PLAYED BY OOC NAME
PLAYED BY Sassy
Goddess of Dreams and Dark Arts |
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Post by Nevyne on Sept 1, 2016 2:09:55 GMT
NEVYNE GODDESS OF | DREAMS | NIGHTMARES | NECROMANCY | ANCIENT ARTS |
“Do not forget the Banshee in your prayers, for She is easily slighted… lest She imprison your soul within Her realm, hidden from the keeper Tatara, unable to return to this earth, wandering in eternal nightmare.” - Aleyah Hamari, Surajan Philosopher and Priest of Tatara. |
| APPEARANCE Pronounciation: - Traditional and Modern .... Neh - Vine How the Culture Perceives Her: A tall, faceless woman, with an aura of shadow and dressed in flowing black, tattered robes. Her hands are long and clawed, like a banshee's. Though her appearance does vary somewhat among her followers, this is the most common perception, and the one most often depicted in statues and art. Others claim she has glowing eyes, or a hundred knife-like teeth, each several inches in length, or that she has many, arachnid-like limbs. How She Actually appears: These perceptions aren't exactly incorrect; she can take any physical form she likes in her realm. She enjoys the aesthetic and enjoys seeing the frightened looks of those who see her, so she tends to stick to the banshee-esque appearance in nightmares and dreams. Outside of her realm, she maintains a singular appearance: A tall, pale woman in a dressy black-and-white outfit, complete with a cloak. Upon her head sits what appears to be a parasitic creature; it is her “pet,” Opgraven, a minor, long-forgotten god, whom she “adopted” and gained the powers they once wielded. | PERSONALITY
LIKES -Opgraven -Toying with people and gods -Scaring people -Being showered with praise and gifts -Exploring and Shaping Dreams -Curiosity -Art -Being in control -Philip- He's fun and creative! -Kupiec – An old friend | DISLIKES -Routine and Monotony -Unimaginative minds -Sunlight -Serious people (Boring!) -Being involved in fights -Being ignored -Being lectured by 'Taters” (Tatara) -Operating outside of her realm -Androids |
POSITIVE ATTRIBUTESArtistic: One doesn’t make her home in a dreamscape without being a creative type. She does it all; painting, sculpting, singing, and storytelling. She appreciates artistic types, and those with creative brains. She is more inclined to grant them gifts and less likely to kill them in their dreams. Insight and Intrigue: Nevyne has a better idea of the inner workings, plans, and ideas of mortals than other deities; after all, every dream and nightmare happens in her home, and often they contain memories, visions, phobias, wishes, secrets, and worries. Fortunately for mortals (and certain deities), she doesn’t like sharing what’s hers. NEGATIVE ATTRIBUTESHow Dull: Gets bored easily, and shakes things up when she is; this includes playing games of life-or-death in her home realm with mortals, and twisting dreams for her own entertainment. Her amusement takes priority over all mortal lives. She isn't afraid to meddle with the affairs of other deities, either. A Cycle, Interrupted: There’s a reason Tatara isn’t very fond of Nevyne; souls who get lost in her dreamscape, or are consumed by their nightmares, do not go back to the Cycle. They either wander the dream realm forever, forgotten by Nyvene as she grew bored, or are fed to Opgraven, who absorbs the very fabric of the soul. On my Terms: Nevyne does not often make appearances on the mortal realm; while she does hear (and adore) summonings, praise, and worship, if she is going to meet with a mortal, it will be in her domain. It is never straightforward to deal with her. WEAKNESSESEasily Slighted: Not enough worship? Lacking in praise? Cursing her name? Ooh, she doesn’t like that. Expect her to take action on a large scale, consequences be damned. She WILL be revered, whether through praise or fear. How Interesting: Nevyne loves the machinations of mortals; if someone approaches her with a particularly interesting or creative idea, plan, or game, she isn't likely to refuse. As well, if a person, plot, or piece of art catches her attention, she'll become borderline obsessed with following it. | VERY BRIEF HISTORY Nevyne is a goddess who became involved in mortals as soon as she found them wandering her realm, when the earliest beings slept. For a long time, she watched, excited for their creativity and their developments. Now, she continues to watch, and amuses herself by playing with their dreams, watching their nightmares, and seeing them scurry about their short lives. The creature upon her head is one of the first fallen gods, a minor deity named Opgraven, whose power waned as their cultists grew few and weak. Nevyne found this to be a shame; they were an interesting sort, and she enjoyed watching the results of their dangerous rituals. Rather than let the fallen god die like a mortal, she instead took them up into her plane. Now they rest upon her head, silent, in a symbiotic relationship with Nevyne; her strength keeps them alive, albeit barely, and in turn, she has dominion over their powers, which focused on necromancy and other long-forgotten rituals. Today, she enjoys awakening these dormant powers, and looks forward to mortals discovering the forgotten arts and rituals, hoping they will unleash remnants of trapped Olden Magic within. She is, after all, extremely curious about this dangerous force. | RELIGIOUS SECT Preferred Offerings: Art Supplies, Runic Ink, Bones, Dark Chocolate, Artistic works of her likeness, Hallucinogenic Plants Most Common Followers:- Artists - Seers - People with sleeping disorders - Crytpozooligists Possible Blessings and GiftsDream Vision: This ability allows a person to peer into the dreams of a living mortal while they sleep. Similar to watching a movie. This is triggered by physical contact. Dream Travel: (upgrade of Dream Vision) This ability enables the user to now not simply watch the dream but to be apart of it. A more practiced traveler will even be able to shift their forms in the dream as well as interact with all the figures. Ancient powers relating to necromancy and other forgotten magicCopies or locations of old, forgotten ritual texts | [b]Wo-Class Carrier[/b] Kantai Collection | Nevyne | PLAYED BY SASSY |
