Difference between revisions of "Danaokh"
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| style="background-color:#009901;" | Fangs of Sustenance | | style="background-color:#009901;" | Fangs of Sustenance | ||
| style="background-color:#009901;" | 50 | | style="background-color:#009901;" | 50 | ||
| − | | style="background-color:#009901;" | This gives the Effigy Bearer the serpent-like fangs of Danaokh as a physical manifestation. In addition to this, when the fangs are manifesting, and the effigy-bearer uses this power to consume food or drink, they will find their needs are satisfied for no less than | + | | style="background-color:#009901;" | This gives the Effigy Bearer the serpent-like fangs of Danaokh as a physical manifestation. In addition to this, when the fangs are manifesting, and the effigy-bearer uses this power to consume food or drink, they will find their needs <span style="color:lightblue;weight: bold;">(for food, drink and sleep)</span> are satisfied for no less than <span style="color:lightblue;weight: bold;">seven</span> trials from a single meal. This can be compounded with any effects of the food's quality or power. If a food would have a separate effect from sustenance, that effect's <span style="color:lightblue;weight: bold;">duration</span> will be doubled <span style="color:lightblue;weight: bold;">(e.g. potion effects</span>). |
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| style="background-color:#009901;" | Tier 2 | | style="background-color:#009901;" | Tier 2 | ||
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| style="background-color:#009901;" | Nourishing Venom | | style="background-color:#009901;" | Nourishing Venom | ||
| style="background-color:#009901;" | 50 | | style="background-color:#009901;" | 50 | ||
| − | | style="background-color:#009901;" | This gives the Fangs of Danaokh's dragonling mount <span style="color:lightblue; | + | | style="background-color:#009901;" | This gives the Fangs of Danaokh's dragonling mount <span style="color:lightblue;weight: bold;">(or the Effigy Bearer if they already have fangs)</span> the ability to inject a substance that can keep any living being nourished and stable, even if they're unable to move around. If the effigy bearer has the Fangs of Sustenance, they can also use this power. <span style="color:lightblue;weight: bold;">The effect lasts for up to seven days and milking the fangs can allow the affect to be offered to another person without being bitten. Enough to sustain up to 5 people can be generate per day and if 'milked' the venome will remain usable for up to seven days before it loses its properties.</span> |
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| style="background-color:#009901;" | Tier 3 | | style="background-color:#009901;" | Tier 3 | ||
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| style="background-color:#009901;" | Vital Consumption | | style="background-color:#009901;" | Vital Consumption | ||
| style="background-color:#009901;" | 75 | | style="background-color:#009901;" | 75 | ||
| − | | style="background-color:#009901;" | A passive ability that affects the digestive system of the Effigy Bearer. | + | | style="background-color:#009901;" | A passive ability that affects the digestive system of the Effigy Bearer. It can, when eating something appropriate to their biology, whether cooked or raw or otherwise, eat their food without fear of poison, disease, or other concerns that might arise from eating a tainted sample of food. Food can never hurt them. Further, when they eat something that possesses a disease or toxin, that would've otherwise been perfectly edible to their species without it, they can produce a cure or antidote by way of spitting an ichorous substance, that one afflicted with the toxin or disease can then ingest to be cured. |
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| style="background-color:#009901;" | Tier 4 | | style="background-color:#009901;" | Tier 4 | ||
Revision as of 06:09, 12 November 2024
Contents
The Effigy
The Effigy of Danaokh would be granted to those who share in Danaokh's concern for life, and their boundless curiosity for the wonders that the living world possess. She most often marks those who remind her of Fei or Chrien (as she used to be) or Ufrek. Her friends from before the Shattering. She will rarely mark anyone who seeks to use her abilities in a way that renders uneeded destruction.
The Initial Manifestation
The initial manifestation manifests in colorful-finlike protrusions around the softer cartilaginous structures of the person's head, the nose, the ears, etc.. In addition, their feet and hands become webbed, with the same colorful pattern that fans out from each finger. The membrane formed is soft, flexible, and stretchy enough that it doesn't interfere with their manual dexterity, but does enhance their swimming capability as a natural course. Also, whatever color blood the person had before being given the Effigy, now it will become silver, like a biqaj's. They are also able to breathe underwater, and are capable of fully immersing themselves into the depths of the sea for prolonged periods.
