Post by Rennat on Aug 22, 2014 8:13:51 GMT -5
"The humans arose once more, alive and well and free of any of their past transgressions against Gaia. Those that had done right by the world that sustained them and those with regret in their hearts were blessed with an advantage." The scum of society were also given a clean slate, but were not handed down the same advantage as their more Virtuous brethren.
- History of Gaia's Wake
The advantage spoken of in the history of Gaia's Wake is referred to as a 'Virtue', a gift from the Goddess herself to assist Her children in restoring the Earth. Each person's past actions and morality were considered when being awarded a Virtue, but even the worst of society have received one. For every Virtue, however, there is a Vice, and some Vices are more potent than others.
HOW DO I CHOOSE A VIRTUE?
Castitas, the Pure
Those chosen by Gaia whom valued purity and wisdom in their former lives. Many of them have become practitioners of medicine in Gaia's Wake, using their ability to absorb and harness the magic of Yggdrasil crystals to heal others. Castitas are considered the low-class of the Miracle community, often forced into a form of sex-slavery known as birthgiving.
Virtue Marking: A diamond casting off light, representing the radiance of purity.
Blessing: The Virtue Castitas allows its possessor to cure illnesses and mend broken bones in order to preserve mankind through combat and sickness.
Vice: Castitas are prone to sicknesses and illnesses. Castitas are also hyper-fertile, able to produce children within 3 months.
Blessing: The Virtue Castitas allows its possessor to cure illnesses and mend broken bones in order to preserve mankind through combat and sickness.
Vice: Castitas are prone to sicknesses and illnesses. Castitas are also hyper-fertile, able to produce children within 3 months.
Virtue Code (Insert in Character App.)
[b]Virtue[/b]: Castitas
[b]Virtue Marking Placement[/b]: [Where is the Virtue Marking located on your character's body?]
[b]Vice[/b]: Castitas are prone to sicknesses and illnesses.
Temperantia, the Just
Those chosen by Gaia whom valued self-control and justice in their former lives. Many of them have become city guardsmen and practitioners of law, using their ability to defend others and see through the lies of others. Because of their value as the pawns of those in power, they are often forced into white-collar roles, however lacking the natural ingenuity of the jack-of-all-tools Industria. In scavenging groups, Temperantia are prized for their loyalty, which rivals Benevolentia, and ability to protect and serve those who hold meaning to them.
Virtue Marking: A shield inscribed w4ith an eye, representing the ability to protect others via truth and by seeing through the dishonesty of his foes.
Blessing: The Virtue Temperantia allows its possessor enhanced stamina and fortitude, as well as the use of True Sight, allowing the possessor to detect dishonesty.
Vice: Temperantia cannot knowingly lie and are unaffected by mind-altering substances such as alcohol or drugs.
Blessing: The Virtue Temperantia allows its possessor enhanced stamina and fortitude, as well as the use of True Sight, allowing the possessor to detect dishonesty.
Vice: Temperantia cannot knowingly lie and are unaffected by mind-altering substances such as alcohol or drugs.
Specializations:
- True Sight: Favored honesty and being faithful in their former lives and more 'defensive' in the mental sense. Those who specialize in True Sight often become lawyer-types, able to more effectively detect when another person is lying or being immoral. There are very few that can get past a True Sight Temperantia. Enhanced defenses against magic.
- Guardianship: Many bulkier, naturally able Temperantia are well-suited for the more physical aspects of protection and guardianship. Some choose to devote their lives to a single entity (person/animal), value (love/honor), or group (family/friends/employer), and hone their enhance stamina and fortitude to better serve said entity/value/group. Enhanced defenses against physical attacks.
Virtue Code (Insert in Character App.)
[b]Virtue[/b]: Temperantia
[b]Virtue Marking Placement[/b]: [Where is the Virtue Marking located on your character's body?]
