Races of Seilonde Horizon


Sheeta
The Sheeta are believed to be the blood descendants of Nemis: the first God to stand upon the rich ground of Seilonde. They are very charismatic and often carry themselves with grace and power. An Entasian could easily mistake one for an elf if not for the slight blue, purple, or green pigment. The difference in coloration usually distinguishes what area of Seilonde they’re from. There are no Sheeta who were not born of the Nemis class.

Starting Hit Points: 21
Racial Makeup: Pointy ears and a slight pigment of color in their skin. The color ranges between blue, purple, or green. (Only a little makeup needs to be applied, their face would still be more flesh tone than the other color.)
Bonus Perks Available:
Striking Awe Skill (5 XP) The Sheeta have this innate ability from their striking looks, and magical nature. When the sheeta desire the friendship of someone, not much stands in their way. They can call “Charm Mesmerize” when touching a spell packet to someone, once per cycle per time bought.
Special Flaws: None


Voridae
The Voridae are a race of insect creatures that live in great hives spun of web, and are the size of large towns. These hives are often found either on the vast open plains, or high in the great coralade trees of the forests. They are much like ant colonies, in that most have one queen and all the other Voridae within a hive are either male or sterile. Also red and black Voridae usually don’t breed together. Those females who leave the hive, to become a Nemis, find another life style, or start a new hive, become fertile and able to lay eggs.

Starting Hit Points: 20
Racial Makeup: Either black skin with red lines, or red skin with black lines. The lines would be patterned to look like the soft openings in the exoskeleton. They also have pincers protruding from their cheeks on the sides of their lips.
Bonus Perks Available:
Armored Exoskeleton Skill (2 XP) Voridae can grow exoskeletal plates as armor. These plates can be cracked and broken, but can still be regrown. Acting per standard armor rules, Voridae plates can be refitted. A crush attack on the plates will result in them cracking and being unusable for the rest of the cycle. For each time this skill is bought, the character gains +1 Armor Points. This skill can be bought up to 8 times.
Special Flaws:
Constant Growth: Voridae bodies are constantly in a state of change. Constant shedding of plates, and skins. Because of this, Voridae are almost impossible to make armor for, and as such cannot wear armor unless fashioned by the best smith in all of Seilonde.


Tehn’aru
Hyperactive and short lived (about 50-60 year life cycle), Tehn’aru are child like in mindset and unparallel in agility. You can readily find Tehn’aru in swamps, marshes, and in tropical forests of the Southland’s. They are frog-like humanoids who usually stay still for vast periods of time, often in crouched positions where they blend somewhat with their surroundings. When they are not spending hours hiding, either to play games or to just spend time enjoying their surroundings, they become incredibly impatient and cannot help but move around. They usually have large families because they lay many eggs at a time.

Starting Hit Points: 17
Racial Makeup: Their skin is usually green or blue, but can be any other number of colors. The skin around their eyes and around their mouth traveling down their neck is usually yellow, but can also be either a darker shade of the rest of their skin or black.
Bonus Perks Available:
Uncanny Dodge Skill (8 XP) Tehn’aru are amphibian-like creatures, and as such as fast, and agile. They can buy a dodge naturally for 8 xp, instead of 10 xp. This skill can be used once per cycle, per time bought.
Resist Disease Skill (2 XP) Tehn’aru are quite resistant versus toxins due to their swampy homelands. Tehn’aru can resist a “disease” call once per cycle for time bought.
Special Flaws:
Unstable Minds: Tehn’aru have a problem with concentrating on one thing at a time, and thus it makes it hard for them to focus mentally. Mental Focus costs 8 xp for them, instead of 4 xp.


Inversis
Jutting from the great coralade trees are the phosphorescent inversi funguses. Upon these tremendous plateaus, deep in the forests are built the cities of the Inversis. They are an exacting people even in their mannerisms. This may be because they posses less emotional content than other species. This allows them to think clearly, and pay attention to detail and body positioning.

