Truly the End...
Selena's Dreams...

Sephiroth

Advantages

  • Claws: +15, large and very sharp
  • Fangs and Sharp Teeth: +8
  • Regeneration: 10, +1 per level.
  • Fortitude: 15, +1 per level.
  • Improved Strength: +8
  • Improved Stamina: +5, +1 per level.
  • Dark Utopian Temple: extreme metaphysical appeal, projected bliss, spirit sharing, +6 charisma, +1 per five levels.
  • Ichor: this powerful plasma runs in their veins instead of blood and regenerates almost as rapidly as it is let, +10 to their regeneration. As such, they cannot 'bleed to death', only slip into a catanonic state of rest until they heal.
  • Appeal: the Sephiroth is very attractive, +4 charisma.
  • Alluring Scent: Their scent is extraordinary, and a great allure, to predatory types as well, and is so intoxicating it can act as a sort of charm. +4 Charisma, +1 per five levels.
  • Intoxicating Ichor: Their ichor tastes like each individual Sephiroth's scent and grants +5 strength, +10 stamina, +50 health until spent if a pint or more is ingested.
  • WoD - Way of Death: Choose 1-3 Ways of Death, all other deaths transient. 3 resurrections from final death allowed. All other deaths transient-with free resurrections. each resurrection from TRUE way of death becomes more and more difficult. (+10% chance of failure each).
    Form Shift:
  • Human form
  • Sephiroth Form: as called, most have wings, others may not, some are bestial, most have fangs, sharp teeth. Some may look completely human, while others may be part beast.
  • Phantom form: quasi-ethereal form, meaning they can be seen but are spirit.
  • Animal Forms: 2 called animal forms.
    Wings of the Sephiroth
    Information: some have feathered wings that are the same color as their hair (or fur or scales if bestial), some also have bat-like wings with membranes that are the color of their flesh. Some may have fixed wings. Flight is partially telekinetic as with most winged humanoids.
  • Retractable
  • Flight.
  • Deflect Weapons: AC 15
  • Winged Embrace: When embraced within the sephiroth's wings, subject is bathed either with their power of healing, or harmed by their abysmal void. +3 d6 on either power when in winged embrace.
  • Winged Majesty: wings spread and emit a radius of azure, aural flames which can bring those within visual range of them trembling to their knees, or repell targets in a hasty retreat if within their nerve rattling aura. -1 Willpower, Constitution and Courage per ace.
    Planes Walk travel from
    2-close distance over land
    4-close distance overseas
    6-close distance in same world
    8-walk from plane to plane
    10-walk from dimension to dimension
    12-walk from time line to time line
    14-walk light years across the Universe.
    The more dramatic the distance in space and or time, the more energy the angel is drained of. Phase into spirit form to become part of the temporal paradox to lapse through time lines and the dimensional folds to close distances.

    Disadvantages


  • Marked: by the Morning Star's bonding mark of possession. Destiny, soul, and will is owned by her creator. The advantage to this is that her soul is protected by Acheron and cannot be destroyed.
  • Hunted: by the alamascan 'Remael and Israf' who answer to Pyrael, whose wish is to use her for bait for Belorian.
  • Curse of Malice: misfortune shall always follow Selena in the form of her maker until she is reunited with the Anduain, Belorian, aka Eoghan
  • Passivity: will not fight unless given no other choice whatesoever, which often makes these Sephiroth targets for slavery.
  • Low constitution: prone to charms, cannot master Author of the Mind's highest levels.

    Dark Star Blood: Sephiroth was recreated from a dark star firai, and as such has these disadvantages:
  • Self-Healing Regeneration: can only self-heal; cannot be healed by spells or abilities of others, these methods harm instead of healing by power intended to mend.
  • Death Journey: death, transient or otherwise, results in a death journey in an underworld which can alter the Sephiroth's fate.
  • Unable to Suppress Alluring Scent: can always be identified or located by scent.

