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Progressing A Character



Every aspect of a character's development has been divided into five tiers of growth, defining their limitations. In order to develop further, they must properly demonstrate each phase of their current tier in proper order on multiple occasions before proceeding to the next as well as meet the required post count defined below.

Psychics


Novice | 0 Posts
A novice psychic starts out with nothing more than the potential to sense other supernaturals, often in a form of physical representation such as an itching all over the skin.


As time progresses, a series of flu-like symtoms signify their first distinctive point of growth when their primary ability develops. Control is iffy at best as their bodies have yet to adjust to the changes within, and high emotion can call forth unwanted behavior from it. Limited in both strength and duration, overuse can cause nosebleeds, headaches and blackouts, and in some rare cases comas.


Only with practice will things start to finally settle down, nosebleeds and headaches coming less often. While high emotions can still trigger unwanted effects, their frequency lessens severely as the body adapts and they can now explore their newfound ability with less caution as their control stabilizes.

Apprentice | 25 Posts
As an apprentice psychic's body finally accepts the alteration of an ability, they no longer have concerns for blackouts but unwanted headache still plague them on occasion. Duration of their ability increases with use as does control over it with only extreme emotions to bring haywire behaviour forth.  


Duration increases once more with further use and exploration of the user's ability, harmony between the physical body and abilities achieved. Symptoms no longer shadow their use, save for the need of a few extra calories a day. An ability can now be used with confidence, even if they aren't one of the strongest yet.


Another plateau of strength is reached as they near the end of Apprentice, a second ability may develop. Another adjustment period occurs for those accompanying a new ability, flu-like symptoms returning. High emotions will encourage strange behavior in their use, and exceeding their limitations may bring on severe headaches and nosebleeds. Using both abilities at the same time is near impossible.

Experienced | 50 Posts
The Experienced psychic may still suffer mildly from light headaches or achy muscles, but generally symtom free in their ability's practice. The fine art of multitasking between the two abilities still defeats them as they explore their growing limitations.


As the progress further, they gain further control. Both abilities can now be used at their whim individually without issue. With patience and concentration at hand, use of both abilities simultaneously can be achieved for brief moments in time.


Resistance to small outside intrusion of the mind begins to develop. Though they are still susceptible to stronger mental opposition if the other user persists, they stand a chance to remain the solo dictator of their own behaviour from a vampire's compulsion or another psychic's mental influence. Simultaneous use of abilities is more likely to succeed than fail for short durations.
Advanced | 100 Posts
Handling their primary and secondary abilities in unity can be achieved much easier. A new raise in strength becomes them as all their hard-earned work finally pays off. A third ability may be obtained at this point, and while they still have much to learn only the slightest headaches will become them.


Mental intrusion is becoming a lesser factor to worry over these days as they continue to progress, and they can now start masking that pesky aura of power they've been setting loose on the community at hand. Adjusting to the third and final power comes quicker, taking rapid strides to keep it from acting too wild from order. While duration needs some work, the small side effects have dissipated entirely.


Exploring the extends of their power, they can start towing their limitations. The luxury of using all three abilities together for small durations is in their hands, having a fairly capable hand with their final ability. While its not seamless, it can be done with small confidence.
Master | 200 Posts
A master psychic has their aura at their disposal, able to mask their strengths and abilities entirely to all lesser than themselves. Mental intrusion is far less common, and they can go about their day without worrying whether their thoughts are their own.


They've completely mastered their third ability, and the task of combining all three simultaneously comes easily. Finally at long last, longer are they limited to pesky adjustments, tedious learning curves, or even the age old threat of a coma.


While they aren't all powerful, they have definitely earned the title as a master. Their duration and strength both increase significantly for a final time, all ability fluid to their control and synchronizing harmoniously. Only the equivalent to their strength pose threat to their minds these days.

Therians


Novice | 0 PostsApprentice | 25 PostsExperienced | 50 PostsAdvanced | 100 PostsMaster | 200 Posts

Vampires


Others

Overview



Therianthropy
Neither man nor beast, therians are a compliment of the best of both worlds. An infectious disease by nature, it can be taken as a blessing or a curse depending on the afflicted person's opinion. Holding a unique genetic composition of both human and animal alike, they are capable of shifting their physical form between the two mainly at will. In order to achieve a physical sense of harmony, both the wants and needs of the animal within as well as basic human desires needs to be met.

