Tserai - Sixth Pentacle of Angels

Angelic Deviants

There are three types of Tserai:
Tseraphir - born guardians of the Tsetar
Tserime - first born of the eternal flame
Tserakai - first born of chaos

About Tserai: Tserai are angelic deviations, called angelic deviants, which occur in one of three ways; they are either the rare offspring of a Tsetar adrogynous angel and a male immortal, or are created (intentionally or accidentally) through the eternal flame or plane of chaos. Those which are created rather than born, either serve their maker's pantheon, or are independants who choose their own path of commitment.

Tseraphir

    The Tseraphir are born instictively as guardians of their angelic progenitor. These angels can only be carried by an androgynous angel of the first pentacles. Tseraphir angels occured when the Alamascan began killing off the Tsetar, and are protectors of their progenitors. One pair of twins is born out of their progen, or male birth fathers. No further offspring can be conceived in this manner unless both twins are killed, at what time they can be re-conceived in their progen by the same sire, albeit they have to start their lives all over again. No memories are retained from their past life.

    If another sire impregnates the angel when one set of twins is dead, a new pair of twins is born, and the souls of the dead twins lie dormant in their progen until their birth can take place. This can only happen if the new twins die, and the sire of the dormant twins mates with the progen. All Paragons have bat-like wings when born which most learn to retract, are extremely intelligent in a very instinctive way, begin learning while in the womb, and mature at an excessive rate of one year per week. Their key strengths lie in their physical and mental prowess, as they do not command the arcane powers that their progen and sire do. The progen is not fertile so long as one of his Tseraphir offspring lives.

    Tseraphir cannot produce offspring themselves unless both parents are Tsetar, and can only have children with mortal females. This is very unlikely to happen however, unless their progen is killed, for they dedicate their lives to protecting their progen and sire. Some Tseraphir will even take their own lives if their parents are killed beyond hope of ever returning, while still others will seek other Tsetar to protect. if they do have any offspring, they are born as Tseraphir Kindred, which are quasi-immortal with 50% of all their Tseraphir sire's Arcane Prowess.

    Appearance: All Tseraphir are born male, and are fantastically handsome in appearance. These angels have bat like wings, clawed fingers, and fangs. They are often mistaken for vampires. Physical traits such as skin, eye, and hair color vary according to their parents genes. Tseraphir have very smooth, hairless skin. They sometimes develope facial hair, and all have thick, silky hair crowning their heads.

    Alignment: Any but evil. Their comprehension and coping does not allow them to become evil, for allowing yourself to become corrupted by evil is not logical in their minds.

    Tseraphir Prowess
    Strength: +10 strength
    Haste: +1 mvm per success
    Quickness: +10 strength
    Vitality: +20 Stamina, +100-HP.
    Valor: They can invigorate another by +1 Stamina per success, heal them +5-HP per success, +10-HP per ace, and shield them from magic +1 willpower per at double stamina cost to themselves, by sharing their arcane prowess with another.
    Fortitude: 25-Fortitude, Impact Resistance-85%.
    Utopian Temple: Like most angels, Tseraphir can share euphoric tides with others through physical contact and intimacy.
    Cold Rage: +2-HB, +10 stamina, +3 Reflexes and Dexterity, +10 Fortitude, Logic Penalty-0-Defense while enraged. +20-Willpower. +2 d6 haste bonus.
    Planes Walk: Surpass Distance, LoD 1-same city, LoD 5-Same country. LoD 10-same world. LoD 15-same galaxy. LoD 20-any known world. LoD 30-any distance.
    Shadow Walk: +1 stealth per success, LoD 1-same city, LoD 5-Same country. LoD 10-same world. LoD 15-same galaxy. LoD 20-any known world. LoD 30-any distance.
    Regeneration: 25-Their blood also regenerates very rapidly.
    Arcane Resistance: 80%
    Trait Inheritance: One trait or inborn power is inherited from each parent.

    Mental Prowess

    Tseraphir Comprehension: Unless something happens to prevent them from figuring out what they are made of, Paragons learn to master their trait powers and skills extraordinarily fast. They gain 1 Level each time they excercise an ability successfully, up to level 30. Learning becomes far more complex after this. In combat, winning a fight or spar constitutes a success.

    Metaphysical Comprehension: Tseraphir can see inside of others, read them, learn from them, sense emotions in others, hear what they are thinking. Because of this, they are born with the ability to talk, they just have to practice forming words. Tseraphir children mimic what they hear very adeptly.

    Logical Coping: Tseraphir cope with their environment and what they sense or gather from others with an innate understanding of cause and effect. They also comprehend consequences in relationship to actions very well.

    Seraphic Presence: Tseraphir can influence the emotions and will other others. They can also dominate and command the will through mental influence. Willpower vs. Willpower.