    Inborn Powers

    Author of the Mind

  • 1-[1-3] Mind Speak: share thoughts with others, distance beyond visual range is only hindered by failure or a roll of 0 aces, out of world requires 4+ aces and a crit.
  • 2-[2-6] Illuminated Sending - Sephiroth can project visions of something witnessed or known by them to a called subject.
  • 3-[7-9] Commune with the Dead - Hear and speak to the dead.
  • 4-[10-12] Cerebral Probe - read the mind and thoughts of others. Can be felt as a subtle push and tingling.
  • 5-[13-15] Detect Deceptions - see past lies, illusions and deceptions.
  • 6-[16-18] Mental Barrier - protects against mental probes, mind reading, and invasions.
  • 7-[19-21] Aural Sight - detect and identify mood of someone, alignment, basic intentions(beneficial, harmful, neutral) presence of power, energy, disease, and other conditions within or surrounding a select target.
  • 8-[22-24] Precognition - glimpses of future events invade the Sephiroth's mind as a result of opening their mind to mental and spiritual impressions. +5% chance per level per day of a random future vision, the visions growing very vivid as their power of precognition grows. When chance of sight reaches 100%, the Sephiroth can control this ability.
  • 9-[25-27] Postcognition - invoke detailed visions of things from the past drawing from impressions which linger in or around an area, object, or person.
  • 10-[28-30] Divination - Actively seeking visions and knowledge of things past, present and very near future.
  • 11-[31-35] True Oracle - achieve knowledge sought with a successful constitution roll vs. Level of Wisdom to be attained, and gain +1 wisdom. Too much knowledge can cause insanity or mental and or emotional overload. If wisdom of 100 is attained, character becomes all knowing, but at level 50, their constitution is tested and they stand a chance of suffering from insanity (Const vs. LoD of 50). If this occurs, they lose -10 wisdom. In time their madness will lapse, but at level 50 wisdom, their minds will be challenged again. If wisdom of 100 is achieved, their constitution will be tested again (LoD 100), and if it fails, irreversible insanity ensues and they lose half of their wisdom and logic.
  • 12-[36-40] Author of Mentality - forumlate mental commands, create sentient items or weapons, or use practiced commands at these levels.

    Touch of the Sephiroth
    White Sephiroth cannot take necromantic or abyssmal types of touch which drain.
    Duration: drains last up to +1 day per ace, and +1 day per success on a crit. Gains last until spent. Stamina cost is -1 per 3 levels.

  • Healing Touch: +1 HP per success, +5 HP per ace, Heals all wounds on a crit.
  • Touch of the Dead: raises wraiths and other spirit types to banish or destroy them.
  • Vitalizing Touch: +1 stamina per ace.
  • Touch of Might: strengthens by +1 per ace.
  • Touch of Life: +5 HP per success, +10 HP per ace, can resurrect the dead if full HP is restored before stamina fails.
  • Neutralizing Touch: neutralizes venoms and poisons, even resistant strains by +2% chance per level.
  • Touch of Hope: enhances willpower by +1 per ace.
  • Stunning Touch: stuns -1 AR per ace and does mild damage of +1 per level.
  • Basking Touch: a soothing warmth seeps in deeply to bask another with intoxicating heat. This touch warms the cold or can act as a charm which sinks someone into a tranquil state of rest.
  • Touch of Ice: touch can chill or freeze as called, damages and slows movement, -1 mvm per success, or -1 AR per ace.

    Soma Shrine

  • 1-[1-3] Breath of Vitality - restores stamina and strength by +1 per ace.
  • 2-[4-6] Augment Flesh: +1 fortitude per success, lasts +1 turn per ace.
  • 3-[7-9] Ether Phase: phase past an attack, through a person, weapon, door, or rock, etc.
  • 4-[10-12] Flesh of the Spirit: contact spirits physically to grapple, hold, caress, smite, etc.
  • 5-[10-12] Breath of the Spirit: devour spirits, gain +100 HP per spirit consumed, HP lasts until spent, cannot exceed max HP.
  • 6-[13-15] Temple of Resistance: resist direct magic or elemental attacks by +10% per ace for +1 turn per ace.
  • 7-[13-15] Curse of Infamy: curse another with an undead, raised corpse, spirit, or any called hideous form, which subject is trapped in by night or day as called. Curse can include each form having its own memory unshared by the other. Cure is for the victim to drink the ichor of the sephiroth who laid the curse, to kill the sephiroth and remove its head, to cut off all the Sephiroth's hair and horns (if any), or to cut off its wings as called.
  • 8-[16-18] Bleak Riposte: damages +1 per success on successful blocks, drains -1 constitution and willpower to cause fear, or even terror and repell opposition.
  • 9-[19-21] Breath of Judgment: Sephiroth can give up some of its own health to restore the life of another by the amount of HP transfered through a breath of resuscitation, or kill with a kiss of death.
  • 10-[22-24] Draught of Blood: if the Sephiroth drinks or consumes the blood of a victim through this blood transfer ability; they can formulate a spell powered by the blood. If the blood is poisonous, the weave shall fail, and backlash on the Sephiroth, while the poison is filtered out by the processes of this power.
  • 11-[25-27] Mental Cathexis: all mental checks or powers improve by +1 per ace for +1 turn per ace.
  • 12-[28-30] Holistic Cathexis: all rolls, for the next +1 turns per ace, augmented by +1 d6, or +1 HB per ace.

