Difference between revisions of "User:Slorbin"

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{{MagicImage
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{{Race Table
|name = Fire Evocation
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|image =
|image = File:firebolt.jpg
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|artist= Jerome Jacinto
|artist = Njarla
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|race= Musin
|classification = Evocation
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|race tree= Beastfolk
|source = The Void
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|weight = Around 25 pounds.
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|height = 1'8 to 2'6
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|eye color = Red, pink, or black.
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|hair color = Anything a mouse can have!
 
}}
 
}}
 
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Musin are the micemen of Almaris. These creatures are often seen thieving, yet are usually pacifistic in nature, running away rather than defending themselves. They are kind, small souls, prone less to fighting and more to play.
Ever since the discovery of fire, descendants have strived to be able to control it, to harness its power and use it for there own purposes. Whether it be used to warm oneself at the fireside, to lighting an enemy camp aflame, fire was always a vital tool, playing a crucial role in descendant development. As magic was discovered, so was the use of flame in Voidal evocation, the very element which descendants strived to control now within their grasp.  
 
  
 
== History ==
 
== History ==
Fire Evocation, in essence, is the pulling of fire directly from the Void and projecting or ‘casting’ it in a certain direction and shape. While most spells of fire evocation are quite simple, some of the higher tiered can be a bit more complex, anything from throwing a fireball to conjuring forth a storm of flames to rain down upon foes.
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Add text about the history of the race.
 
 
== Learning & Teaching ==
 
Firstly, in order to cast fire, a mage must establish a Mana Anchor, picture the flame they want to summon in their mind, and pull it out of the Void and into reality, like any Voidal Evocation. Such a skill, however, requires years of dedication and study of the Void and its powers. Even the quickest of learners will still require much time to fully master connecting to the Void.
 
 
 
As any Voidal magic, mastery of fire evocation is based on repetition and study over the course of many years. To even begin to consider the learning of fire evocation, one must understand the fundamentals of fire itself, knowing everything from how it acts to how it is snuffed out. One must also have an adequate teacher, one well versed in the use of Voidal Fire, a master of their craft.
 
 
 
Once one has learned to connect to the Void and studied flame itself, they will be able to draw fire from the Void. They must connect, picture the fire in the void, form it, then summon it from the Void and project it. 
 
 
 
*Fire Evocation takes up [1] magic slot.
 
*Fire Evocation can be practiced with a valid [MA], which can be obtained by learning under a mastered fire evocationist with a valid [TA].
 
*Fire evocation requires a stable connection to the Void.
 
 
 
== Abilities ==
 
The powers of fire evocation are dangerous and hard to control, especially when starting out. Even masters of this art have some trouble controlling their conjured fire. Yet over the course of years, mastery of fire has come a great way, allowing mages to manipulate their fire to a much finer degree than before, as well as the conjuring of different colors for aesthetic effects.
 
 
 
Abbreviation Key:
 
 
 
N - Non-Combat
 
 
 
C - Combat
 
 
 
===Conjure Fire===
 
[N]
 
 
 
A fire evocationist has the power to conjure simple flames from the Void in order to manipulate it and form it into a certain shape. They may then use this fire to create many feats of magic, whether they be creating a simple butterfly of fire for a child’s entertainment, to creating fireworks for a marvelous display.
 
 
 
====Mechanics====
 
*Fire in this form is very free and shapeless, unless formed into something more.
 
*Upon reaching [T3], a mage may manipulate the color of their flame, albeit no change in heat. For example, a fire evocationist may create purple flame for non-combative purposes. The only exception to this rule is blue and white flame.
 
*A fire evocationist can manipulate their fire in any way, shape, or form so long as it remains out of combat. At [T3] a mage can crudely shape their flames, but at [T5] a mage may have much greater control of their flame, able to make it almost smooth.
 
 
 
====Redlines====
 
*White flame and black flame cannot be conjured at all, whether in or out of combat.
 
*This may not be used in a combative or destructive manner whatsoever.
 
*Any non-combat spell requires at least one emote of connection, and one emote of conjuring the actual flame. The larger the spell, the more emotes required. The higher the tier, the less emotes required. Use common sense when determining emote counts for non-combat spells. If you make a storm of pure fire rain upon a crop field, obviously it will take more than three emotes, likely closer to around six or seven.
 
 
 
===Cauterize===
 
[C]
 
When in a controlled and less stressful area, a fire evocationist may burn other’s own wounds in order to temporarily seal them shut. While this is a very crude and painful method of temporarily sealing wounds, it’s better than bleeding to death or risking infection.
 
 
 
====Mechanics====
 
*A fire evocationist may briefly seal the wounds of themselves or others by burning them shut. This method is excruciatingly painful, forming a dark red or even blackened scab around the wound itself.
 
