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Korians
All
Korians strongly believe the Creator and have actually made many monasteries for
people to learn their ways and to receive enlightenment. Korians are great
artists and performers and find that any form of art is exquisite. Defilement of
the Creator or any such Artistic values is one of few ways to find out how mad
they can get. Even though pacifists they will not tolerate the Desecration of
their God or the values of some one's heart and mind. Most vulgar or rude
gestures they simply ignore for they believe fueling the fire only burns down
the woods. Korians often spend most their lives trying to reach the state of
Koran where one's mind and spiritual body has left the world to a place where
one's inflictions in this world cannot harm them. This
chosen path by the Korian is due to the Gods War as said mainly for their
Telepathic Powers. Their Powers range highly from an assortment of categories
but all offering an ability to help aid or harm other targets defensively and
even the Korians hesitate in the use of their power as well as avoid harming
anyone with them unless it was self defense. Some have the gift of Healing as
their first yet many must grow strong through experience to unlock the rest of
their powers. The Telepathic Power of the Korian was mostly sealed by the Gods
due to one Korian having lost control and nearly destroying a good portion of
the Pantheon. This Korian was called Raijean whom turned his back on his
people's ways and turned against their Godly creators. He was one of few Korian
to use their power to turn the tides of the War and was seen a Hero before his
own supremacy made him arrogant to attempt to conquer the world. A young Blooded
Man only known as a Dynarium stopped him and sealed him in a Prison of Pure
Earth Quartz sealing him for the rest of eternity. Korians
aren't seen disfiguring their body or being very muscular due to their use of
their mind powers. As they grow they can unlock their Psi power by causing what
Scholars and Magi think to be a jewel composite with in their own body. This
phenomenon is said to be something with in all Korians that allow the children
to have the Sealed Powers of their people and unlock them as they grow. The
Korians call it the Maitinrah (Mai-tin-raw) a Jewel of different shape and color
for every Korian. It's about a good three inches and seems to be with in their
bodies except the front of it is exposed over their breast plate. This is said
to be the Life Force keeping each Korian alive hence their Longevity and ability
to unlock their powers. Many mistaken the Maitinrah as an actual jewel of sorts
but it has no real value but it's known to possess the Maitinrah jewel of Power
which a Korian grants their powers and longevity to a person whom they choose
and is often seek by those wishing to have such power. It's known that few
dieing Korian have given their friend their jewel which holds all their power
and longevity. Many thieves have killed Korian thinking it a Jewel or desiring
the power of a Korian. However the jewel taken and not given will only grant
longevity and it is commonly warn as around the neck. To Korians
the Maitinrah given to a friend embeds itself into the adjacent target. Like the
Korian the receiver will have this jewel in the center of their breast bone. To
Korians this is a great honor and even a greater bond of friendship among
friends. To give to a lover or spouse it is seen as a greater devotion to their
bounding and is seen at times as the greatest devotion of love. The new owner
will be able to use the Telepathic Powers of the Korian and be able to have an
extended life with out aging. Most Korians do not even grow old past their age
and appear at their early 40's or younger 20’s. Now those whom stole or killed
a Korian are unable to benefit of this Korian gift. This is due for a Korian
must willingly place their stone into the other person at their death. If forced
or given the Korian if not dieing will die a painful death and the new owner
will not be able to benefit any of the powers aside from longevity. This is
shown as the jewel with a crack in the center and to Korians this is a great
insult. Most shun and others are even tempted to cease their pacifist and no
slaying life style to kill the person if such an act is seen. Korians
can stack their Power Stones but this is highly forbidden unless agreed by the
Korian Elders and the Council of Rulers. This is to prevent the similar incident
of Raijean whom did this and in the end even turned against his own people. The
effect increases and adds the power of another into the current stone. These are
adorning over the chest as a wide open V-shape. This will unlock powers quickly
and also increase the potential of each power by multiplying how many gems are
on the person’s chest but also the strain upon greater power will increase.
