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Fantasy ۞The Ninth Seal۞ [Character Selection Details]

DarkNerd

The Heart yearns for what it cannot have.
Normal Human No particularly special abilities, strengths, or weaknesses. Just a regular mortal.

Therianthropes (also known as Therians) Humans who have the ability to shift into beastly muscular bestial creatures of great power and ferocity. They were worshipped since ancient times by humans who mistaken their abilities as divine. The most famous of these is the lycanthrope or 'werewolf.' Thus far, the therians that are well known today are mammalians-- wolf, bear, hog, bull, bat, and leopard. There may be other non-mammalian therianthropes but so far they are either extinct or hidden. Therians are generally very tribal, territorial, and often prefer to exist in communal close to one another. Most are quite suspicious and usually have bad temperaments, particularly during the mating season and during full moons where they are known to go into a berserk state known as 'Lunacy'. Conversely, New Moons make them go into a state of suspended animation known as 'Torpor.' Rarely, some will copulate with members outside their species (such as with normal humans); however, in such cases where the individual is not a normal human or a related creature to Therian, the child will be born stillborn or not at all (such as cases between vampires and therians). Their society is often either matriarchal or patriarchal structures, depending on the species and tribe. Usually, the heads of their tribes are known as 'Alphas' while the weakest are 'Omegas.' It is thought they all abide by a single ruler known as ”Father”. Therians can smell vampires and daemons out from the crowd easily. The two are eternal rivals to one another and often kill one another ruthlessly.

Strengths
> Can possess extremely powerful brute force, speed, or resilience (dependent on species, size, and rank)
> Can possess other quirks (dependent on species)
> Heals quickly
> May possess other quirks dependent on species
> Live longer lives than normal humans
> Primal Roar can paralyze humans, signet users, and weaker vampires

Weaknesses
> Easily overcome by overwhelming stimuli such as light, sounds, or smells
> Highly influenced by patterns of the Moon; during “Torpor” they are vulnerable to attacks while during “Lunacy” they are uncontrollable berserkers
> (Species Dependent) Water, Ice, Wind, and Lightning Signetmancy
> Susceptible to animal pathogens (e.g. rabies, Mad Cow's Disease, etc.)
> Weak against certain metals such as silver
> Can also die from blood loss and decapitation

Immunity
Resistant to Darkness. Cannot be transformed into a vampire.

Note
Able to partially phase into Therian form without having to fully transform (such as limbs, maw, teeth, jaws, eyes, etc.)

Vampires A class of humans forever cursed to walk eternally in the night. Despite their popularization in folklore and pop culture as obligate hematophagists, they are a group of beings that vary in persona, disposition, and interest much like most humans-- however, they are all instinctively enchanters, seducers, but most of all, ravenous beings who thrive off of excitement and ecstasy. As such, they will seek out thrills in any way they please. Though it is not a well-known fact, many even were part of human royalty without the knowledge of those around. Generally, vampire society is highly aristocratic, age and rank are everything. As such, the whole of society operates in a feudal system with many disparate kings and queens, each with their own grouping of princes, princesses, dukes, duchesses, counts, and countesses (about 10% of overall vampires). It is thought the whole of vampire society is ruled by a single unknown entity known by only the very elite as "Mother." The remainder are commoners. For most vampires, humans are nothing more than either cattle or playthings to be toyed with; however, some do show great support, love, and empathy for their humans. They can immediately detect therians through crowds of other humans and will often pursue them to death. Vampires cannot procreate through natural means and must turn a regular human into one of their kind. However, such infant vampires are usually quite powerful and uncontrolled forces (at first) often going on bloody rampages.

They are not undead.

They are also able to use Blood Magic-- a unique craft to vampires that allows them to use blood to attack opponents, create weaponry, or cast illusions.

Strengths
> Can possess extremely powerful strength, speed, or resilience
> Capable of using Blood Magic
> Heals quickly, especially when they feed
> Can temporarily gain resistance from an element by drinking the blood of a Signet User (one element at a time)
> Cannot catch diseases nor age
> Have the ability to enchant humans and weaker therians

Weaknesses
> Sunlight. Exposure can cause severe burns that heal slowly or even cause ‘death’.
> Fire, Light, Steel, and Earth signet users
> Strength highly dependent on age and rank
> Will gain elemental weakness from the blood of signet user. Can only be resistant to one element at a time.
> Will grow weakened and atrophy if they do not consume blood; can also die from blood loss and decapitation
> Extensive use of blood magic can weaken them

Immunity
Resistant to Darkness.


Signet User Special humans imbued with latent abilities to conjure specific elements known as "Signets." They are born with a specific elemental characteristic (e.g. Fire, Water, Earth, Wind, Lightning, Steel, Ice, Light). The practice of this craft is known by quite a few names in different languages but the general terms known by most are Signetmancy, Heraldry, or Symbology. Each signet user is only born with one signet type. Physically, most users appear to look exactly the same as humans, although there are some who are known to exhibit strange brands on their bodies mistaken for birthmarks. or tattoos Others yet may have somewhat differently colored features (e.g. hair, skin, eye pigments) that make them distinct from most humans; however, in modern times, it's become incredibly difficult to tell them apart from one who has dyed their hair, wears contacts, or merely is from a different region. Unlike Therians and Vampires, there are no formal organizations of Signet Users; however, there are rumors of underground ‘magic schools’ for signet users-- ones that focus on specific elements and ones that provide general education. When put into highly stressful situations, threatening situations, or during times of great remorse, Signet Users sometimes enter a heightened state of being known as the ‘Quickening.’ In this state, their powers increase greatly both in capacity and destructive potential; however, they’re uncontrollable and can become extremely dangerous to those around them. Moreover, the incredible strain placed on their bodies often leaves them in a state of temporary comatose. Vampires and Therians cannot distinguish them by scent alone. Daemons can and will actively pursue them, even if they have not ‘Awakened’.