*Two-inch deep wounds require three emotes to seal [1 connect + 2 cast], three-inch deep wounds require four emotes to seal [1 connect + 3 cast]. Anything larger cannot be sealed by Cauterize.
 
*The seal only remains for about one OOC hour and can easily be torn back open. Even after the seal fades, a burn will remain in the formerly sealed area.
 
 
 
====Redlines====
 
*Cannot be used to treat fatal wounds.
 
*Pain must be emoted.
 
*A mage may use this on themselves, so long as they are standing still and there is very little distracting them, such as dodging or moving. They cannot cast anything else for up to [2] emotes after using Cauterize on themselves.
 
 
 
===Flame Projectile===
 
[C]
 
 
 
Allows a fire evocationist to cast simple projectiles composed completely of flame. While former fire evocationists could only create crude fireballs, modern magi are gifted greater control over their element, able to morph it into more specific and exact shapes for aesthetic purposes.
 
 
 
====Mechanics====
 
 
 
*A fire evocationist may create baseball-sized projectiles to cast towards their target/s. While the size is fairly limited, the shape and detail of the projectile may be more complex than a mere ball of flame. For example, one may choose to create a small knife made of flame rather than just a fireball.
 
*Upon contact, a non-combustive Flame Projectile will be stopped by any surface it touches, leaving several smaller flames left burning in the area. Over time it will slowly burn away the skin or any thin and flammable materials.
 
*Requires three emotes to cast [1 connect + 2 cast]. Additional projectiles require another emote to conjure, though no more than three may be charged at once. When firing multiple projectiles, they may be fired in a single direction so long as said directions remain within the mage’s line of sight. Multiple projectiles may be fired all at once or during different times (so long as the former is in only one direction at once), though sustaining them for long periods of time is very draining.
 
*Combustive Flame Projectiles often have the force of a hard baseball throw directly at you if made combustive, creating an explosion of flame no greater than one foot in radius around the point of impact. It will also have the regular effects added on. Still leaves small flames to eat away at flesh/cloth.
 
*Should any Flame Projectile make contact with any person or object, they will give them second degree burns upon touch. Should it be combustive, one will likely cause them to stumble back no more than a block, while two or three projectiles may cause them to be pushed back by up to three blocks should they all make contact.
 
 
 
====Redlines====
 
 
 
*Can be no greater than the size of a baseball. Can be any shape for aesthetic purposes only.
 
*The shape of the projectile cannot change the effect of the spell. For example, a fire knife cannot be sharp.
 
*Fire projectiles are never solid unless combustion is added and will simply dissipate upon making contact, leaving several smaller ‘fires’ in the area which it touched.
 
*If multiple projectiles are fired at the same time, they must all be fired at the same direction.
 
 
 
===Flame Trail===
 
[C]
 
 
 
Should a fire evocationist so wish, they may send a trail of flames spiraling or extending in any direction along the ground. Such a spell can be used for multiple things, such as making a wall of fire or creating a direct line of flame towards a target.
 
 
 
====Mechanics====
 
 
 
*A fire evocationist may send a jet of fire along the ground in order to form various shapes which enable it to act as a formed barrier of some kind. It may either be directly shot out in front of the caster, around the caster, or around another target.
 
*Not unlike fiery projectiles, Flame Trail will leave several smaller flames upon any surface that attempts to pass through it, slowly eating away and burning cloth, flesh, and other flammable materials.
 
*Flame Trail requires four emotes of charging [1 connect + 3 cast] regardless of the shape. Shapes themselves are limited to direct lines or encasements. The flame itself can only reach about a meter in height, though may extend for up to five meters if used in a straight line. If used as a circular barrier, the ring may have a three block radius from the center, which is either the caster or the target.
 
*The fire from flame trail is only severe enough to grant first degree burns with the occasional second, though the latter is more prominent if the spell is made combustive.
 
*If made combustive, the fire will create a trail of small explosions which dash towards their target. The explosions themselves have enough force to break or dislocate a few minor bones, though nothing too severe and not exceeding about a block radius each.
 
 
 
====Redlines====
 
 
 
*The fire must always remain on the ground.
 
*Cannot use Flame Trail over wet surfaces.
 
*Cannot shrink flame if it is a ring.
 
 
 
===Flame Blast===
 
[C]
 
 
 
While Flame Projectiles are used for a quick and simpler attack, Flame Blast is a more powerful and devastating attack of a fire evocationist. These projectiles are much larger and more potent than the lesser ones, becoming quite deadly when made combustive.
 