    Divine Items

    Items she will find seemingly as a stroke of luck (as called)

  • Heritage Ring of Sanctuary: level 5, +1 level each time used successfully. Creates a safe haven in an area of up to +1 yards per success, for up to +1 hour per success rolled. Use once a day. At level 15, 3 phantom dragons, +1 per ace, will manifest to stand guard outside of the protective barrier until it is deactivated. Dragons cannot be seen unless they are commanded to show themselves, whereof they appear as translucent shadows in the shape of dragons. Phantom dragons (same level as ring) damage as if corporeal, and drain stamina and strength -1, -1 per ace by contact. These dragons are intelligent and can speak with telepathic voices. Ring is shaped like a dragon with sapphire eyes. Eyes glow with a soft blue light when power is activated. Power is activated and deactivated by twisting the ring all of the way around once.

  • Heritage Kris: +70 damage, level 5, +1 level each time used successfully. A large knife almost the size of a short sword with a long, supine blade and jeweled scabbard. Blade delivers added telekinetic damage and can channel any called power angel commands on a hit at level of blade. Kris has recall factor.

    Allowable Powers

    Allowable Powers

      Paths: Arcane, Elemental, Limited
      Primarch: all advantages, all inborn powers, up to 8 chosen Paths, +4 called forms, +150 HP.
      Monarchs: all advantages, all inborn powers, up to 6 chosen Paths, +3 called forms, +100 HP.
      Standards: all advantages, 4 inborn powers, up to 5 chosen Paths, +1 called forms, +50 HP.
      Practitioners: 10 advantages, 2 inborn powers, up to 3 chosen Paths, +25 HP.
      Omegas: 15 advantages, 3 inborn powers, up to 3 chosen Paths, +1 called form, +50 HP.
      Scions: 10 advantages, 3 inborn powers, up to 4 chosen Paths, +30 HP.

    Choosing Paths

    Evil and Chaotic Sephiroth cannot take wizardry, or light elements. White Sephiroth cannot take abyssmancy or necromancy. Choose paths from Arcane, Elemental and or Limited Paths spell books.

    Information

      These rare angels are and were created in Acheron out of either the eternal flame or the abyss. They can be male or female, stunningly attractive like Tsetar, plain, or even repulsive. They can also be any alignment. The evil Sephiroth were all created of the abyss nevertheless. Unlike Tsetar, Sephiroth have no antithesis. They do however have an archetype; The Dark Star Arcanon are their prototypes. Good Sephiroth are called White Sephiroth. These angels are created either out of the ether of the eternal flame or the abyss. Some are created out of these forces from a sentient creature, usually humanoid, chosen by the Morning Star. He alone knows the secrets of Sephiroth genisis, as with most soul bearing angels. Sephiroth have wings, claws, and fangs, that are sometimes, but not always, retractable. Their appearance may be partially animal, or more human, according to the Morning Star's standards. Sephiroth produce Sharr Nephalim if they procreate with a human. If they bear or sire the child of another immortal, the child is born as an Archaius Nephalim. See Nephalim page for more information. The Sephiroth listed on the Acheron page are all first generation.

      If killed, transiently or otherwise, the Sephiroth will resurrect in Acheron, no matter where they were killed, in either the Temple of the Eternal Flame, or the Boundless Shrine of Eternal Scope, otherwise called the Dismal Shrine within the Abyss. Where they resurrect relies on whether they were born out of the Eternal Flame, or the Abyss. This resurrection takes place in 1 d6 days after death.

    Sephiroth Hierarchal Orders

    • Primarch: Eldest Sephiroth
      The oldest living Sephiroth and ruler over his kind and others, usually 1st gen unless all first generations have been killed.
    • Monarchs: 1st generations
      created out of the abyss or eternal flame by the Morning Star.
    • Standards: 2nd Generations
      born out of two first generation Sephiroth
    • Practitioners: 3rd generations
      born out of at least one second generation Sephiroth, cannot produce offspring
    • Omegas: 1st Generation Impure
      sometimes referred to as the chosen, these are chosen beings reborn out of the abyss or eternal flame as Sephiroth.
    • Scions: children of the omegas and any 1st or 2nd generation Sephiroth.

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