[b]Vice[/b]: Temperantia cannot knowingly lie and are unaffected by mind-altering substances such as alcohol or drugs.
[b]Specializations[/b]: [Choose either True Sight or Guardianship.]
Caritas, the Sacrifice
Those chosen by Gaia whom valued generosity and sacrifice in their former lives. Many of them have become aides to different sectors of work, using their ability to manipulate time to assist others. Caritas are invaluable in any format for their ability to veritably serve the same role as other Virtues, able to turn back time in an area that has suffered damage or age another individual for the purpose of harm, albeit at the expense of the Caritas' own lifeforce. Those that can afford them would never cast them aside, allowing them to travel up community hierarchies faster than other Virtues.
Virtue Marking: An hourglass, representing the sacrifice of time these Reborn must bear.
Blessing: The Virtue Caritas allows its possessor the ability to either hasten or slow the passage of time in a concentrated area to influence growth, or to slow the poison in a person's bloodstream, preventing them from succumbing to death before a cure can be administered. Caritas are often believed to be masters of time and space, because of their secondary ability that allows them to move they and others in and out of danger by blinking through space.
Vice: In order to manipulate time, Caritas sacrifice their own life, aging themselves forward for a time equivalent to the amount hastened, slowed, or stopped. As a result, those Reborn with Caritas are the only Reborn who can age.
Blessing: The Virtue Caritas allows its possessor the ability to either hasten or slow the passage of time in a concentrated area to influence growth, or to slow the poison in a person's bloodstream, preventing them from succumbing to death before a cure can be administered. Caritas are often believed to be masters of time and space, because of their secondary ability that allows them to move they and others in and out of danger by blinking through space.
Vice: In order to manipulate time, Caritas sacrifice their own life, aging themselves forward for a time equivalent to the amount hastened, slowed, or stopped. As a result, those Reborn with Caritas are the only Reborn who can age.
Specializations:
- Hastening: These Caritas are most effective at quickening time in a concentrated area, pushing it forward in time in a manner similar to their demeanor in life (more determined and forward-thinking)
- Reversing: These Caritas are most effective at reversing time in a concentrated area, pulling it back in time in a manner similar to their demeanor in life (more cautious, reflective)
- Teleportation: In addition to manipulating time, Caritas are also blessed with the gift of 'space manipulation,' found in the form of teleportation. Those that specialize in this aspect of the Caritas Virtue were those than run from their daily sacrifices, giving what they must, but always feeling a regret for the time they have wasted on others.
Virtue Code (Insert in Character App.)
[b]Virtue[/b]: Caritas
[b]Virtue Marking Placement[/b]: [Where is the Virtue Marking located on your character's body?]
[b]Vice[/b]: In order to manipulate time, Caritas sacrifice their own life, aging themselves forward or backwards for a time equivalent to the amount hastened, slowed, or stopped. As a result, those born with Caritas are the only Reborn who can age.
[b]Specializations[/b]: [Choose either Hastening, Reversing, or Teleportation.]
Industria, the Survivor
Those chosen by Gaia whom valued effort and persistence in their former lives. Many of them have become craftsmen and scavengers, using their ability to persevere through hardship and manufacture goods for the livelihood of others. Industria are required for the survival of any group or society, because their finesse is likely the most practical. Many people are Industria, comprised of those who made up the lower and middle class in their former lives. They are known as 'jack-of-all-tools' because they can feasibly pick up any weapon or tool and wield it with relative ease.
Virtue Marking: A hammer crossed with a blade, representing mastery over earthly craft to assist in survival.
Blessing: The Virtue Industria allows its possessor enhanced strength and will, as well as intense rigor in combative situations. Industria require little practice to become skilled with any weapon or tool, but many choose to specialize in the use of one weapon/craft, displaying their capacity for tireless, goal-oriented effort.
Vice: Industria suffer from a physical disability of some kind, be it a defective limb, a hindering deformity, or the loss of a sense.