 
 
 
 
 
====Mechanics====
 
*A fire evocationist may charge a beach-ball sized blast of fire to expel towards their target/s. While the size is fairly limited, the shape and detail of the projectile may be more complex than a mere sphere of flame. For example, one may opt to form a sword out of fire and propel it at their enemies.
 
*Upon contact, a non-combustive Flame Projectile will be stopped by any surface it touches, leaving several smaller flames left burning in the area. Over time it will slowly burn away the skin or any thin and flammable materials.
 
*Requires four emotes to cast [1 connect + 3 cast]. Only one may be charged and cast at a time.
 
*Combustive Flame Blasts often have the force of being thrown back by an orc-strength creature, creating an explosion of flame upon contact no greater than five-block radius in radius around the point of impact.
 
*Should any Flame Blast make contact with any person or object, they will give them second to third degree burns upon touch. Should it be combustive, one will likely cause them to be thrown back up to seven blocks, probably breaking a few bones should they be thrown into a solid surface.
 
 
 
====Redlines====
 
*Can be no greater than the size of a beach-ball. Can be any shape for aesthetic purposes only.
 
*The shape of the projectile cannot change the effect of the spell. For example, a fire knife cannot be sharp.
 
*Fire blasts are never solid unless combustion is added.
 
 
 
===Flamethrower===
 
[C]
 
By concentrating their into a small area, a fire evocationist can then effectively project their attack in front of them in the form of a jet of pure fire. Such an attack can be devastating if maintained upon a target for long enough, doing enough damage to near charr their flesh.
 
 
 
====Mechanics====
 
*A fire evocationist can concentrate on forming their fire into a small space, creating a very volatile spell which shoots forth flames towards a target in the form of a jet or flamethrower. This is a very concentration taxing spell, making focus crucial to its formation.
 
*Upon contact with descendant flesh, Flamethrower will instantly offer a second degree burn upon the applied area, the damage worsening the longer the flame is exposed to  its target. Like other attacks of fire evocation, it will leave several small flames in the area contacted which continue to slowly burn whatever they touch.
 
*The attack itself only has a maximum range of seven blocks and a radius of one. The shape of the spell itself may be a really vague jet of flames which gushes forth , though the mage may add detail to this if they wish, making the flamethrower appear different for aesthetic purposes.
 
*Requires four emotes to cast [1 connect + 3 cast]. The flamethrower itself may held back for up to two emotes before needing to be fired lest it explode. The attack can be sustained for up to four emotes assuming the mage has adequate concentration and mana.
 
 
 
====Redlines====
 
*Cannot be made combustive.
 
*Requires line of sight and cannot exceed stated range.
 
 
 
===Blue Fire===
 
[C]
 
By infusing a greater amount of mana into their spell, a mage may create a new type of flame which is twice as hot as regular fire, though twice as costly, applying it to their spells and casts. Such flame is much more potent than average, causing devastating damage to descendant flesh and flammable objects alike.
 
 
 
====Mechanics====
 
*Blue Fire still has the same effects as regular fire in terms of spreading, however, it is twice as hot, meaning that while one would only receive first to second degree burns from regular flame, blue fire can grant third degree burns easily - occasionally even charring the area applied.
 
*Blue fire can be applied to any spell by adding [2] additional emotes to the beginning of the spell.
 
*For aesthetic purposes, the flame may have any tint of blue, though this does not change the heat/effect.
 
 
 
====Redlines====
 
*Does not change the effects of a spell beyond the level of heat and damage it can cause.
 
*Can be used in conjunction with a combustive spell, but will be draining to such a degree that a mage may collapse from using them simultaneously.
 
 
 
===Combustion===
 
[C]
 
Should a mage so choose, they may allow their fire to temporarily become solid and explode with moderate force. After being cast, the effect of combustion will fade along with the spell it was used on, having to be recharged again for any use in another spell.
 
 
 
====Mechanics====
 
*Combustion allows for a fire evocationist to give their fire force, typically in the form of a projectile, in order to deal concussive damage to an area or target. Specifics for the effects of combustion on each spell are listed in the mechanics of said spell.
 
*Should a mage lose significant focus while casting combustion, the spell will explode in their face, likely burning them if not killing them from the blast.
 
*Requires one to add an additional emote to the spell they wish to make combustive. Whether or not the spell is combustive must be pointed out upon the second emote of charing. Examples of such a tell may be air sucked into the spell as it’s charging.
 
  
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== Physical Appearance ==
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Musin are small, fluffy creatures, characterized by their resemblance to mice. The majority of their body is covered in a thin layer of fur, ranging in colors from tan, brown, black, white, or even mottled. The insides of the ears, hands, feet, and tail are barren. They are much smaller than their Ratiki ancestors, only ranging from 1'8 to 2'6 at the tallest. Their eyes are usually pitch-black, but crimson colorations occur in about 1 in every 10 Musin. Their faces and bodies are softer and cleaner than a rat's. Musin have two large incisors, far larger than the rest of their teeth, at the front of their maxilla.
  