Strengths
> Able to utilize Signetmancy
> Can work together with other Signets for Compounded Effects
> Usually imbued with other strange/random quirks
> Strong against certain Supernaturals (dependent on user). Stronger against all Daemons, Doubly so when they’re diametrically opposed elementally
> Can enter “Quickening State” causing extensive damage to all around
> Able to resist, nullify, or absorb the same element (dependent on Signetmancy Level)
> Higher levels of Signet Users can imbue special weapons with Signetmancy (Adept or Higher)


Weaknesses
> Powers are latent and cannot be tapped into until ‘Awakening’
> Maturation of powers and ability come with time and use
> Using powers puts a great strain on the body
> Quickening can render Signet User highly susceptible
> Bodies are weaker than normal humans
> Weak against Diametrically opposed element (except Daemonic Signetmancy)
> Weak against Darkness Signetmancy

Immunity
Cannot be stripped of Signet Usage or turned into vampires.

Note
UnAwakened Signet Users entering in the Awakening state for the first time automatically enter a berserk state of 'Quickening.'

Daemons (also known as Demons) Thought to be the accursed beings who fell from grace during the Great Rebellion against the Heavenly Hosts. Their domain goes by many names but Hell is the most familiar. They are able to walk and live among humans as normal entities. Each Daemon is imbued with a special elemental craft, one which is tied to their Daemonic Crest-- often thought to be used by witches and conjurers to summon them (with the exception of Light). Unlike Signet Users, they suffer no strain from using their powers and can unleash their true form; however, they cannot maintain it for long due to the enormous amount of energy requirement. Physically, they can take on any shape though normally appear as normal humans, staying in it as long as they like. Their true forms; however, reveal a far more grotesque, nightmarish form-- corrupted by their even more macabre hearts. Each Daemon is usually dispossessed by one of the Seven Deadly Sins-- Gluttony, Greed, Sloth, Lust, Envy, Wrath, and Pride. Nearly all of them have nothing but disdain for humans, including Therians and Vampires but especially so for Signet Users though their reasons are not clear. Unlike Therians and Vampires, Daemonkind is ruled in a militaristic system with the top 7 generals (e.g. Abaddon (Wrath), Amon (Greed), Ashtaroth (Sloth) , Asmodeus (Lust), Baal (Pride), Beelzebub (Gluttony), and Paimon (Envy) ) represented by each of the Seven Deadly Sins. It is unclear who these generals are. as they rarely make an appearance. When Daemons have children with humans, the child is imbued with the Signet of Darkness-- something Signet Users cannot gain through conventional means.


Strengths
> Able to use corrupted versions of Signetmancy which is still effective against other Supernaturals while suffering no ill effects or strains in doing so
> Can use the Signet of Darkness
> Cannot be seriously harmed by conventional means including weapons or one's bare hands (including decapitation or evisceration)
> Is able to shift into any form
> Can transform into their true form which makes them far more powerful
> Ageless and incapable of getting sick
> Each has a special quirk

Weakness
> Are twice as susceptible to Signet Users, four times as much against their diametric opposite element
> Very weak against Signet of Light
> Signetmancy is easily overpowered by Awakened Signet Users
> Can be expelled from the area using Conjurations (such as blessed water, prayers, and other such efforts)

Immunity
Cannot be turned into vampires. Cannot be harmed by Signet of Darkness.

More type of characters to come later.
 
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Explanation on the Signet

It is unclear what "The Signet" actually is. Some believe that it is a form of witchcraft. Others believe it is a curse given the health problems associated with the Signet.

There are arguably 10 elements:
Primary: Fire, Earth, Water, Wind
Secondary: Lightning, Steel, Ice, and Sound.
Tertiary Elements: Light and Darkness.

Elemental Pairings+ + Diametric Opposites are four spaces clockwise/counterclockwise to one another.
Ex: Fire/Water, Lightning/Steel.
+ Analogous Pairs are usually One Space Counterclockwise. Their effect is increased by 1.5 .
Ex: Water = Lighting/Ice.
+ Complementary Pairs are usually Two Spaces Clockwise or Counterclockwise. Their effect is increased by 2.
Ex: Sound = Lightning or Steel, Fire = Wind or Earth.
+ Tertiary Pairs are usually a pair of comprised of the full set of Complementary groups. Their effect is increased by 3.
Ex: Fire/Wind/Earth, Sound/Lightning/Steel, Earth/Fire/Water.
There might be other such element combinations yet to have been explored. Unfortunately, because Signet Users are rare as it is, it is hard to say what they would be. + Light and Darkness fuses with any element increasing their overall effect by 1.5 but has no weakness.


Most of the users that are born with the Signet are usually one of the primary (50%) or secondary users (45%).

Rarely Signet Users of Light are born (5%). Signet Users of Darkness are not born through conventional means.

Signetmancy evolves with use over time, usually broken into five levels of experience:
0. UnAwakened
1. Beginner
2. Intermediate
3. Adept
4. Expert
5. Mastery


Most users are UnAwakened. Usually, strong emotions such as fear, anger, or love can help awaken users. There are very few Masters in the world but it is rumored there are at least one for each Signet. It is likely though unclear if this is also true with the Signet of Darkness.
 

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