Starting Hit Points: 19
Racial Makeup: Black skin and white lips. They also have white around their bottom eyelids that extend outward in a strait line from the sides of their eyes. Some also have white on their top eyelids that extend out, sometimes running parallel to the first line or running into it.
Bonus Perks Available:
Escape Artist Perk (5 XP) Their agility and dexterity almost unsurpassed in the land of Seilonde, Inversis have almost no trouble weaseling their way out of binds, snares, and entrapments of any kind: Magical or physical. At any point where an inversis is caught in a binding of any nature, they can escape via a 3 count. (I escape 1, I escape 2, I escape 3…)
Resist Charm Skill (2 XP) Inversis have a natural resistance to charms of any kind, due to their clear thoughts, and logical way of thinking. Inversis can resist a “charm” call once per cycle for time bought.
Special Flaws:
Heavy Armor Penalties: Inversis have a problem with heavy armor of any kind. It hampers their dexterity, and generally makes them less effective. Though, they prefer not to wear it, they still can, but lose the bonus of the Escape Artist perk If they have more then a 3 point suit on, bought or not.


Necriss
The Necriss are one of the few races that are not talked about in the ancient scriptures of Seilonde. It is believed to be the only race of Seilonde that was not created by lord Nemis. They are actually microscopic creatures who thrive in colonies that inhabit dead bodies. These colonies have their own set of memories that fuse with the memories of the host body. Once the body is taken the colony continually causes it to produce cells and rearranges the construction of the body to the point where it becomes immortal until the passing of the colony once more.

Starting Hit Points: As per host body’s race.
Racial Makeup: The same racial makeup as their host only pale and with veins running from the top of their hairline on the sides of their head to their temples.
Bonus Perks Available:
Binary Language Perk (Free) A Necriss can place their hands on another Necriss's sensory veins, and transmit speech to one another. As soon as a Necriss touches the others sensory veins no one can hear the speech transferred outside of the Necriss in the conversation.
Colony Transfer Perk (Free) If a permanently dead body is found, then the necriss can move the colony into the new host body. The body must be fully healed, and prepared for colonization. This process of transfer takes about 5 minutes. The transfer, strangely enough, appears as if the necriss is 'kissing' the new host body. When inside the host body, they gain all the perks and flaws of the new race. If the necriss buys racial perks or skills, and then changes race, they lose all the perks and skills they had bought. They do however, gain the perks and skills back if they re-inhabit another member of that race.
Special Flaws:
Racial Restrictions: Necriss are unable to avoid the racial penalties of the body they inhabit, and therefore must go along with any restrictions the host body has.




Added Perks:

Perk
Knowledge: Seilonde History
Knowledge: Heraldry
Knowledge: Martial History
Knowledge: Forensics
Knowledge: Linguistic Studies
Language: Sheeta Language


Knowledge: Seilonde History — This skill allows the character the knowledge of Seilonde's past.

Knowledge: Martial History — This skill allows the character to recall the history of war on Seilonde, including various battles, who was there, what tactics were used, and the outcomes.

Knowledge: Heraldry — This skill allows the character to identify people and families by symbolism, and recall the family and/or personal history.

Knowledge: Forensics — This skill increases a character’s awareness of a location or scene, allowing them to notice things that only a trained eye would see.

Linguistic Studies — This skill gives the character knowledge of the study of language and writing styles of past and present races. A character with this skill has an easier time deciphering scripts from past civilizations, and can figure out location by dialect.

Language: Sheeta Language — The Sheeta language is as almost as common as ‘Seilonde Common’, though is almost always known throughout noble houses, and higher class individuals. This language is considered a right of nobility, and is almost always unknown to anyone outside the Nemis class.



Seilonde “Hidden” Classes:


Nemis:
The ruling class of the Continent, the Nemis are known as the God people. The God energy (Astral Zenith) bestowed them, and possibly their entire blood line with such power as long as they have a Gen-ki.