Contagion
With two ways of contamination occurring, infection transmitted from carrier to human is by far the most common. Either through blood infection in the form of contaminated needles or transfusions, a simple bite or scratch from a Therian is all it can take. The exchange of bodily fluids alone will suffice, mucous membranes or damaged tissue vulnerable to transmission of the causing virus. While the rate of infection is far increased in a shifted state, the possibility is always there despite precaution.


The addition of a vaccination created to combat the passing of the disease has also been known to cause infection if said user had been given an inappropriate strain to counter the initial infection.

One can also be born with the disease, though live births are far and few between.

Signs of Contamination


Not all afflicted with the disease will show many if any symptoms previous to their first shift on the full moon, but there are still telltale signs someone has contacted the virus. Ranging from increased speed of healing, sensitivity to smells, sounds, or tastes, an elevated body temperature is most common of all.

General Information


Strengths
Varying in small degrees of strength dependent on the type of species at hand, all therians come naturally equipped with particular defenses built in. A range of physical attributes come with the territory, from supernatural strength to enhanced senses and reflexes.


Strength
Capable of rivaling most vampires in a one-on-one fight, supernatural strength comes a little too easily to those affected with therianthropy. Easily capable of bench-pressing cars in their human state if the need arises, prime physical strength is achieved in their hybrid forms.


Senses
With their beasts to blame, all therians have a heightened sense of smell, sight, taste, feel, and hearing in all forms they are capable of taking. Their human form is far from crippled, still capable of picking up sounds and scent from a fair distance further than most other supernatural beings. Capable only of what their animal counterpart could manage, they are at their best in a completed shift.


Speed
With only a select few as an exception, their speed could surpass the average vampire on any day. A blur for the most part, they are capable of outmaneuvering even the finest skilled human any day without breaking a single sweat. Only the speeds of another therian and very particular advanced supernaturals can compare.


Reflexes
With great speed comes great reflexes, the delicate balance sometimes in need of some practice. Quick reaction is given to all, but how functional they wield it is dependent solely on the individual at hand. As all good things are to come, a little practice never hurt anyone to find the technique that works best for them.


Healing
One of the highest valued assets to a therianthrope is the supernatural speed of which they heal. Damage sustained have been known to mend anywhere from mere minutes to under a few hours, depending on the rate they’re personally capable of healing. More serious injury may need outside assistance in order to heal correctly, such as a realignment of a fractured bone. Damage caused by another supernatural being has been known to heal at a significantly slower rate, similarly to that of a human.


Immunity
Illness, toxins, and poisons are no longer a factor in play when it comes to therianthropes of any kind. From the pesky common cold down to the age old worries of infection or diseases, the worries of it all are in the past for these beings. Because of this, they cannot contain more than one strain of the disease. Vampire conversion is still a possibility but not without plausible risk. A gamble of fate, converting a therian to vampire has a 50/50 chance of causing irreparable psychological damage or in worst cases, death.
Weaknesses
While they have many strengths, their weaknesses are far and few between. They are at their weakest in the midst of shift, leaving themselves open to attack while their bodies recomposition themselves. More hardier creatures than most, they're limited to three distinctive weaknesses besides the vulnerability of a shift.


Critical Damage
Despite the advancement in their healing capabilities, fatal injury sustained still poses a risk to them. From falls surpassing their limits, severe head trauma limiting their brain's ability to function, to the simplest form of beheading. They are not above death in its cruelest forms.

Fire Fire among anything else is the simplest way to promise scarring of a therian, and a definite sentence to death if one is persistent enough with it at hand. The manor in which damage is inflicted has been known to heal near human slow at times, depending on the degree of burns.

Silver All therians hold a severe sensitivity to silver, the simplest contact against their skin well known for burning. The longer the skin is in contact, the more severe of a reaction. All damage inflicted with silver, be it a blade or otherwise, has the assumed healing rate of a human.

Shifting
Every therian is capable of physically manifesting their beast in one form or another, the most commonly occurring of the three being that of their beastial shift. During a shift, their bodies completely recompose themselves to that of their infected strain. A painful process, the speed in which they maneuver from human to animal depends greatly on the user at hand. While some can resist spontaneous shifts, all therians are forced to full change come the full moon.