Breath Power
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Breath Power | 1 | Water Breath | Free | The basic breath power of Danaokh's Effigy. Water Breath shoots out a pressurized stream of water, that typically is enough pressure to bruise flesh with blunt force and push objects, creatures, and people around whether above or below the surface of water. If aimed at the water, it can for the moment cause the water to shape itself in a way that the effigy-bearer desires, whether that be in the form of a tidal wave, or animals. Basically a strong form of elemental manipulation from their breath. Up to 2 tons of water can be manipulated in this way, which can in turn displace surrounding water, compounding the effect. |
The Branches
The Life Branch
The Sustenance Sub-Branch
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Tier 1 | 2 | Breath of Sustenance | 25 | This gives the watery breath of the effigy-bearer a far less violently pressurized version, that gently caresses the target of its waters with nourishing energies that feed and hydrate them fully upon contact. This can affect more than one target, as the breath is less a focused beam of the typical water breath of the Effigy, and more of a splash of lukewarm waters. In addition, it can heal moderate wounds with a short blast, and up to severe wounds with a concentrated blast. |
| Tier 2 | 12 | Fangs of Sustenance | 50 | This gives the Effigy Bearer the serpent-like fangs of Danaokh as a physical manifestation. In addition to this, when the fangs are manifesting, and the effigy-bearer uses this power to consume food or drink, they will find their needs (for food, drink and sleep) are satisfied for no less than seven trials from a single meal. This can be compounded with any effects of the food's quality or power. If a food would have a separate effect from sustenance, that effect's duration will be doubled (e.g. potion effects). |
| Tier 2 | 13 | Nourishing Venom | 50 | This gives the Fangs of Danaokh's dragonling mount (or the Effigy Bearer if they already have fangs) the ability to inject a substance that can keep any living being nourished and stable, even if they're unable to move around. If the effigy bearer has the Fangs of Sustenance, they can also use this power. The effect lasts for up to seven days and milking the fangs can allow the affect to be offered to another person without being bitten. Enough to sustain up to 5 people can be generate per day and if 'milked' the venome will remain usable for up to seven days before it loses its properties. |
| Tier 3 | 20 | Vital Consumption | 75 | A passive ability that affects the digestive system of the Effigy Bearer. It can, when eating something appropriate to their biology, whether cooked or raw or otherwise, eat their food without fear of poison, disease, or other concerns that might arise from eating a tainted sample of food. Food can never hurt them. Further, when they eat something that possesses a disease or toxin, that would've otherwise been perfectly edible to their species without it, they can produce a cure or antidote by way of spitting an ichorous substance, that one afflicted with the toxin or disease can then ingest to be cured. |
| Tier 4 | 29 | Moment of Vitality | 100 | Once per season, the Effigy Bearer may designate one of their meals as one that empowers them with great vitality, strength, speed, or fortitude. As such, when having consumed one of these meals, they will be granted a moment of vitality for anyone of their physical skills (athletics, strength, endurance, resistance). This meal can be a simple snack, taken in a moment. But it must be recorded and tracked by the Effigy Bearer. This meal can only be consumed once a season, for one physical attribute chosen at the moment the vitality is needed. |
| Tier 4 | 30 | Sustaining Waters | 100 | Given that the Effigy Bearer is able to live in the water as effectively as in their native environs now, they probably spend a decent amount of time immersed in the watery environments that surround Idalos. As such, they're able to form a sustaining bubble around themselves, that allows them to sustain all of their physical needs at will when in the water. This is not a healing power, but is a preventative measure against afflictions and natural hunger and thirst and disease that protects the Effigy Bearer while in the water. They can extend this protection to all around them, as well as water-breathing effects for a radius of 40 meters. |
| Tier 5 | 37 | Feast or Famine | 125 | Although many of Danaokh's sustenance abilities are passive in nature to the effigy-bearer themselves, sometimes one needs provide for the needs of others. This is a power that accomplishes that most elegantly. At the cost of increasing their thirst and hunger (to the point where they will weaken if they don't eat within a short time), the Effigy-Bearer can breathe in the hunger and thirst of anyone nearby, effectively nourishing them for a week's time. They can do this as many times as they wish as long as they aren't suffering from hunger or thirst. |
The Creation Sub-Branch
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Tier 1 | 3 | Child of Creation | 25 | Upon the acquisition of this power, a Child of Creation is birthed from the life all around the Effigy-Bearer. Containing traits of no more than three types of life (plant or animal, land, air, and sea bound examples of life, typically), the creation will follow faithfully the Effigy-Bearer, as a youngling would their own parent. This Child is vulnerable to all forms of harm that might come to one of its embodied species traits. However, it's granted more and more autonomy and independence with every other power acquired in the Creation Sub-Branch, and in some of the other Branches.