Blessing: The Virtue Industria allows its possessor enhanced strength and will, as well as intense rigor in combative situations. Industria require little practice to become skilled with any weapon or tool, but many choose to specialize in the use of one weapon/craft, displaying their capacity for tireless, goal-oriented effort.
Vice: Industria suffer from a physical disability of some kind, be it a defective limb, a hindering deformity, or the loss of a sense.
Specializations:
- Weaponry: The more aggressive and combative Industria are better-suited to craft and wield weapons of any kind, be they ranged, melee, or otherwise. However, many specialize further and handle only a class of weapons to improve their skill in that area and develop muscle memory. (One-handed, ranged, etc.)
- Crafting: From cooking to welding, these Industria valued hard work in their past lives, but were handy in ways that didn't involve confrontation. Typically, the thoughtful Industria have an inclination for a specific craft, which can run the gamut in terms of variety. Their ability merely lies in the value they place behind creation. (Cooking, blacksmithing, painting, etc.)
Virtue Code (Insert in Character App.)
[b]Virtue[/b]: Industria
[b]Virtue Marking Placement[/b]: [Where is the Virtue Marking located on your character's body?]
[b]Vice[/b]: [Industria suffer from a physical disability. Choose one. Can be a lack of limb, loss of a sense, etc.]
[b]Specializations[/b]: [Choose either Weaponry or Crafting. Also choose a type of weapon (if Weaponry) or type of crafting (if Crafting) the character is excels in.]
Patientia, the Tolerant
Those chosen by Gaia whom valued mercy and sufferance in their former lives. Many of them have become shepherds, beast-tamers, or teachers, using their ability to tolerate the subdued life of one who tends to those in need of guidance.Like the teachers of the pre-Fall world, Patientia are also considered lower-class in communities, despite the necessity of their guidance to colonization and re-population. However, their abilities are not to be underestimated, as Patientia's connection to beastkind allies them with the one known force against humanity and gives them a serious advantage over their human adversaries.
Virtue Marking: A hand in front of a large paw, representing a willingness to transcend barriers of intelligence or race and provide guidance.
Blessing: The Virtue Patientia allows its possessor the ability to communicate with animals, and for hardened Patientia, the ability to communicate with beastkind and sometimes people, so that they may tame them and use them for organized purpose.
Vice: Patientia cannot speak audibly, but instead communicate mentally, causing them to become more reserved and less violent.
Special Note: There will be a place to specify the kind of beastkind or animal your Patientia has tamed and controls within the Virtue code below. Patientia of either specialization can tame beastkind, but those with the 'Beastkind Taming' specialization have the option to choose a more aggressive, large variety, as long as it is justified and explained in their history. The Bonded creatures of all Patientia bestow their masters with some of their natural strengths and inherent speed. Beastkind have varying abilities and features, so you pretty much have free reign in creating one. Patientia can only have ONE tamed creature under their control.
Blessing: The Virtue Patientia allows its possessor the ability to communicate with animals, and for hardened Patientia, the ability to communicate with beastkind and sometimes people, so that they may tame them and use them for organized purpose.
Vice: Patientia cannot speak audibly, but instead communicate mentally, causing them to become more reserved and less violent.
Special Note: There will be a place to specify the kind of beastkind or animal your Patientia has tamed and controls within the Virtue code below. Patientia of either specialization can tame beastkind, but those with the 'Beastkind Taming' specialization have the option to choose a more aggressive, large variety, as long as it is justified and explained in their history. The Bonded creatures of all Patientia bestow their masters with some of their natural strengths and inherent speed. Beastkind have varying abilities and features, so you pretty much have free reign in creating one. Patientia can only have ONE tamed creature under their control.