MADE BY ★MEULK OF GS
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PLAYED BY OOC NAME
PLAYED BY Sassy
Goddess of Dreams and Dark Arts |
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Post by Nevyne on Oct 20, 2016 14:55:44 GMT
Necromancy The lost arcane art
Necromancy Magic | Nevyne’s Blessing (70g starters, 160g purchasables)
This magic is not inherent to magi or the runic university; it is a lost form of magic that is now governed by Nevyne and Opgraven, the once-fallen minor god. He was the old, forgotten god of Necromancy, and when he fell, he did not perish like many others; Nevyne lifted him up to her realm. While she is technically in control of the symbiotic pair, she often trusts him to continue to govern this dark magic.
It is not possible to purchase abilities in this tree by default. Only select characters may have access to these powers; most are "blessed" by Nevyne, but it is possible to gain access via Artifacts as well. Nevyne will not grant this gift if requested in threads; she gives it out as she sees fit, which is often during Events, or to people who have held her favor for some time. OOC, “holding favor” means IC for some time, despite what you may put in your backstory; do not attempt to create a necromancer character.
FAQs: Q. Can I request Necromancy powers in a Help Desk thread? A. No, just like you can't deliberately ask for blessings from any other god or goddess.
Q. Can I make my character a priest for Nevyne and get powers that way? A. No, like I said; regardless of what you put in your backstory, you can't start out with these powers. Currently I am not granting exceptions to this rule, so please do not ask. You can be a priest of Nevyne all you want, but it will not grant you necromancy from the get-go (Though it's always a plus to have a goddess like you).
Q. Does this make me a Magi or a Runic student? A. No
Q. Does this interfere with my magic or blessings? A. No
Q. Can hunters detect necromancers like Magi? A. No, but it will not mask the scent of being a magi if you are already one.
Q. Is this magic affected by things that nullify magic, like Runic Circles? A. Yes
Q. Does Song of Bones affect Hunter Weapons? A. This magic interacts with hunter weapons in interesting ways. Song of bones has no effect on soul-bound weapons made of bones of a still-living magi at all. It will still affect augmented weapons, but they may only be manipulated kinetically. You cannot affect an augmented weapon's shape.
Q. Does Song of Bones affect the bones inside of living beings? A. No. You may not manipulate bones of living beings. If the bone is separated from the person (a severed arm) then you may manipulate those bones. You cannot manipulate a bone in a Soul Bound Hunter weapon.
Q. Can you use Song of Bones on your Corpse Puppets? A. Yes. You may shape them as you want, but remember that you can't create bone from nothing, or combine them.
Q. Can I reshape Bones from bone dust using Song of Bones? A. No. Bones cannot be reshaped from bone dust.
Q. What is the difference between Song of Bones and Fleshscape? A. The skill "Song of Bones" lets you treat bones as a magi would treat your element. The skill "Fleshscape" lets you manipulate dead flesh, to graft things together to make a conglomerate of flesh.
Q. Isn't having NPC skeletons always available kind of OP? A. No, not really. Bear in mind that corpses need to be in the vicinity for you to summon them as servants. If there aren't any corpses nearby, you have nothing to summon. Like a Magi's magic, Necromancy is very tiring. Servants aren't particularly handy. Limb are detached easily, and the separation of a servant's head renders it useless ("dead"). Any players with an equivalent fighting skill (and even some lower skills) are more than a match for a corpse puppet and servant.
Q. Couldn't I reanimate a slain corpse puppet? A. Yes, but remember that the puppet limit is per day.
Q. Well doesn't Horde give you ten servants? Wouldn't Ten Servants be a force to be reckoned with? A. Yes, However, you would be exhausted after summoning (and maintaining) so many servants at once, it would be unlikely that you would be able to do anything else. This would leave you quite vulnerable if you don't succeed.
(C) ELLIE @ GANGNAM STYLE
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PLAYED BY OOC NAME
PLAYED BY Sassy
Goddess of Dreams and Dark Arts |
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Post by Nevyne on Oct 20, 2016 14:56:05 GMT
Under construction - Not Final - Purchases from this area are on temporary hold Starter Abilities Death to Dust: You are able to speed up the decaying process of any corpse you can touch. In minutes, you can disintegrate flesh from bone, and given more time, you can even turn the bones into a fine dust, though this is a tiring process.