Prerequisite Abilities: Mental Focus, Martial Weapon Blocking and Martial Weapon Use, Religion.
Prerequisite Notes: Before becoming a Nemis, the God energy must manifest itself in the character, a Nemis must notice the character, and a Nemis council must allow the character to be trained. The Character must also train with a stick doing a -1 to damage until the time when they climb the great mountain and ascend to Godhood, gaining their Gen-ki.

New Class Skills:
Skill
Ki point

Ki Point — Ki points bear the same use for Nemis warriors as Mana points to mages. For every Ki point a Nemis has they can perform a Nemis Technique. One Ki point is used per technique, regardless of the technique and like Mana points, they come back each cycle.

New Class Perks:
Perk
Gen-ki Use
Ki Mastery
Techniques:
Drain Blade
Energy Blast (Strike of Xoser)
God Shield (Shield of Zie)
Healing Touch
Invisibility (Will of Translucence)
Ki Meditation
Magic Effect
Resurrection
Teleportation (Walk of Ja’nin)

Drain Blade — The Nemis adds a draining essence to their Gen-Ki for a single attack. The target gains the “drain” call on the weapon imbued, for one swing. This spell will still be expended if the swing misses. A Drain attack sucks hit points from the victim and returns them to the caller. This will not damage a person past 0 hit points. If a higher amount of damage is drained than you have past 0 hit points, you reply "only X drained" to the caller. The caller cannot get any hit points back past their maximum. This technique is considered a bestow, and a character can only receive one bestow at a time. To activate they must say "I activate a drain blade".

Energy Blast — This is the technique to release the God energy from the Gen-ki in a damaging magical charge. A character with this technique can throw a spell packet doing the same damage as if they were normally attacking with the Gen-ki.

Gen-ki Use — When the character gains this ability they may be ready to climb the great mountain and gain their Gen-ki. Along with having an indestructible weapon they will have the ability to ignite it with a ten count and for every five minutes it is ignited the character will lose 2 HP. If it is disarmed it will shut down. Without ‘Gen-ki Use’ the character cannot gain Ki points or Nemis techniques, and without an ignited Gen-Ki, the character can not use Ki Points or Nemis techniques. To fight with the Gen-ki all applicable long sword skills, and perks are used.

God Shield — This technique creates a shield of energy around the Nemis. If they have erected one, the next Magical effect or Nemis technique of any kind will not work. The character must erect the shield before they are attacked or it will not work. To cast it the character must point their Gen-ki strait up and say "Activate Magic Defense". This technique acts as a bestow. A character can only have one bestow up at any time.

Healing Touch — This technique allows the Nemis to transfer some of their life essence to another person. The character can sacrifice 2 HP to heal 6 HP of someone else. It is touch cast and they must do a 3 count saying "I heal you 1, I heal you 2, I heal you 3, 6 heal".

Invisibility — A Nemis with this technique can form energy around their body to create a cloak of invisibility. To activate this technique the character would say "Activate invisibility". When invisible, any IG action, use of a skill, being hit, or coming within 10 feet of a person, will drop the invisibility. A character goes invisible by putting on a white headband just as if they had gone out of game. This technique also acts as a bestow, and a character can only receive one bestow at a time. This lasts until dropped by the Nemis, or by any of the abovementioned rules. If at any point an invisible character hears the detect invisibility’s incant (“I detect all invisible creatures!”), then the invisibility is instantly dropped.

Ki Mastery — This perk symbolizes a mastery over the Ki energy. It now takes a 3 count to ignite the Gen-ki and the character only loses 1 HP per five minutes that it is ignited.

Ki Meditation — The character meditates for 2 minutes and gains all their HP back, however after the 2 minutes are up their Gen-ki will shut down and will not light for an additional 2 minutes. Without the Gen-Ki active, no other Nemis powers can be used.

Magic Effect — This technique allows the Nemis to channel more energy to make the Gen-Ki more potent. If a character buys this technique, they can cause their Gen-ki to do magic damage for one minute. To activate they must say "I activate magic damage".