Specializations:
- Beastkind Taming: Patientia naturally have a way with animals and beastkind, though the latter is only easily tamed for long-term purposes by the experience and practiced. Most Patientia choose a single animal or beastkind to become their personal guardian, and tame them for a period of time in seclusion (or else hunt alongside them until the trust is formed) This is called the forming of a "Bond" and only one true bond can be held at a time. Patientia can then command their bonded animal/beastkind to do anything, and they will follow out of devotion.
- Inheritance: Typically reserved for those whose tolerance of others allowed them to learn from their peers, inheritors are best at 'adopting' a portion of the aspects and strengths of their Bonded creature. Though all Bonded creatures rub off on their masters, inheritors are affected twofold, and sometimes inherit some of the special abilities of the more mysterious beastkind.
Virtue Code (Insert in Character App.)
[b]Virtue[/b]: Patientia
[b]Virtue Marking Placement[/b]: [Where is the Virtue Marking located on your character's body?]
[b]Vice[/b]: Patientia cannot speak audibly, but instead communicate mentally, causing them to become more reserved and less violent.
[b]Specializations[/b]: [Choose either Beastkind Taming or Inheritance.]
[b]Tamed[/b]: [If your Patientia has bonded with a beastkind or animal, describe it here. Can always be updated later in the characters's Thread Tracker. Inexperienced Patientia can only have ONE beastkind or animal bonded at a time, but can communicate with multiple small beastkind or regular animals.]
[i]Species[/i]: [Is it a beastkind you've made up or an actual animal? What kind?]
[i]Inherited Traits[/i]: [Patientia of both specializations inherit traits of their tamed species. What has your Patientia inherited? Includes things like enhanced sense of smell, ability to breathe underwater, etc.]
[i]Appearance[/i]: [What does it look like? What separates it from its species, or is it remarkably average?]
[i]Nature[/i]: [Similar to personality. How does the creature act?]
Benevolentia, the Loyal
Those chosen by Gaia whom valued optimism and loyalty in their former lives. Many of them have become traveling bards, loyal companions, or explorers, using their ability to navigate land and recount things they have seen to the last detail. Benevolentia match the definition of 'explorer' because of their unique trailblazing-type skills, and are therefore a must-have for exploration expeditions (on both parties) Their reliance on other people makes them naturally sensitive, which is just as well, for they likely lived a similar life pre-Fall, only without the consequences of death should company not be readily available. Benevolentia often become stealthy rogue-types when forced to go solo, often joining up with thief groups that provide occasional necessary company with small escapes for those who are less extroverted.
Virtue Marking: A map, representing the companion's ability to guide.
Blessing: The Virtue Benevolentia allows its possessor the ability of spatial awareness to determine what lay around he or she a great distance, detecting structures, landmarks, people, Yggdrail, and beastkind; possessors of Benevolentia also have perfect photographic memory and can recall anything they have seen. They are also quick on their feet and have great hand-eye coordination.
Vice: Benevolentia require presence of company in order to survive. Being without the presence of another person causes crippling depression that, if allowed to persist, can lead to mental deterioration, and eventually, death.
Blessing: The Virtue Benevolentia allows its possessor the ability of spatial awareness to determine what lay around he or she a great distance, detecting structures, landmarks, people, Yggdrail, and beastkind; possessors of Benevolentia also have perfect photographic memory and can recall anything they have seen. They are also quick on their feet and have great hand-eye coordination.
Vice: Benevolentia require presence of company in order to survive. Being without the presence of another person causes crippling depression that, if allowed to persist, can lead to mental deterioration, and eventually, death.
Specializations:
- Navigation: Navigator Benevolentia have improved spatial awareness, able to detect structures and lifeforms with ease. However, experience and practice in the field are required to work one's way up from having no more than an inner compass. Those specializing in navigation are prized in exploring groups and are the 'typical' Benevolentia.
- Quick Reflexes: Some Benevolentia are more gifted in the areas of speed and stealth ability, and though their navigational skills help them excel in the field of thievery or even commercial parkour, their reflexes trump their ability of detection. They often become masters of daggers and bows and join thief groups to exercise their quick limbs.
