelerated round, the demvir can analyze the situation in detail and prepare; the following round, the demvir can take two rounds' worth of actions based on their analysis. This ability costs 10% vigor to activate and only can be used once a week.
|
Spurii, the Hybrids
Go Back
Can be compared to: Half-Elves, Half-Fiends, Half-Anything
Advantages: May possess some advantages of both races
History: Throughout the many ages, the different races stuck largely to their own. Not only are there ideological differences and moral questions around inter-relations, but there are simply different standards of attraction. Despite this, unions of different races can and do occur. The response of society has always been disdain or disgust, and at times, violent rejection. Following the Cataclysm that rocked the world and its peoples, such half-breeds became, if not welcomed, generally accepted.
In the current era, hybrids are still uncommon. The general populace accepts them, though there is a noticeable if mild prejudice even from the most open-minded, predominately in the form of pity or lessened expectations. Others are more open about their disgust, though, making life difficult and painful for spurii.
Description: There is no defining trait that describes all spurii. Some can almost pass for one race or another, some look like a chimeric monster sewn together from two different races. Most, however, are a melding of traits of both races. Even the most passable of spurii, though, has some clear sign of their mixed parentage.
Racial traits: Spurii gain some benefits from each of their bloodlines. Even those who have blood from all three races, though, only show the benefits from their two most-dominant bloodlines. Only the biological races can have crossbred offspring. Demvir do not reproduce.
|
Nature of Spurii (The Hybrid)
|
Unknown
|
Corpore Sano
|
The first thing most will notice about mixed-blood individuals is how they look, the outward person. Although some can pass as one race or another, many spurii are visibly a combination of their parents' lineage. Typically, one bloodline comes through strongest in the physical traits of a spurii.
A spurii character chooses an 'Unknown' racial trait from one bloodline in their heritage. This cannot be changed once chosen.
|
Notable
|
Mens Sana
|
In addition to sharing the blood of multiple races, spurii often share the culture or upbringing of multiple families, though general weal can strongly lean toward one familial bond over the other.
A spurii character chooses a 'Notable' racial trait from one bloodline in their heritage. This cannot be changed once chosen.
|
Prominent
|
Tuum Est
|
At times it can be hard to tell where the lines lie between a spurii's bloodlines. Are they more akin in body, mind, or spirit? Every spurii is different in this regard.
A spurii character chooses a racial trait from one bloodline in their heritage, either 'Unknown,' 'Notable', or 'Prominent.' This cannot be changed once chosen.
|
Renowned
|
Sine Loco
|
Those of mixed heritage, even those who are well-regarded by their peers and friends, may still have trouble finding a place to belong. As outsiders, they have a different perspective; as hybrids, they have different capabilities. Finding a place of comfort in life is often a matter of spurii embracing parts of themselves, even if they differ from the norm.
A spurii character chooses a 'Renowned' racial trait from one bloodline in their heritage. Optionally, the player may submit an ability of similar magnitude for review. This cannot be changed once accepted or chosen.
|
Exalted
|
Ordo Ab Chao
|
From the chaos of two disparate bloodlines, a spurii finds their own pinnacle, on par with any pure-blooded member of their familial races.
A spurii character chooses an 'Exalted' racial trait from one bloodline in their heritage. Optionally, the player may submit an ability of similar magnitude for review. This cannot be changed once accepted or chosen.
|
|