Resurrection — This is the ability to bring someone back from the brink of death. On Entasia people view a resurrection as a "death". To a Seilonde native, death only exists when someone will not live again on this dimension. Once someone's Spirit has departed from their body the Nemis can with a 10 count of "I call back the spirit" bring the Spirit back and the body will wake and breathe once more. Each time someone is resurrected they will lose 10 XP and must choose skills and perks they will drop. If the character loses the equivalent of half the XP they had the event they took their first resurrection, they will not be strong enough to come back. The loss of XP is explained by the weakening of the link between their spirit and body. It is because of this that a Nemis gets a free resurrection due to part of their spirit still being in physical form (The Gen-ki). The character must also roll a six sided die. If they roll a 1 they will perm. Each time they resurrect a number is added on the die to possibly perm.

Teleportation — This technique allows the Nemis to step out of the dimensional binds to step back in a short while after. To activate it, the character must make a 3 count saying "I phase out 1, I phase out 2, I phase out 3" Then, they walk directly to anywhere in eyeshot, and do the same count only phasing in. The amount of time spent walking to that point, is the amount of time the teleport took to complete.


Tinkerer (Machinist):
These are the scientists and technicians of Seilonde. They range anywhere from simple craftsmen all the way up to master professors of science and engineering.

Prerequisite Abilities: Mental Focus, One or more knowledge skills, Produce Alchemy or Produce Arms and Armor.

New Class Perks:
Perk
Mechanical Analysis

Mechanical Analysis — With this perk a character can learn how a mechanical device was constructed and thus take down recipes of mechanical devices (Rifles, simple devices, mechanical golems, so on).

New Class Skills:
Skill
Alchemical Development
Armor Development
Mechanical Development
Weapon Development

Alchemical Development — This skill represents the ability to experiment with Alchemical substances to add effects. At each rank the character may add an additional effect to an alchemical item. The character must ask a host if the effects are acceptable and to assign added material costs.

Armor Development — This skill represents the ability to figure out how to develop better armor designs. For each rank the character can add an effect to the armor. The character would consult a host for the additional cost for creation with the added effects. Only during the creation of the armor can these effects be added.

Mechanical Development — This skill represents the ability to create something mechanical. If a Tinkerer finds a recipe for a mechanical item of some kind they may have the ability to construct it based on their rank. Each Mechanical Recipe has a rank assigned to it, if you have a rank equal or higher than the recopy you can make the item. To create an item that is new and experimental you must request that a host gives a rank to the idea and a recipe. Some items in this category may require more than just the Mechanical Development skill to create.

Weapon Development — This skill represents the ability to figure out how to develop better weapon designs. For each rank the character can add an effect to the weapon. The character would consult a host for the additional cost for creation with the added effects. Only during the creation of the weapon can these effects be added.


Siege Artist:
These are the tech warriors of Seilonde. They are usually peasants who were made or asked to learn how to use distance weapons by the Nemis war lords.

Prerequisite Abilities: Ranged Weapon Use
Prerequisite Notes: The character must own a rifle or cannon, usually only gained by the Nemis who are in charge of training Siege Artists, but there are some exceptions.

New Class Perks:
Perk
Cannon Use
Rifle Use

Cannon Use — This gives the character the ability to fire a cannon at base damage of “6 Massive”. To fire the character must make a 3-count saying "I fire the cannon 1, I fire the cannon 2, I fire the cannon 3". Between each shot they must 3-count with "I reload” to represent reload time. Cannons use Cannonball ammo, that requires 2 points of any metal ore to make.

Rifle Use — This gives the character the ability to fire a rifle at base damage of 1. Between each shot they must 3-count with "I reload" to rep reload time. Rifles require rifle ammo to fire. Rifle ammo is made by using 1 point of any metallic ore.