If it dies, it's corpse (or whatever is left of it) turns into an egg that produces a creature of the same description, but effectively a new individual Child. It needs to be biologically viable, but there's a lot of leeway here as it can draw on many of the dependencies of its main traits whether plant/animal/etc.. It can be as large as an average bear, and as small as a mouse. The Child of Creation shares its experience and acts as a separate set of eyes and ears for the effigy-bearer, like any familiar. |
| Tier 2 | 14 | Claws of Creation | 50 | A physical manifestation that transfers to the Effigy bearer as well as its Child of Creation. The Claws of Creation give the Effigy-Bearer a set of sharp claws that are able to make precise cuts. The claws, when used in combat, are effectively bladed weapons, and use Combat: Blades skill in their use. Interestingly enough, they double as surgical tools, as they are only able to make clean cuts. |
| Tier 2 | 15 | Sprites of Creation | 50 | Small versions of the Child of Creation spring forth from the Child when it's in danger, and can generally be helpful to whatever situation it or the Effigy Bearer finds themselves in. No more than a dozen of these sprites are able to be summoned at one time, and there's a cooldown of five bits between each summoning, and each summoning lasts five bits. For every sprite (and there can be no fewer than two) the sprite is that much smaller than the Child of Creation. For instance, if a Child of Creation creates three sprites, they each will be a third of their size. Five sprites will result in sprites a fifth of the size of the Child of Creation. |
| Tier 3 | 21 | Regenesis | 75 | The Effigy Bearer can take any sample of matter of a living creature, whatever it's condition (whether dead or alive, plant or animal), and produce a new, perfectly cloned life from that matter that is the same species in its infancy. This is effectively a new individual. Furthermore, one cannot produce a regenesis of a unique creature, like an Immortal, Dragon, or Leviathan. |
| Tier 4 | 31 | Grandchildren of Creation | 100 | The Effigy Bearer can impart the ability to the Child of Creation to procreate asexually, typically by laying a single egg which produces a single child per Cycle. They can have at any one time, no more than five living children, which grow to measure within a few cycles. But these children all bear the same enhancements of the Child of Creation. |
| Tier 4 | 32 | Breath of Creation | 100 | The Breath of Creation is a breath ability that allows an Effigy Bearer and their Child(ren) of Creation to breathe copies of an individual life form into existence by breathing on them. This ability can only be used once a cycle, regardless of whether the Effigy Bearer uses it, or their Child of Creation (or once by any Child if they have more than one). The breath ability only creates five copies of the life form that is duplicated, and they are autonomous and individual copies of the creature. They are created with all the necessary knowledge of the creature copied, to survive independently or however that creature generally lives. |
| Tier 5 | 38 | True Genesis | 125 | From their own imagination, the Effigy Bearer is capable of producing an entirely new life form. The possibilities of this new life form are broad but must fit into the ecology of whatever environment its released to, but once released will propagate until there are enough of its kind to sustain a population. This new life form must needs be developed as its own dev entry, wherever it is introduced. It's subject to the same amount of scrutiny as any dev entry and may only be used once per cycle. |
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Tier 6 | 46 | Eternal Life | 150 | A passive ability and the culmination and consequence of all the life-giving energies infused into one who has mastered the Life branch of Danaokh's Effigy, this grants her effigy bearer boundless life energy, to where they cannot age, and neither disease, nor starvation, dehydration, nor toxins or any other ailment will find permanence in their body. They simply cannot affect them. So they don't need to eat or drink, but they can. They regenerate wounds at a rapid rate to where things that wouldn't have immediately killed them in a single stroke won't, but things that would instantly kill them will still do so. Getting crushed in the grip of a large creature or under a heavy object or someone stabbing the Bearer and leaving the weapon in the wound would work to kill the effigy bearer. Cumulative injuries, however, will heal too fast to cause their immediate death. |
The Motion Branch
Stasis Sub-Branch
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Tier 1 | 4 | Preternatural Balance | 25 | The Effigy Bearer can maintain their stillness, even in the midst of gravitational forces, gale winds, churning water, or quaking earth. Nothing can disrupt their balance so long as they engage this power, which they can do indefinitely as long as they remain still. No one can disrupt their posture or balance and tipping the world upside down wouldn't disrupt their balance, as long as they aren't' moving. |