Sense Dead: With some concentration, you are able to sense every corpse within 20 meters of your location. Due to the nature of Magi bones, you can differentiate between human bodies and magi ones, but no other details. You cannot sense cybernetic parts, hosted human corpses, or android wreckages.
Corpse Puppet: Once per day, you are able to animate one corpse within a few meters of you. This corpse is simply a puppet of parts, and nothing more. It can only be given simple verbal commands (Sit, attack, carry, wait, etc). The corpse stays until dismissed, or until the necromancer moves more than 10 meters away for an hour. It takes energy to maintain the puppet, though not as much as other sustained magic. The puppet has no skills
Intermediate Abilities Corpse Summon: (Upgrade of Corpse Puppet) You are now able to summon up to three nearby corpses each day, and can communicate with them via mental commands. These can be slightly more complex (Only attack magi/hunters/cyborgs, patrol area, etc). The corpses fight equivalent to Unarmed or Melee I. It takes more energy to maintain more bodies, and they will stay active unless dismissed or until the necromancer moves more than 30 meters away for three hours.
Sense Dead II: (Upgrade of Sense Dead I) The range is expanded to 100 meters. You can sense the brains of dead hosted humans. You are now able to discern with a three-month margin of error approximately when the person died.
Unlife: Your body does not decay; it may still age, but you will never die from old age (ie: organ failure due to age, etc. Injury and Illness affect you, though the magic sustains your normal immune system). If you lose your connection to Necromantic magic, the effects stop sustaining you immediately, likely resulting in your death. In the Old Days, Necromancers who sustained this ability lived long lives, but eventually succumbed to insanity.
Fleshscape: Corpses are your canvas. You can manipulate flesh and even bone structure of corpses to either change appearance or combine different pieces of flesh into a single working Frankenstein of a corpse. Or you can turn it into an original disturbing flesh sculpture! Time to get creative!
Song of Bones: (Requires Death to Dust) – Your connection to dark magic allows you to manipulate the bones of corpses, similar to how a magi shapes their element. At this stage you can shape bone into basic weapons, such as swords, or twist it to other basic shapes. You must be touching the bone.
Advanced Abilities Corpse Horde: (Upgrade of Corpse Summon) Now you're a real necromancer! You can summon up to ten corpses a day, and they fight with the equivalent of Unarmed II or Melee II. Additionally, they are a bit brighter, able to understand basic combat tactics and the ability to work together. They stay active until dismissed or until the necromancer stays 100 meters away for over eight hours.
Memories of the Dead: (Requires Sense Dead II) You are able to see memories of any corpse you touch, provided they died within the last 6 months. You will see both their last few hours, as well as their last dream; it is not always easy to determine which is which, as they are muddled together. The fresher the corpse, the more clear the visions are. You may also attempt to view memories even further back, but they become less clear the further back you view. In the past, priests who used this ability too often, or dove too far back into memories, were driven to madness, unable to gain a clear grasp of their own reality.
Song of Bones II: (Upgrade of Dance of Bones) You have developed the magic within you to the point where you have limited kinetic control of corpse bones. You now may manipulate bones within ten feet of you; if you have Sense Dead, you can influence bones you cannot see. At this stage you can fling bone shards as fast as throwing knives. You cannot lift more than twenty total pounds of bone.
Unlife II: (Upgrade of Unlife) You can now heal yourself by absorbing parts of bodies. Skeleton bones can be absorbed to fix fractures, organs can help repair failures, blood can fix deficiencies, skin can close wounds... The fresher the body, the more profound the effects. This absorption takes at least an hour. Every time this ability is utilized, you can hear faint whispers in the back of your mind.
Unlife III: (Upgrade of Unlife II) You can now heal another person (per Unlife II). However, recipients of this type of healing seem to be… different, and almost always report nightmares and visions after even small healing. And you, as the user of this magic, swear that those voices in your head are getting louder…
Master Abilities
Corpse Abomination: (Upgrade of Corpse Horde) (Requires additonal thread with Nevyne) Nevyne has worked some art into Opgraven’s necromantic domain; now you may summon a mass of bodies, only to mash them into an abomination of your crafting. Essentially, this is a golem made of bone and flesh, and unlike commanding zombies and skeletons, the golem requires your entire attention (You may ride on top of it, or perhaps inside!). This shambling horror of disrespect cannot be more than ten feet tall or long. It has incredible strength and feels no pain, though every attack that cracks its bony shell weakens your bond to it, and wears you down further.
Song of Bones III: (Upgrade of Dance of Bones II) Your dedication to the dark magic has given you mastery over bones. You may now manipulate corpse bones within your sight or your Sense Dead range (if unseen). With enough practice, you can fling bone shards as fast as bullets, and you possess extremely fine control over shaping and kinetic movements. You cannot lift more than one hundred total pounds of bone.
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