With this power they reach even a higher nirvana and in any case the Korians do
not like killing or will participate in killing yet will subdue or harm the
person to near death so they may be detained. If survival must come to killing a
Korian will support his friends and allies but not deal a killing blow to
anyone. They will fight to defend themselves but not to kill a life and normally
explain to others to kill and take the life from others is wrong for it makes
the Creator sad and sorrowful. Love and
Marriages are definite and is a highly sacred bond between the two Korians and
their society. They do not believe love is used in physical contact unless
necessary to reproduce for children. There is a mating season during the Early
springs for the Korian women that get the men all worked up and it seems
unavoidable for the males. The wrath of a Korian woman at this point of time
isn't very pacifist like as she can be the Dominate one in the relationship and
seems as if she were having her time of the month worst than ever. Most Korian
men fear this day but feel no trouble by it knowing it merely is time for her to
bring fourth the new generation. But as most people say a Korian woman this day
is the finest than any other. Yet there is however a problem with young Korian
matting with other creatures than Humans they child comes deformed and tends to
die there fore to avoid the sorrowful union it is strongly forbidden to mate
with other species than Korians or Humans. Though love of any bond is accepted
it is just a failsafe to avoid others from taking advantage of their races gift. Quirk:
Korians are highly intelligent and gifted in many skills pertaining to Arts and
Crafts. They are also famed for their works on Fabrics and intense use of their
Telepathic powers. Natural
Race Abilities Telepathy:
A Korian is able to keep a telepathic link to those close to her as well as
communicate and search for minds of a range of 50ft (10 Spaces) from another
target. However if the mind is hostile and not friendly the Difficulty of
contacting them is a Mind Check Difficulty 20. Telepathy:
A Korian can speak as well as sense any mind in an open area up to 5ft x their
mind. For Example> A Korian with a Mind of 10 can reach up to 50ft in a
Radius to contact or reach any target with At least of a mind of 7 or More and
is an Intelligent Creature. Those who wish to avoid communication or are Hostile
a Mind Check is Made an a Korian must beat a Difficulty of 20 or fail contacting
the hostile mind. Craft:
Korians get a +4 when crafting Clothing for people to wear or for them. Regenesis:
Normal Telepathic ability to heal wounds gradually. Restores 2d10 Hp when a
Korian is wounded and even when they are comatose or Unconscious any wounds
continue to Heal. This ability instead of healing Health can cure Death with in
1 round when it is activated but can only be done once each day and only restore
2d10 Hp. <To have this skill it Requires 50 Exp to obtain this ability> Antisos:
This gradually cures any Status Effect Symptoms including Bleeding. This Ability
takes 20 Exp to Unlock. When Unlocked Antisos cures 1 abnormal Status Effect per
round slowly healing any ailment inflicted upon the Korian. <Requires 20 Exp
to activate> Nohan:
This gradually restores Spells back to the body by mentally collecting energies
from the things about you even the air. This state of mind costs 20 Exp to
Unlock but Restores 2 Spells per round/20 minutes as long as no other ability is
being used at the time and the Korian is in Meditation. <20 Exp to unlock
Ability>
Shinshi:
Korian's can unleash a burning flame that surrounds them and shields them from
attackers. Those that make melee attacks on the Korian with this barrier up
suffer a 2d8 Fire Dmg. Wooden Items that are with in the Flaming Sphere must
roll a d20 and Succeed past a Difficulty of 10 as Wooden Metal items only need
to succeed past a Difficulty of 5. <To unlock ability spend 30 Exp> Minshi:
Winds collide as they circle the Korian making a Impenetrable Barrier that can
hold two other people. Any attack made on the barrier must score over 20 dmg.
For every dmg over the Barrier's protection the Korian drops in Hp. If all Hp is
dropped the shield is dropped making the Korian vulnerable as they would be
unconscious. To bring this ability up a Korian rolls their Mind Attribute and
see if the Barrier comes up. This can also be played as an interrupt to an
attackers attack when stated. <This ability Requires 100 Exp to unlock and
cost only Hp that is dealt over the base Protection.> Posho: A
Korian can focus their Mind and fire off an unavoidable force that is unseen.