| Tier 1 | 5 | Paralytic Stasis | 25 | Gives the Dragonling the ability to produce a venom from their fangs that puts another living being into a static state of paralytic sleep. While in this state, they are stiff as a wooden board, and about as durable. This paralization lasts about a break, and can be ended prematurely by any form of anti-venom. If the Effigy Bearer has fangs of their own or manifested from another part of this Effigy, they also can produce this venom. |
| Tier 2 | 16 | Slow Breath | 50 | Alters the breath weapon of the Effigy-Bearer, so that it produces a gentle spray of water that slows anyone caught in its cone by half speed for as long as they remain wet by this breath. The slowness will fade fast if they wash off the breath water in another body of water where this breath hadn't been released. This has the same effect underwater In a cone of 25 degrees, 100 yards from the effigy bearer. |
| Tier 3 | 22 | Clawed Clutch | 75 | The Dragonling's claws are able to maintain an indomitable hold over any other being. While this doesn't prevent the clutched from moving, their own grip over the subject cannot be disturbed in any way while engaging this power. If the Effigy Bearer has claws, whether their own or manifesting from another part of this Effigy, they too will be able to perform this power. Their grip can be disrupted by seriously damaging the hands of the Effigy-bearer, or else by forms of coercion whether conventional or supernatural. |
| Tier 3 | 23 | Chained Hold | 75 | The Effigy Bearer can transfer the benefit of any of their Motion Branch abilities by merely maintaining contact with any other being. Any being that that one is also in contact with will be similarly effected, creating a chain effect. The contact can be indirect, but only if the others are holding the same contiguous object/chain/thread as the effigy bearer with their hands. |
| Tier 4 | 33 | Indomitable Wrap | 100 | If the Effigy Bearer has a tail through the Swishy Tail power in the Conflux Branch of Movement, The Dragonling with its lengthy tail, can cause another creature or thing to cease its movement entirely if it can wrap its tail all around the object or creature. This ability persists on as many things as it can wrap its tail around entirely, until it releases those subjected to it. Destroying the tail can however free those caught in its grip. Tier 2 feats of strength or agility can also result in escape, however. If the tail is long enough, one can wrap multiple people up in it. |
| Tier 5 | 39 | Hypnotic Stare | 125 | The Dragonling with its serpentine eyes can cause anyone that looks into its eyes to become paralyzed for two bits. |
| Tier 5 | 40 | Wave of Stasis | 125 | With a spin of their body, the Dragonling and Effigy-Bearer can cause all objects and beings around them to slow their movements to a quarter of their speed. This extends into a radius of 100 meters around them, and persists as long as the Dragonling and Effigy-Bearer are capable of maintaining balance in their spinning. This slowness stacks with the Slow Breath power. |
Conflux Sub-Branch
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Tier 1 | 6 | Swishy Tail | 25 | The Effigy-Bearer grows another draconic manifestation, in the form of a lengthy, serpentine and prehensile tail. This often resembles the tail of their dragonling companion, and is tough enough to be used as a Unarmed weapon in combat. It can replace a tail if the effigy-bearer already has one. The tail is quite long, at about fifteen feet long, but can be retracted to be smaller, if the Effigy-Bearer wishes. Or even toggled on or off. |
| Tier 1 | 7 | Quickening Treacle | 25 | The Effigy-Bearer is able to produce a slippery secretion from their body or skin that allows them to escape almost any hold or confinement. They can no longer effectively be held in place while secreting this substance. The exception would be if the confinement has an opening that would require them to shrink or compress. |
| Tier 2 | 17 | Accelerating Breath | 50 | Turns the breath weapon of the Effigy-Bearer into a watery splash that causes anyone touching or touched by the waters of that breath to move at twice the speed. This also impacts areas underwater that the breath touches. In a cone of 25 degrees, 100 yards from the effigy bearer. |
| Tier 3 | 24 | Fast Travel (Sonic Meme) | 75 | All modes of travel become trivial for the Effigy-Bearer, as it takes the length of any trip by any mode of travel and cuts it down to a quarter of its length. This only affects long-distance travel, not travel within the immediate area. This is cumulative with other forms of shortening travel time length. |