Beastial
From human to animal, the beastial form is the easiest achieved and most commonly occurring shift to take place. Naturally their first and primary state, their size varies greatly in comparison to their living animal they resemble.


Hybrid
A blend of the best of both worlds, the hybrid shift is easily the most powerful of the three. Strength is in its prime in this state, their physical appearance favoring their animal counterpart without many of the limitations of the beastial form. Equipped with a more enhanced variation of their human bodies, they hold the advances of their animal’s many natural defenses.


Partial
The most uncommon and difficult to achieve, the partial shift is an ability only the most dedicated have learned to accomplish. Maintaining their human form for the most part, they are capable of selectively shifting small parts of their body, such as claws or eyes without succumbing to the desires of their beast to complete the change.

The Metaphysical


Inner BeastEvery therian has what has come to be commonly referred to as their inner beast, a metaphysical representation of the animal aspect that resides within them. Like their humanity holds needs and desires, the inner beast has wants and demands that must be met as well. Finding a harmony between their human halves isn't always easy as the wishes of the human half don't always add up to what the beast demands from them. A tricky thing, but once agreement has been reached between a true peace can be met within.


Instinct
Aspects of inner beast tend to reflect in personal actions, such as the few mentioned previously. Their general behavior holds many characteristics of their inner beast, particularly notable within the newly changed. Body language is a strong factor in play when it comes to communication between therianthropes, an adapted variation of both submissive and dominant displays recognized widely between all strains. The beast plays a heavy hand in how a therian may react in certain scenarios, the primal instincts of their animal dominating rational thought at times of stress and high emotion. Self preservation is heightened in many as well, bringing some unusual responses forth.


Intimacy
One of the most basic of needs both human and alike, the desire for physical intimacy is one of the utmost important to the beast. As such, sex among other physical forms of affection comes as a high demand from the inner beast. The search for a mate is one of the most primal drives for them, and is of most importance. Failure to satisfy this aspect may lead to out of character behavior, including blackouts with misfortunate events the human side wouldn't typically participate in.



Violence
Most if not all strains of therians are carnivorous in nature, and because of that small fact the simple scent of blood is enough to lure their attention in. Predators as they are, the call to violence is an easy one to succumb to. Be it playful tussling and sparring to serious combat between, violence comes easy to those with therianthropy. Agressive behavior can be provoked in a manor of ways, but the easiest factor is territorial disputes and challenges towards another's claim of dominance.

AuraEvery supernatural gives off a particular aura of sorts, a non-visible physical projection of their level of energy. Therians in particular tend to give off an aura feeling of heat and fire, denoting them as what they truly are. While it isn't strain specific, it can signify their level of strength and dominance to others of the supernatural world and encouraging proper behaviour from lessers. Physical contact amplifies the feel and projection, giving a firmer suggestion of another's capabilities.

Masking Their Aura
Dominants are capable of minimizing their aura to certain degrees, whether it be for brief moments or prolonged suppression, allowing them to pass as either a lesser or even one of the humans themselves. Only the finest of controlled can withhold their aura's projection in a state where physical contact is involved.

Social Structure



Community
By the nature of the beast, therians have long been drawn into formations of particular structures revolving strictly around their strain of therianthropy. Each group has its own way of living, rules and standards dependent on the ones in charge. A certain primary need is sated by simply surrounding themselves with others of their kind. While they differ in many degrees, all generally have a a key dedication to protecting those involved.
Groups


RoguesThe strays of the bunch, rogues are those that do not belong to one particular group. Without a group to call home and a leader to offer protection toward them, they are fated to move nomadically around, never staying in one place for long. Generally speaking, residing within a territory already claimed by their strain poses even further risk, be it force into the group of the threat of being hunted out. It is almost always guaranteed a life full of constant worry and fear. One may become a rogue by choice of leaving, exile from the group, or simply by mistake if their change had not been made aware to the nearest group.

Choosing to Leave
Choosing to leave a group can be considered a grave insult to the leader and must be approached carefully. Request is needed in most cases to avoid backlashing from the group itself, though it is still heavily frowned upon. Those who choose to leave agree to the nomadic lifestyle determined for all rogues at hand.

Exiled
Considered the gravest of punishment save death itself, it is not a punishment given lightly. A member that has been exiled is typically run out from the territory entirely, with all ties cut from their former group. Those allowed to reside within still pose risk of being cast out completely at the whim of the leader at any given time.