====Redlines====
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Musin have lost the dreaded fangs common in the Ratiki, although their incisors still hold a significant edge. Most micefolk gnaw on hardwoods throughout their life to blunt and file down their teeth. A Musin’s tail is shorter and thinner than a Ratiki’s relative to their own weight, although it is still tactile.
*Combustion only explodes on contact, creating a concussive blast which sends people back. It cannot have any other solid properties, such as sharpness.
 
  
== Progression ==
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A Musin’s senses are more balanced for living above-ground, although they are still sub-par to the other sentient races. Musin have no need to wear goggles above ground, and can see with mediocre distance in the day. Their ears are less powerful than a Ratiki’s, but they do hear higher and lower frequencies much farther than a human’s. They are able to locate the sources of sounds with ease.
As any sort of skill or art requires practice and dedication, so too does the art of fire evocation requires time, effort, and study in order to be mastered. While some mages may seem to master their magic faster than others, there is a bare minimum requirement for how long it takes for the mage to reach each tier. They are listed below.
 
  
===T1 - Novice===
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A Musin’s diet is completely omnivorous, yet their stomachs are more sensitive than a rat’s. As such, they tend to get sick if they continue to eat undercooked meat. They tend to enjoy the taste of something sweet or crunchy more than a nice, juicy steak. A thick, hard graham cracker smothered in peanut butter will invariably charm even the toughest of Musin, while a filet mignon only warrants a passing glance. Despite the popular notion, Musin have a distaste for cheese. While they can eat it, ninety percent of Musin are lactose intolerant and feel sick for days afterwards.
  
The mage has just begun to connect, assuming they haven’t learned to already. Assuming this is the case, they will have trouble connecting for the first two tiers of their training. If they have already connected, they will only be able to conjure a few small sparks before becoming exhausted. Lasts two [OOC] weeks.
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Musin closely resemble upright mice of the mus musculus variety, with several human-like features. Their heads and bodies are covered in fur, with significantly less hair appearing around the hands, feet, and tails. Musin heads resemble the head of a mouse. Unlike their cousins the Ratiki, their noses are pointed and less blunt, their tails are thin, their bodies are more slender and their ears are far larger, proportionally.
  
Spells – Conjure Fire, Cauterize
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The height of a Musin ranges from 1’8” (or 50 cm) to 2’6 (or 77 cm). Their tails are as long as they are tall, give or take 3 inches. Healthy Musin weigh anywhere from 20 to 30 pounds. Their eyes can be three colors: Red, pink, or black. The whites of their eyes are visible. Their fur color can be any fur color expressed by mus musculus, or the common house mouse. This includes the fancy mouse variety. This is any combination of two of the following colors: White, grey, orange, brown, black, and tan. For information on exact color limits, visit https://www.afrma.org/fancymice.htm
  
Skill Level – All non-combat spells may have a maximum size/radius of one square meter at [T1]. The detail level of fire at this stage is very crude, practically nonexistent  as they can only conjure up to a few sparks before becoming exhausted. This stage is typically used for studying fire itself, rather than casting.
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Musin are far cleaner than their rattish brethren. As a result of wishing to fit in with the modern world, they have taken up bathing and grooming themselves. No longer are they puss-ridden rodents wallowing in their own filth! Musin groom their fur to a silky-smooth state at least twice a day, whether it be with a brush or their own fingers.
  
===T2 - Apprentice===
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Musin men and women are hard to tell apart. Musin women do not have mammaries, or any significant features that separate them from men. They will try to style themselves with makeup or fur trimmings to make them look more feminine or masculine, combined with differing clothing for the race. Females have a different sounding voice than males.
  
The mage has gained better experience in connecting and near mastered it, as well as being able to conjure a few candle-sized flames before becoming exhausted. They can mold simple shapes, though nothing complex or large. Lasts three [OOC] weeks.
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== Mentality ==
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Add text about the general mentality of the race.
  
Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail
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== Aging ==
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As a result of their cleanliness and gift, Musin live far longer than their Ratiki brethren. Musin live up to 70 years old in good health, with the longest recorded individual living to 78. They look relatively young through the majority of their lives to outsiders, although Musin are able to tell the minute differences between a young adult and an older fellow.
  