Tserime

    Appearance: called appearance determined by the eternal flame and the commands of the maker. They can look human, be monstrous, have bestial shifts, have retractable bat-like or feathered wings, retractable claws and fangs, or look more animal than human. They can be any gender, morph or bi-gendered. They are often mistaken for demons. Physical traits such as skin, eye, and hair color, whether they are scaled, furred, or bestial, varies according to how their maker and the eternal flame created them.

    Alignment: Any, called by the eternal flame.

    Pantheon: Called by the maker or the eternal flame.

    Path of Commitment: Called by the eternal flame or chosen by the angel if they are an independant.

    Tserime Prowess
    Strength: +10 strength
    Vitality: +20 Stamina, +100-HP.
    Touch of Valor: They can invigorate another by +1 Stamina per success, heal them +5-HP per success, +10-HP per ace, and shield them from magic +1 willpower per ace at double stamina cost to themselves, by sharing their arcane prowess with another.
    Touch of Wrath: They can drain another by -1 Stamina per ace, damage them +5-HP per success, +10-HP per ace, and lower MR by -5% per ace, while assimilating the energies they drink to improve 3 of their own physical checks by +1 per ace, boost their health by +5 HP per success, and resist magic by +10% per ace, for duration of one day.
    Fortitude: 25-Fortitude, Impact Resistance-85%.
    Planes Walk: Surpass Distance, LoD 1-same city, LoD 5-Same country. LoD 10-same world. LoD 15-same galaxy. LoD 20-any known world. LoD 30-any distance.
    Shadow Walk: +1 stealth per success, LoD 1-same city, LoD 5-Same country. LoD 10-same world. LoD 15-same galaxy. LoD 20-any known world. LoD 30-any distance.
    Regeneration: 25-Their blood also regenerates very rapidly.

    Tserime Paths
    Inborn Powers: these vary according to what the flame chooses for them to have; Choose from Inborn Powers, or create unique feats.
    Resistance: 80% resistance vs. all direct powers.
    Enchanter of Flame Lore: the creation of arcanum as items, weapons, scrolls, artifacts, runes, talismans, and glyphs which protect, aid, or cause harm through symbols scored into the material used to contain and radiate each called power. Each arcanum is powered by the Eternal Flame. Power of each arcanum is determined by level of the Enchanter and what level arcanum they apply. Spell Book of 1 called Arcanum per level. The symnols of each arcanum determine the conditions, effects and activation triggers of each arcanum. When path is mastered, (with 1 arcanum per level) Arcanist can create additional arcanum in each level (as further levels are gained).

Tserakai

    Appearance: called appearance determined by maker and how they are created. They can look human and have bestial shifts, have retractable bat-like or feathered wings, retractable claws and fangs, or look more animal than human. They can be any gender, morph or bi-gendered. They are often mistaken for demons. Physical traits such as skin, eye, and hair color, whether they are scaled, furred, or bestial, varies according to how their maker created them.

    Alignment: Any, called by maker.

    Pantheon: Called by maker.

    Path of Commitment: Called by maker or chosen by the angel is they are an independant.

    Tserakai Prowess
    Strength: +10 strength
    Vitality: +20 Stamina, +100-HP.
    Touch of Valor: They can invigorate another by +1 Stamina per success, heal them +5-HP per success, +10-HP per ace, and shield them from magic +1 willpower per ace at double stamina cost to themselves, by sharing their arcane prowess with another.
    Touch of Wrath: They can drain another by -1 Stamina per ace, damage them +5-HP per success, +10-HP per ace, and lower MR by -5% per ace, while assimilating the energies they drink to improve 3 of their own physical checks by +1 per ace, boost their health by +5 HP per success, and resist magic by +10% per ace, for duration of one day.
    Fortitude: 25-Fortitude, Impact Resistance-85%.
    Planes Walk: Surpass Distance, LoD 1-same city, LoD 5-Same country. LoD 10-same world. LoD 15-same galaxy. LoD 20-any known world. LoD 30-any distance.
    Shadow Walk: +1 stealth per success, LoD 1-same city, LoD 5-Same country. LoD 10-same world. LoD 15-same galaxy. LoD 20-any known world. LoD 30-any distance.
    Regeneration: 25-Their blood also regenerates very rapidly.

    Tserakai Paths
    Inborn Powers: these vary according to what their maker chooses for them to have; Choose from Inborn Powers, or create unique feats.
    Arcane Resistance: if they do not weild magic, they have 80% MR and Elemental resistance.
    Chaos Weaver: manipulate the path of chaos to cast any spell (that does not oppose alignment or path of commitment) in the Chaos Aspected spell book at or up to current level as called.
    Chaos Weaver Penalty: full backlash damage if spell fails; double backlash damage if no aces are rolled.



Contents by JD and Sparky © Copyright 2008