| Tier 3 | 25 | Labyrinthine Escape | 75 | While they maintain a state of motion, the Effigy-Bearer is capable of moving in and out of tight and convoluted spaces with full range of movement. Unless the area that contains them has no openings and is water-tight they can find their way out of it, if they can fit through the opening. |
| Tier 4 | 34 | Unbreakable Stride | 100 | While moving any part of their body as fast as they can, the Effigy Bearer cannot be slowed down by any effect that would normally slow them down. They can still be stopped, deflected or manipulated, but their general speed of their motion cannot be slowed. |
| Tier 5 | 41 | Ambient Alertness | 125 | Within a radius of 100 yards, the Effigy-Bearer is able to detect motion of any kind without regard for their other senses ability to perceive such motion. This ability is fully passive but can be toggled. |
| Tier 5 | 42 | Serpentine Flight | 125 | The Effigy-Bearer can move with the agility of a sea serpent, moving through the air or water with as much adroitness as any native swimmer or flier, although this is more of a floating action in the case of flying. They can engage this flight for as long as they have the endurance to do so. This effectively doubles their short-range speed in air, water, or land while they move. It can only be enhanced by athletics/flying/swimming skills. |
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Tier 6 | 47 | Mimic Memory | 150 | With their draconic gaze the Dragonling of the bearer as well as the Effigy Bearer themselves can mimic the motions of anyone or anything they see. They can keep step with them, answering every other motion of the other with a counter motion, or a synchronized motion. |
Solitude Branch
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Tier 1 | 8 | Gaze of Solitude | 25 | The Effigy-Bearer acquires a new physical manifestation of their Effigy, which changes their eyes into slitted, reptilian eyes. When fixing someone in their gaze, they can guarantee a moment to isolate themselves from interference from anyone other than the gazer and the gazee. This can produce a variety of scenarios, both for combat and conversation. In any event, the Gazer can guarantee privacy between themselves and the one they have fixed in their gaze. Depending on the intentions of the Effigy-Bearer, it may cause a silent dread, or a calming sensation when they're under their gaze.
It doesn't isolate the two in a separate space, but for others makes them want to not interfere between the gazer and their subject. |
| Tier 1 | 9 | Solo Project | 25 | Any endeavor engaged by the Effigy-Bearer while they are finding themselves on their own, will produce greater results and productivity than they otherwise would. This can shorten the amount of time it takes to finish a project by a quarter, and make the Effigy-Bearer capable simultaneously of doing the job with the efficiency of four individuals as skilled as they are at a task. This power does not account for spiritual help or help from familiars. These entities can still aid the Solo Project, as part of their bonded's solitude. In addition, the Effigy-Bearer can choose one other person to engage in the Solo-Project with the same effect extended to them, although they're not obliged to. |
| Tier 2 | 18 | Scales of Solitude | 50 | This gives the Effigy-Bearer a new manifestation physically, that covers their skin in a pattern of silvery scales. The scales give the Effigy-Bearer the protection of Masterwork quality plate armor, but with the full flexibility as if they were unarmored. |
| Tier 3 | 26 | Silence the Chorus | 75 | When in the midst of many voices or wills, wherever those voices and wills are interior or exterior to the Effigy-Bearer, they find they are capable of enduring and parsing the noise as well as if there was complete silence, as if they were entirely alone. They can isolate every conversation in a crowded area, for instance, and parse every word spoken as if it was heard in isolation. They do need to be aware of the details which they wish to isolate, however, and cannot just pick up magically on secret conversations. |
| Tier 4 | 35 | Guaranteed Solitude | 100 | The Effigy-Bearer can invoke this power once a trial, where they can suddenly become separated from an active situation. Nobody will engage with, converse, attack,, or otherwise acknowledge them should they wish not to be. This power lasts until the Effigy-Bearer willingly engages with other individuals. Ambient or area of effect impact will still hurt them if they find themselves in a blast radius. Otherwise, they cannot be targeted specifically for any intended action. |
| Tier 5 | 43 | Strength of One | 125 | When the Effigy-Bearer stands alone, they are capable of boosting one of their physical skills by two levels, up to Tier 2 efficacy. They may do this for two actions per trial. |