Skill Level – All non-combat spells may have a maximum size/radius of five square meters at [T2]. The detail level of fire at this stage is still rather crude, though the mage is able to conjure a few candle sized flames before feeling fatigued. This is the stage where the first lessons of real casting typically begin.
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A Musin’s life begins as a young mouse pup, barely larger than an apple. It is blind and weak, yet grows fast. Within a few months the Musin is considered a toddler, and acts like such. Their growth begins to stunt somewhat from here, deviating from the usual path of the short-lived Ratiki. They reach physical maturity at around age 12, and mental maturity around the age of 15, which is when they are considered a young adult.  
  
===T3 - Adept===
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Musin usually have a litter of 2-3 children at once, although it is not uncommon for mouselings to die in infancy. Musin are only pregnant for 3 months, and are able to rear new children soon afterwards. However, most Musin try to limit themselves to a few children at a time, so as to prevent a dreaded horde. It is taboo to care for more than 5 children at once.
  
The mage is has now practically mastered Voidal Connection and is able to maintain greater concentration in stressful situations, permitting them the ability to conjure fire when in combat. They also are able to form their fire into more defined shapes, albeit a bit crude. Lasts five [OOC] weeks.
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Only a few key differences make an old Musin look different than a young Musin. Old Musin’s exposed skin, like their paws and tails, grow increasingly paler after the age of 65. By the age of 70, their pink paws and tails have lost most pigment.  
  
Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Flame Blast
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== Curse ==
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Due to the thievery built into their blood by whatever daemon created the Ratiki, Musin have am intense desire to use things that aren't quite theirs. At the very best, Musin may recycle trash laying around in a dump for their own devices- but at the worst, a gang of Musin will pull off a large, pilfering heist. Musin tend to not steal from other mousefolk nowadays, far more interested in descendant relics- higher-quality goods then their own. And, why not? They have so much stuff!
  
Skill Level – All non-combat spells may have a maximum size/radius of fifteen square meters [T3]. The detail level of fire at this stage is more refined, able to be molded into more distinct geometric shapes, such as a sphere or cube. They may now learn to use their flame more effectively in combat as well as begin to conjure smoke and different colors of flame.
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== Culture ==
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Add a brief description of the races culture.
  
===T4 - Expert===
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=== Language ===
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Musin speak common. However, many Musin speak with a slight, skaven-like accent, a leftover relic from their days as Ratiki.
  
The mage now has near mastered their fiery element, possessing far greater combat and out of combat abilities, the shapes of their spells now much more precise than before, though are still not perfect. Lasts six [OOC] weeks.
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=== Family ===
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Musin have 2-3 children in a litter at once, and their amount of children in a household at once usually does not exceed 5.
  
Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Flame Blast, Flamethrower, Blue Fire
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=== Fashion ===
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Musin clothing is usually either ill-fitting or shoddy in quality. Given their extreme size difference from all other races, Musin either have to steal children's clothing, or craft their own out of patches and quarters. Rarely is a Musin seen clad in fine cloth! Despite these shortcomings, Musin try to look their best. They are quite fond of bright colors, and will gleefully scavenge any colorful scraps. They will attempt to patchwork their collections into a mosaic of fabric, although it often results in a jumbled, vibrant mess.
  
Skill Level – All non-combat spells may have a maximum size/radius of one twenty-five square meters [T4]. The detail level of fire at this stage is much more precise, able to have more refined details in their fire, albeit still a bit more crude. The evocationist has practically mastered non-combat casting and are able to use their fire diversely in combat.
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== Combat ==
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Fighting a Musin has been described like stepping on a pigeon- It’s exceedingly hard to land a hit, but once you do, they’re dead. Musin are the weakest of all the sentient races in Almaris, infamously shorter than even the shortest halflings. Unlike the halflings, however, they lack stock or strength, their arms spindly and twiggy. Their only true strength lies in their dexterity. Quick and nimble, a Musin can dodge attacks with ease- running between attacker’s legs, scampering to their sides, jumping to their heads- with acrobatic feats that rival a Hou-zi. Unfortunately, if they miss a dodge... They’re dead meat. A swing from a small dagger is enough to cause a fatal wound to a Musin, incapacitating them for the majority of the fight. Most Musin choose to flee when necessary, and those who stay and fight are rarely considered ‘brave’- moreso foolish.  
  
===T5 - Master===
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===Abilities===
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Musin have a number of abilities that separate them from the other races. 
  
The mage has completely mastered their Voidal art, able to manipulate their fire to a very fine degree as well as maintain a far greater concentration than before. They can use all the spells of fire evocation, as well as have the opportunity to make their fire combustive if they so wish.
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====Advanced Hearing====
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Musin have greater hearing than most races, yet not as good as Ratiki. Loud and sudden noises will startle even the bravest of Musin, causing them to instinctively jump in the air or at least wince. They can allegedly hear things that humans can’t.
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*Musin can hear frequencies from 15 Hz to 20 kHz, and do not lose their ability to hear higher frequencies overtime like humans do. A high-pitched buzzing that may be inaudible to a human is audible to a mouse.
  
Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Flame Blast, Flamethrower, Blue Fire, Combustion
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====Sensitive Eyesight====
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Musin have weaker eyesight than most races, yet they have evolved the ability to see in the sunlight over time. Their vision is normal at night, but hampered during the day.
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*Musin can see at half clarity (24 blocks) during a sunny day, and at 100% clarity during cloudy days or nights (48 blocks)
  
Skill Level – All non-combat spells may have a maximum size/radius of fifty square meters [T5]. The detail level of fire at this stage is incredibly precise and refined, able to be used to create detailed works of art from pure fire alone. The fire evocationist has completely mastered both combat and non-combative fire evocation, able to perform great feats of the art. They may also chose to pursue make their fire combustive, dealing extra concussive damage in the form of explosions.
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====Small Stature====
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Musin are the most nimble of the races, able to twist, dodge, and run away from attacks with ease. This ability comes from their miniature size, which comes with it’s own downsides. Musin cannot take a hit like a dwarf or human could without being seriously wounded.
 +
*A minor hit from a dagger turns into a severe or lethal blow on a little Musin. In general, react to being hit as if every wound is serious. If using the roll system, act as if every hit is one layer of severity higher.
 +
*A Musin takes to dodging quite well, although more in the sense of nimbleness. They can duck and swerve easily, but due to their small size it takes more time to move out of range.
 +
*Musin have FAR less strength than any other race. They cannot kill by hacking and cutting with intense muscle power like most, and have to rely on their dexterity. The only weapon a Musin can really truly cause damage with are finesse-based dueling weapons like rapiers- everything else is nigh uneffective.
  
== Limitations ==
 
===Properties===
 
Fire possesses a wide range of properties, making it a formidable weapon if used properly. However, a hotheaded mage with fire evocation may lead to some difficult circumstances for themselves and others - hence why a fire evocations should be extremely careful when casting.
 
*Fire consumes whatever it touches, so long as the object is flammable, though slowly spreading across the entire surface of the consumed object. Once it makes contact with the physical realm, it is no longer within the mage’s domain to control - not vanishing back into the Void once it makes contact.
 
*Fire burns, meaning that any flammable objects it touches will slowly and painfully be consumed by its searing touch. Should flesh be the surface upon which the fire is caught, a typical orange flame will yield first to second degree burns assuming the flesh is not wet nor has anything to protect it.
 
*Fire is not a solid nor a liquid, but rather gaseous. Fire may be given harsh solidarity in the form of an explosion by making a spell combustive.
 
*Fire cannot pass through objects, especially water or sand, though will begin to consume them assuming they are flammable.
 
*Upon contact, the smaller flames will typically stick around the area of contact, allowing for prolonged exposure to the flame rather than rapid expansion. The burns themselves are typically 1st to 2nd degree upon immediate contact to descendant flesh, though may worsen depending on how long the fire remains exposed.
 
*Despite the tenacious nature of the fire, it is fairly easy to put out if one has the proper means. Water or suffocation are the easiest way to get rid of lingering fire, though simply ‘brushing it off’ will likely not yield much effect. Assuming the fire is not impeded, it will usually die out after combat is over.
 
*While it is not impossible for the fire to spread across a surface in combat, assuming any adjacent surfaces are flammable, the fire will spread rather slowly. Non-Combat fire can expand much quicker, however. Obviously, a stone manor will burn slower than a thatch hut.
 
*Should fire be exposed to a vital region for more than four emotes, the victim will begin to die unless unaided quickly.
 
*Combat conjured fire will always hold a red or orange color, though the shades may vary, with the exception of Blue Flame. Out of combat, fire can be any color besides black or white, and will always have the same temperature as normal fire.
 
  
===Redlines===
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== Cities and Settlements ==
*A fire evocationist cannot control real flame, only flame conjured from the Void, as well as voidal flame that makes contact with the real world. For example, if a fire evocationist sets a house on fire, they cannot simply will the fire away.
+
* Mousehole, Urguan
*All spells have a range merely requiring line of sight unless otherwise specified.
 
*All spells require line of sight. Should this crucial factor be taken away from the mage, they cannot cast.
 
*Any aesthetic of any spell cannot change its mechanical function. For example, one could make small birds out of fire evocation as projectiles only, though not as primordial conjurations but rather just projectiles that appear like birds.
 
*White fire is never possible, attempting to conjure either will result in a PK of the mage due to the mana cost and heat intensity. Black fire may only be used in conjunction with a magic that permits it (i.e. shade), though still possesses the same temperature as regular flame.
 