This Force blast deals 2d10 dmg and costs nothing as long as the Mind stat is
rolled and successful pass the Difficulty of 10 with a Mind Check. This is used
to deter or push attackers away from the Korian not really to harm them or kill
them therefore it can never kill an opponent. <This ability Requires 25 Exp
to Unlock> Gahjohio:
Mental Attack to the Mind a Korian can strike the Mental Life lines of the
Target’s brain by intrusion and paralyzing them for a short time. This only
lasts for 2 Rnds but offers enough time for escape or another plan of action
though the target must make a Mind Check Difficulty 14 to avoid this status
effect. <This takes 20 Exp to Unlock.> Hazenmaoh:
Mind Control that sends non-aggressive messages. Usually to make targets forget
about attacking or doing any ill to the Korian. This can be used to make
non-aggressive or harmful actions mainly to prevent harm to the Korian or
others. Mainly used to relax people and some times it is known of Korians to
give some one mental soothing messages or massages this way. Great to calm the
status of Berserk, Blood Rage, and Pure Rage but the target makes an immediate
Mind Check Difficulty 18. <To Unlock requires 30 Exp> Ashona:
For those deeply wounded or severely traumatized by lost of much blood, body
part, or fatally wounded a Korian can attempt to restore their body by causing
it to regenerate at an incredible rate. They can heal 5 Hp and seal the wound
gradually for 10Hp a round/ 10 minutes. If the target is not restored with in
half an hour / 3 rounds of the death or incident the life is lost. In other
words a Korian can give 5Hp to another Target when it has died or is fatally
wounded for 10hp of theirs however if the target is not restored with in 30
minutes / 3 Rounds they die unless some one else can help them. <25
Exp to unlock> Emojia: A
Korian can cause great emotions from their targets depending on how they wield
their skill. They can place any type of Emotion into the Target but they prefer
to place ones that won't harm them mentally or upset them. Critically failing
causes just the opposite of the effect you may try. This makes anyone who is
Hostile or Unfriendly Helpful, Friendly, or Neutral if applied right. However
the target makes a Mind Check Difficulty 14 and if they fail the said effect
occurs however if they succeed they return to that status they are or worse.
<This cost 50 Exp to Unlock> Convasio:
This converts the target to a faithful ally for a short period of time and only
works on Target five Mind lower than the Korian. This lasts only for minutes
equal to the Intelligence of the Korian. A d20 Mind Check is made at a
Difficulty of the resulted roll and the Target must roll the same or higher to
resist at a -3 for the Intrusion. If successful the person becomes a type of
ally for that short amount of time/rounds and will do no harm to you and seems
like an abiding servant who desires to follow your every command. Yet Korians
can not have them do acts of harm to themselves or something that would harm
them physically. They can have their ally protect, fight, or assist them.
However critically failing the roll makes the Korian their servant of the Target
for the time equal to their Intelligence. <This ability is risky and costs a
50 Exp to Unlock> Transfuga:
This ability only works when the Korian is dieing and requires them if they so
desire to give their stone to another. There is no roll for this ability the
Korian merely removes the jewel from their chest and places it upon the chest of
the other. The gaping hole bleeds outward and the Korian soon dies afterwards no
mater what is done to help aid them. (A Korian
character that makes a character a Korian and offers the stone to another Korian
or character can gain any Korian ability they had. However those who attempt to
stack abilities among their characters or friends will be seen as cheating and
will be punish as to cheating and abusing this Race ability. It was generally
build for role play purpose and a gift. So please do not abuse this ability.
Remember the first jewel is free and treated as a normal action the rest must be
spoken to by Elder or the Council Rulers. Email staff@everlynnrpg.com
if more than one jewel is placed on) Also as a Result any abilities that stack
are given a multiplier equal to how many jewels are on the Korian/Character
there is a limit of 5 Jewels and those who steal the jewels will only receive
longevity.) Stack
Stone: only if more than one stone of a Korian is possessed. This doubles the
Effect and cost to unlock it unless already unlocked. This will increase the
Effect of any Korian ability for some time. Every Additional Stone adds even
more power like a multiplier. For example 2 stones is x2 the effect, three
stones is x3 the effect, etc. Quirks:
Korians are a peaceful and pacifist race attempting to reach their mind set to a
high nirvana. They are rarely seen taking Professions that can hurt other people
but are willing to learn Defensive Combat techniques like Martial Arts for
Example. They can only Breed with themselves and Humans as far as mating with
other races and can produce Korian or Half Human Korian children. They also
suffer a -2 to Power being not as strong as most Human races. Favorite
Armor: They prefer to use Robes, Cloaks, and Light Armors not particularly into
using heavy equipment since they are tall and not as strong as most races. Favorite
Weapon: Staffs or any Non-Bladed or pointy objects. +2 to ATR Equipment
Penalties: Heavy Armor and Medium Armor are not outfitted for Korians Causes a
-5 to Dodge and Power Checks on Top of the Normal Penalty for Heavy Armor.
Korians prefer to wear light Armor and don’t do well when wearing metal
armors.
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