| Tier 5 | 44 | Fortress of Solitude | 125 | The Effigy-Bearer can designate any lair, property, or confined area as a place of solitude, where they absolutely cannot be disturbed, found, or attacked if they don't want to be. This Fortress is unfindable, and will elude detection by any and all but those who the Effigy-Bearer wishes to share in their solitude with. |
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Tier 6 | 48 | Soliloquy of Danaokh | 150 | For a moment in time, the Effigy-Bearer is capable of stepping outside of that time, and allowing themselves a moment to strategize, think, and ruminate as long as they need to, before stepping back into time. They cannot take anyone with them into this moment, but must go alone, but may remain in that moment indefinitely, until they decide to step back out of the moment, and on with time. They cannot change themselves in this time or take any action upon anything while in this state, but must wait before stepping back into time. |
Water Branch
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Tier 1 | 10 | Conjure Water | 25 | The Effigy-Bearer can conjure an amount of water equal to a small pond, around 100 meters in diameter, and 25 feet at its deepest. |
| Tier 1 | 11 | Solid Water | 25 | Any water conjured by the Effigy-bearer, or directly surrounding them in a radius of 50 meters, can be made as solid as flesh, creating either a barrier or an extension of their natural/unarmed weapons. |
| Tier 2 | 19 | Move Water | 50 | The water directly surrounding the Effigy-Bearer, up to the volume contained in a pond 100 meters in diameter and 25 feet at its deepest, can be manipulated and moved at will by them, so long as part of the watery matter touches some part of them. |
| Tier 3 | 27 | Water Elementals | 75 | Water Elementals can be conjured by the breath of the Effigy-Bearer if they breath upon open waters. These can be a multiplicity, or a single large elemental. No smaller than a mouse, but no greater in volume than a jungle elephant. These elementals maintain autonomous motion, but obey the commands of the Effigy-Bearer for up to a break. |
| Tier 3 | 28 | Water Blades | 75 | The Effigy-Bearer is capable of imbuing their existing weapons, or else conjuring weapons of pure pressurized water, that are capable of bringing to bear high pressure cuts and bludgeons against those they find themselves fighting. The blades are capable of shearing through most average-grade metals, and certainly flesh and bone as well. |
| Tier 4 | 36 | Water Sense | 100 | When in water, The Effigy-Bearer can extend their senses to anywhere within 100 yards of their position in the water. This can be used with other powers that key in on the Effigy-Bearer's sight. |
| Tier 5 | 45 | Razor Breath | 125 | The Effigy-Bearer is capable of mimicking the same deadly pressurized water breath of Danaokh herself. The watery breath can shear through bone and flesh, and even some softer metals. |
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Tier 6 | 49 | Tidal Ascension | 150 | An evolved form of water manipulation that overcomes and denies most other abilities that are capable of seizing control of water, whether Domain Defiance, or that of Marks that affect water. The Effigy-Bearer is capable of controlling the waters in an area 100 yards around them for no less than a trial, upon activation of this power. This power can be activated for a trial, and has a cooldown equal to the amount of time it's engaged. |
The Transformation Power
The apex of all the powers in Danaokh's Effigy, this power shows the Bearers mastery over all that Danaokh has given them.
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Transformation Power | 50 | Form of Danaokh | 250 | The apex of all the powers at the Bearers disposal, this power allows the Bearer to take on the form of the Indomitable tide herself. When this power is used, the Bearer becomes a dragon that is identical to Danaokh in appearance, but about a fifth as long and as wide. The only difference, is that they maintain the same face of their original form. So a cadouri otter that becomes an Effigy-Bearer would look in all other ways like Danaokh, except with a otter head. Finally, 4 powers are also unique to this form and can be activated at will while the Bearer is transformed.
-The Bearer passively can quarter long-range travel in water. This stacks with Fast Travel. So they can travel at 1/8th time in water. -All water that touches around 100 yards around the form of the Bearer, at any point of their body (which is quite a large area all told), answers the commands of the Bearer, as an ascended form of Elemental Manipulation. -The Bearer can bring anyone back to life, if a piece of their body is presented to them. This ability can be invoked once an arc. They do this by shedding a single salty tear on the body part, which instantly regenerates them to the point life. They do not retain any memories of their time in any afterlife, however. -The Bearer can encircle any group of individuals with their massive serpentine body, and in that circle nobody can disrupt the solitude of those within. |