New Class Skills:
Skill
Cannon Skills: (Base Damage: 6 “Massive”)
Cannon Damage +1
Cannon: Crush
Cannon: Gash
Cannon: Siege
Rifle Skills: (Base Damage: 1 "Massive")
Rifle Damage +1
Rifle: Critical Attack
Rifle: Master Attack

Cannon Crush — This skill represents the characters ability to crush objects with a cannon. 15 seconds or less before the attack, the character must activate it by announcing “Special Attack: Crush!” When the object is hit with the crush call, it will be destroyed, unless it has resist crushes on it. The object to be crushed must be physically struck. This skill can be used once a cycle, per time bought.

Cannon Damage +1 — This skill adds 1 point of damage onto a cannon’s attack. The skill only applies to the weapon specified. Cannon damage +1 does not add damage to a rifle, and so forth.

Cannon Gash — A Gash is a deep and painful that makes it difficult to function. 15 seconds or less before the attack, the character must activate it by announcing “Special Attack: Gash!” A character who is gashed cannot run or perform any special combat or weapon skills such as Critical Attack, Master Attack, Assassinate, Backstab, Blackjack, Counter, Parry, Dodge, Disarm, Crush Attack, Parry, Dodge, or any other times-per-cycle abilities. Magic is not counted as a times per cycle ability.

Cannon Siege — This massive cannon assault allows the character to fix the cannon ammo to spray fire, instead of concentrate on a single blast. 15 seconds or less before this attack, the character must activate it by announcing “Special Attack: Siege!” After this the character is allowed to throw 6 packets in a single attack, and announce the damage they would normally do.

Rifle Critical Attack — This skill allows a character to do three more points of damage with their next specialized weapon attack. If the attack is blocked, the critical attack is lost. 15 seconds or less before the attack, the character must activate it by announcing “Critical attack!”. Critical attacks may not be “stacked”; only one may be used per weapon attack. Critical attacks may not be paired with Master attacks. A critical attack may be used once per cycle for each time this skill is bought. This attack may only be done with the specialized weapon it was bought with.

Rifle Damage +1 — This skill adds 1 point of damage onto a cannon’s attack. The skill only applies to the weapon specified. Cannon damage +1 does not add damage to a rifle, and so forth.

Rifle Master Attack — This skill allows a character to do extra damage with their next specialized weapon attack. 15 seconds or less before the attack, the character must activate it by announcing “Master attack!”. The extra damage done is equal to two points for each Critical Attack the attacker has. A warrior who swings 4’s in his weapon and has 5 critical attacks would swing for 14 damage with a master attack. If the attack is blocked, the master attack is lost. Master attacks may not be “stacked”; only one may be used per weapon attack. Critical attacks may not be paired with Master attacks. A master attack may be used once per cycle for each time this skill is bought. This attack can only be done with the specified weapon it was bought with.
Seilonde Horizon
Home
Cost
2
2
2
2
2
2
Prerequisite
---
---
Knowledge: Heraldry
Mental Focus
Mental Focus
Language has to have been taught.
Cost
2
Max
U
Prerequisite/notes
Gen-Ki Use
Cost
6
8

8
6
8
6
6
5
8
12
8
Prerequisite
---
Gen-Ki Use

Gen-Ki Use
Gen-Ki Use
Gen-Ki Use
Gen-Ki Use
Gen-Ki Use
Gen-Ki Use
Gen-Ki Use
Gen-Ki Use
Gen-Ki Use
Cost
8
Prerequisite
---
Cost
6
6
6
6
Max
2
2
3
2
Prerequisites/Notes
Mechanical Analysis, Produde Alchemy
Mechanical Analysis, Produce Arms and Armor
Mechanical Analysis
Mechanical Analysis, Produce Arms and Armor
Cost
8
6
Prerequisite
---
---
Cost

6
6
7
8

6
3
5
Prerequisite/Notes

Cannon Use
Cannon Use, Cannon Damage +1
Cannon Use, Cannon Damage +2
Cannon Use, Cannon Damage +3

Rifle Use
Rifle Use, Rifle Damage +1
Rifle Use, Rifle Damage +2
Max

3
U
U
U

3
3
5