Virtue Code (Insert in Character App.)
[b]Virtue[/b]: Benevolentia
[b]Virtue Marking Placement[/b]: [Where is the Virtue Marking located on your character's body?]
[b]Vice[/b]: Benevolentia require presence of company in order to survive. Being without the presence of another person causes crippling depression that, if allowed to persist, can lead to mental deterioration, and eventually, death.
[b]Specializations[/b]: [Choose either Navigation or Quick Reflexes.]
Humilitas, the Revered
Those chosen by Gaia whom valued bravery and modesty in their former lives. Many of them have become leaders and jack-of-all-trades in society, using their ability to manipulate the forces of the world to create, destroy, and pave the way. Because of their natural leadership qualities, yet feeble physical forms, Humilitas often surround themselves with groups of capable guardians and healers. Many Humilitas are targeted for assassinations for their value as leaders and the lack of entry into the upper hierarchy that their existence reinforces. Those at the top of a society are typically those that surround and defend a Humilitas, while he or she claims the glory.
Virtue Marking: A flame encircled by a crown, representing dominion over the elements.
Blessing: The Virtue Humilitas allows its possessor the ability to manipulate the elements, though most Humilitas specialize in manipulation of only one element. Because of their obvious power, they are often looked up to as leaders of society, able to make miracles using the power of Yggdrasil crystals in the same way as those of Castitas.
Vice: Humilitas are physically feeble with brittle bones.
Blessing: The Virtue Humilitas allows its possessor the ability to manipulate the elements, though most Humilitas specialize in manipulation of only one element. Because of their obvious power, they are often looked up to as leaders of society, able to make miracles using the power of Yggdrasil crystals in the same way as those of Castitas.
Vice: Humilitas are physically feeble with brittle bones.
Specializations:
- Pyromancy: Humilitas that specialize in fire manipulation are mostly those with a strong will and impassioned bravery, and are most fit to conquer new lands and take what they believe to be theirs using the more destructive of the five elements.
- Aquamancy: Humilitas that speciaize in water manipulation are able to resolve conflicts by remaining indifferent as a result of their astounding modesty. In natural opposition to fire, those that control water profess peace and have abilities that are nearly restorative in nature, considering most of the water available (because of Yggdrasil) has healing properties.
- Terramancy: Humilitas that specialize in earth manipulation have deep-seated values that they adhere to at any cost, including the protection of their loved ones, their homes, their religion, and any other cause they deem important to them. Earth often pairs with water because of the synergy of growth water provides, and their often coinciding interests in solid foundations and a lack of conflict.
- Aeromancy: Humilitas that specialize in wind manipulation can be flaky and indecisive, but when guided in the proper direction, provide an unstoppable force of sheer determination. Those that control wind often align themselves with fire because of their equally chaotic nature and ability to cause destruction, made organized and purposeful when put together.
- Electromancy: Humilitas that specialize in electric manipulation often use their abilities to 'control technology' by powering machines to do their bidding. Because of this, electromancers are often referred to as technomancers, though the term is obviously somewhat misleading. Commonly, electromancers are preoccupied with the present rather than the more future-centered goals of the other elements. Electromancy's frequent pairing with metal leads to a sharing of mineral origins with earth, and therefore pair best with them in terms of setting foundations (earth), then building upon them (metal), and eventually giving them life. Electromancers can produce functional robotics alongside crafters of metal and have thusly provided a necessary industrial aspect to the city of Miracle.
Virtue Code (Insert in Character App.)
[b]Virtue[/b]: Humilitas
[b]Virtue Marking Placement[/b]: [Where is the Virtue Marking located on your character's body?]
[b]Vice[/b]: Humilitas are generally physical feeble and susceptible to sickness.
[b]Specializations[/b]: [Choose either Pyromancy, Aquamancy, Terramancy, Aeromancy, or Electromancy.]
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