Overview



VampirismThose affected by vampirism have surpassed the typical sense of living and are now undead beings, continuing life into an unnatural reanimated state. Though lacking the traditional pulse or human necessities, they do retain the need to feed. Claiming illness as their cause of extended years and primary dietary needs, their source remains ingestion of blood. Immortal in most eyes, they hold only the aspect of extended life to the proper definition of immortality. Capable of living infinite years beyond a human being, they are just as susceptible to death as any other. Contagion

General Information



Strengths

Speed
A blur for the most part, they are capable of outmaneuvering even the finest skilled human any day without breaking a single sweat. Only the speeds of a therian and very particular advanced supernaturals can compare and outrival their quick movements.


Reflexes
With great speed comes great reflexes, the delicate balance sometimes in need of some practice. Quick reaction is given to all, but how functional they wield it is dependent solely on the individual at hand. As all good things are to come, a little practice never hurt anyone to find the technique that works best for them.


Healing
One of the highest valued assets to a vampire is the supernatural speed of which they heal. Damage sustained have been known to mend anywhere from mere seconds to under a few hours, depending on the rate they’re personally capable of healing. Damage caused by another supernatural being has been known to heal at a significantly slower rate, similarly to that of a human. Any intake of fresh blood can speed the process exponentially, wounds mending before their eyes shortly following ingestion.


Immunity
Illness, toxins, and poisons are no longer a factor in play when it comes to vampires of any kind. From the pesky common cold down to the age old worries of infection or diseases, the worries of it all are in the past for these beings.
Weaknesses
Sunlight
Save for a select few of a particular bloodline, most vampires cannot sustain contact with direct sunlight without severe burns to come. Prolonged exposure will lead to self combustion. Lesser vampires and the recently turned are easily damaged by the suns rays, taking mere seconds to burn up entirely when contact has been made.


Fire
Highly flammable creatures, fire is a sure way to guarantee a vampire's certain death. Unlike most other physical trauma inflicted, severe burns caused by flame pose risk of scarring if they do succeed to snuff the flames.


Critical Damage
Despite the advancement in their healing capabilities, fatal injury sustained still poses a risk to them. Any form or extreme inflicted damage to the heart or head will generally lead to impending death. Decapitation is almost always a sure way to end their life. They are not above death in its cruelest forms.


Invitation
A vampire cannot enter an occupied home without invitation. Like a physical barrier they cannot see, trespassing is nearly an impossible feat. For those either strong enough or brave enough to try and force their way past, doing so can cause the tresspasser a great deal of physical harm. Uncontrolled bleeding, seizures and finally they begin to smolder from within. An invitation can be given by any living being within the household, and revoking it is just as easily managed.

The Metaphysical



BloodlinesServants & TriumviratesCompulsionAuraEvery supernatural gives off a particular aura of sorts, a non-visible physical projection of their level of energy. Vampires in particular tend to give off an aura of a cool liquid-like feeling, denoting them as what they truly are. While it isn't bloodline specific, it can signify their level of strength and dominance to others of the supernatural world and encouraging proper behaviour from lessers. Physical contact amplifies the feel and projection, giving a firmer suggestion of another's capabilities.

Masking Their Aura
Dominants are capable of minimizing their aura to certain degrees, whether it be for brief moments or prolonged suppression, allowing them to pass as either a lesser or even one of the humans themselves. Only the finest of controlled can withhold their aura's projection in a state where physical contact is involved.

Overview



Humans
Still the dominant species, they form the mass of the general population these days despite the rise in supernatural beings. Able to live and lead normal lives, they have little to worry past mundane everyday troubles for the most part. No longer the highest predator known on the food chain, they still dominate the civilian world when it comes to rules and abiding them.

Psychics
A step up from the average joe and jane, a psychic is a human being that has advanced past their everyday normal limitations. Beings with supernatural abilities of their own, what they are capable of is predisposed to their genetic background alone. While they aren't always fondly looked upon in a general sense, a psychic can easily maintain a rather mundane lifestyle if they so choose.


Signs of Growth


Every psychic goes through bursts and phases of growths, the rate at which they progress in overall strength depends on many factors at play. With every increase comes the adjustment period with pesky symptoms ranging from headaches, nosebleeds and in severe cases, blackouts. The time and duration of which they take to adjust also depends highly on their determination and the capacity at which their body can adapt to the new changes.