  
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== Trivia ==
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* They are a CA race.
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* They are the smallest playable race.
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* They have lesser souls, and cannot learn voidal magics.
 
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{{Navtable_Magic|class="mw-collapsible"}}
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{{Navtable Races}}
<noinclude>[[Category:Magic]] [[Category:Void Magic]]</noinclude>
 

Latest revision as of 11:12, 5 September 2021

Musin
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Category: Beastfolk
Weight: Around 25 pounds.
Height: 1'8 to 2'6
Eye Color: Red, pink, or black.
Hair Color: Anything a mouse can have!

Musin are the micemen of Almaris. These creatures are often seen thieving, yet are usually pacifistic in nature, running away rather than defending themselves. They are kind, small souls, prone less to fighting and more to play.

History

Add text about the history of the race.

Physical Appearance

Musin are small, fluffy creatures, characterized by their resemblance to mice. The majority of their body is covered in a thin layer of fur, ranging in colors from tan, brown, black, white, or even mottled. The insides of the ears, hands, feet, and tail are barren. They are much smaller than their Ratiki ancestors, only ranging from 1'8 to 2'6 at the tallest. Their eyes are usually pitch-black, but crimson colorations occur in about 1 in every 10 Musin. Their faces and bodies are softer and cleaner than a rat's. Musin have two large incisors, far larger than the rest of their teeth, at the front of their maxilla.

Musin have lost the dreaded fangs common in the Ratiki, although their incisors still hold a significant edge. Most micefolk gnaw on hardwoods throughout their life to blunt and file down their teeth. A Musin’s tail is shorter and thinner than a Ratiki’s relative to their own weight, although it is still tactile.

A Musin’s senses are more balanced for living above-ground, although they are still sub-par to the other sentient races. Musin have no need to wear goggles above ground, and can see with mediocre distance in the day. Their ears are less powerful than a Ratiki’s, but they do hear higher and lower frequencies much farther than a human’s. They are able to locate the sources of sounds with ease.

A Musin’s diet is completely omnivorous, yet their stomachs are more sensitive than a rat’s. As such, they tend to get sick if they continue to eat undercooked meat. They tend to enjoy the taste of something sweet or crunchy more than a nice, juicy steak. A thick, hard graham cracker smothered in peanut butter will invariably charm even the toughest of Musin, while a filet mignon only warrants a passing glance. Despite the popular notion, Musin have a distaste for cheese. While they can eat it, ninety percent of Musin are lactose intolerant and feel sick for days afterwards.

Musin closely resemble upright mice of the mus musculus variety, with several human-like features. Their heads and bodies are covered in fur, with significantly less hair appearing around the hands, feet, and tails. Musin heads resemble the head of a mouse. Unlike their cousins the Ratiki, their noses are pointed and less blunt, their tails are thin, their bodies are more slender and their ears are far larger, proportionally.

The height of a Musin ranges from 1’8” (or 50 cm) to 2’6 (or 77 cm). Their tails are as long as they are tall, give or take 3 inches. Healthy Musin weigh anywhere from 20 to 30 pounds. Their eyes can be three colors: Red, pink, or black. The whites of their eyes are visible. Their fur color can be any fur color expressed by mus musculus, or the common house mouse. This includes the fancy mouse variety. This is any combination of two of the following colors: White, grey, orange, brown, black, and tan. For information on exact color limits, visit https://www.afrma.org/fancymice.htm

Musin are far cleaner than their rattish brethren. As a result of wishing to fit in with the modern world, they have taken up bathing and grooming themselves. No longer are they puss-ridden rodents wallowing in their own filth! Musin groom their fur to a silky-smooth state at least twice a day, whether it be with a brush or their own fingers.

Musin men and women are hard to tell apart. Musin women do not have mammaries, or any significant features that separate them from men. They will try to style themselves with makeup or fur trimmings to make them look more feminine or masculine, combined with differing clothing for the race. Females have a different sounding voice than males.

Mentality

Add text about the general mentality of the race.

Aging

As a result of their cleanliness and gift, Musin live far longer than their Ratiki brethren. Musin live up to 70 years old in good health, with the longest recorded individual living to 78. They look relatively young through the majority of their lives to outsiders, although Musin are able to tell the minute differences between a young adult and an older fellow.

A Musin’s life begins as a young mouse pup, barely larger than an apple. It is blind and weak, yet grows fast. Within a few months the Musin is considered a toddler, and acts like such. Their growth begins to stunt somewhat from here, deviating from the usual path of the short-lived Ratiki. They reach physical maturity at around age 12, and mental maturity around the age of 15, which is when they are considered a young adult.

Musin usually have a litter of 2-3 children at once, although it is not uncommon for mouselings to die in infancy. Musin are only pregnant for 3 months, and are able to rear new children soon afterwards. However, most Musin try to limit themselves to a few children at a time, so as to prevent a dreaded horde. It is taboo to care for more than 5 children at once.

Only a few key differences make an old Musin look different than a young Musin. Old Musin’s exposed skin, like their paws and tails, grow increasingly paler after the age of 65. By the age of 70, their pink paws and tails have lost most pigment.

Curse

Due to the thievery built into their blood by whatever daemon created the Ratiki, Musin have am intense desire to use things that aren't quite theirs. At the very best, Musin may recycle trash laying around in a dump for their own devices- but at the worst, a gang of Musin will pull off a large, pilfering heist. Musin tend to not steal from other mousefolk nowadays, far more interested in descendant relics- higher-quality goods then their own. And, why not? They have so much stuff!

Culture

Add a brief description of the races culture.

Language

Musin speak common. However, many Musin speak with a slight, skaven-like accent, a leftover relic from their days as Ratiki.

Family

Musin have 2-3 children in a litter at once, and their amount of children in a household at once usually does not exceed 5.

Fashion

Musin clothing is usually either ill-fitting or shoddy in quality. Given their extreme size difference from all other races, Musin either have to steal children's clothing, or craft their own out of patches and quarters. Rarely is a Musin seen clad in fine cloth! Despite these shortcomings, Musin try to look their best. They are quite fond of bright colors, and will gleefully scavenge any colorful scraps. They will attempt to patchwork their collections into a mosaic of fabric, although it often results in a jumbled, vibrant mess.

Combat

Fighting a Musin has been described like stepping on a pigeon- It’s exceedingly hard to land a hit, but once you do, they’re dead. Musin are the weakest of all the sentient races in Almaris, infamously shorter than even the shortest halflings. Unlike the halflings, however, they lack stock or strength, their arms spindly and twiggy. Their only true strength lies in their dexterity. Quick and nimble, a Musin can dodge attacks with ease- running between attacker’s legs, scampering to their sides, jumping to their heads- with acrobatic feats that rival a Hou-zi. Unfortunately, if they miss a dodge... They’re dead meat. A swing from a small dagger is enough to cause a fatal wound to a Musin, incapacitating them for the majority of the fight. Most Musin choose to flee when necessary, and those who stay and fight are rarely considered ‘brave’- moreso foolish.

Abilities

Musin have a number of abilities that separate them from the other races.

Advanced Hearing

Musin have greater hearing than most races, yet not as good as Ratiki. Loud and sudden noises will startle even the bravest of Musin, causing them to instinctively jump in the air or at least wince. They can allegedly hear things that humans can’t.

  • Musin can hear frequencies from 15 Hz to 20 kHz, and do not lose their ability to hear higher frequencies overtime like humans do. A high-pitched buzzing that may be inaudible to a human is audible to a mouse.

Sensitive Eyesight

Musin have weaker eyesight than most races, yet they have evolved the ability to see in the sunlight over time. Their vision is normal at night, but hampered during the day.

  • Musin can see at half clarity (24 blocks) during a sunny day, and at 100% clarity during cloudy days or nights (48 blocks)

Small Stature

Musin are the most nimble of the races, able to twist, dodge, and run away from attacks with ease. This ability comes from their miniature size, which comes with it’s own downsides. Musin cannot take a hit like a dwarf or human could without being seriously wounded.

  • A minor hit from a dagger turns into a severe or lethal blow on a little Musin. In general, react to being hit as if every wound is serious. If using the roll system, act as if every hit is one layer of severity higher.
  • A Musin takes to dodging quite well, although more in the sense of nimbleness. They can duck and swerve easily, but due to their small size it takes more time to move out of range.
  • Musin have FAR less strength than any other race. They cannot kill by hacking and cutting with intense muscle power like most, and have to rely on their dexterity. The only weapon a Musin can really truly cause damage with are finesse-based dueling weapons like rapiers- everything else is nigh uneffective.


Cities and Settlements

  • Mousehole, Urguan

Trivia

  • They are a CA race.
  • They are the smallest playable race.
  • They have lesser souls, and cannot learn voidal magics.

Playable Races & Creatures
Human Heartlander · Highlander · Farfolk · Adunian
Dwarves Mountain Dwarf · Cave Dwarf · Forest Dwarf · Dark Dwarf
Elves Wood Elf · High Elf · Dark Elf
Orcs Goblin · Uruks
Other Races Halfling
Creatures Kharajyr · Olog · Atronach · Golem · Izkuthii · Nephilim