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{{MagicImage
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{{Race Table
|name = Water Evocation
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|image =  
|image =
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|artist= Jerome Jacinto
|artist =
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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.
Water, throughout history, has been crucial to the progress and development of life. Whether it be used to replenish a weary traveler wandering the harsh deserts, to supporting an entire peoples by means of transportation, it has always played an important role for descendants. Yet, as magic grew, so did the number of those who sought control over this vast power. And with that desire, the art of Water Evocation was born.  
 
  
 
== History ==
 
== History ==
Water, throughout history, has been crucial to the progress and development of life. Whether it be used to replenish a weary traveler wandering the harsh deserts, to supporting an entire peoples by means of transportation, it has always played an important role for descendants. Yet, as magic grew, so did the number of those who sought control over this vast power. And with that desire, the art of Water Evocation was born.
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Add text about the history of the race.
 
 
== Learning & Teaching ==
 
In order for one to cast water evocation, they must first establish a connection to the Void, known as a Mana Anchor, picture the water within the Void, then pull it into the material realm and cast it. Yet, this connecting is no simple feat for any admiring scholar with a tome to perform, but actually requires years of dedicated practice and study. Even some of the brightest minds in the realm may find themselves struggling to grasp the basic concepts of Voidal connection.
 
 
 
Like any Voidal Evocation, the art of water takes years of repetitive study of its element, requiring the mage to know everything from how water moves, to how it feels, to how it vanishes. Another thing of note is that the water evocationist must have a master to teach them in the ways of the Void and water, one who has mastered their art to the tee.
 
 
 
Once one has learned to connect to the Void and studied true water in its regular state, they will be able to draw it from the Void, this applying similarly to ice. They must connect, picture the water or ice in the void, form it, then summon it from the Void and project it. 
 
 
 
*Water Evocation takes up [1] magic slot.
 
*Water Evocation can be practiced with a valid [MA], which can be obtained by learning under a mastered water evocationist with a valid [TA].
 
*Water evocation requires a stable connection to the Void.
 
 
 
== Abilities ==
 
Water flows and is one of the easier evocations to control, as its nature is not necessarily chaotic. Water is more orderly, yet also strong and unyielding. In more recent years, users of water evocation only become more powerful in their art, able to use it in ways never imagined before.
 
 
 
Abbreviation Key:
 
 
 
N - Non-Combat
 
 
 
C - Combat
 
 
 
===Conjure Water / Ice===
 
[N]
 
 
 
A water evocationist can conjure water, and ice at later levels, from the Void and manipulate it into any shape that they so wish. This can be used very diversely for non-combative purposes - from simply washing dishes, to creating a mighty storm of aquatic or frozen fury.
 
 
 
====Mechanics====
 
 
 
*Water in this form is rather shapeless, dripping from its own form unless conjured at a higher tier and shaped.
 
*A water evocationist may manipulate their water in any way, shape, or form they see fit so long as it remains out of combat. At [T2] their water can be crudely shaped, albeit dripping a lot; at [T4] they can manipulate their water much more smoothly, hardly dripping; at [T5] they may manipulate their water extremely smoothly.
 
*In the case of ice, which may not be conjured until the mage has reached [T3], their ice can only be crudely shaped when starting out, while at [T5] their ice can be incredibly smoother and more detailed, elbeit not razor thin.
 
*All non-combat water spells may have a maximum size of one meter at [T1], five square meters [T2], fifteen square meters [T3], twenty-five square meters [T4], fifty square meters [T5]. Each tier the mage progresses, the details they may use in their water increase from [T1] rather shapeless, to [T2] being more moderate, to [T4] which is very refined, though cannot be razor thin.
 
*All non-combat ice spells may have a maximum size of five square meters at [T3], fifteen square meters at [T4], and twenty-five square meters at [T5]. Each tier the mage progresses, the details they may use in their water increase from [T3] rather shapeless, to [T4] being more moderate, to [T5] which is very refined, though cannot be razor thin.
 
 
 
====Redlines====
 
 
 
*Any non-combat spell requires at least one emote of connection, and one emote of conjuring the actual water. 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 giant tidal wave, obviously it will take more than three emotes, likely closer to around six or seven.
 
 
 
===Water Blast===
 
[C]
 
By conjuring water and ejecting it in the form of a blast, a water evocationist can essentially send a jet or projectile of water directly towards an opponent, enough so to knock them back or cause them to topple over.
 
 
 
====Mechanics====
 
*By conjuring forth a congregation of water, a water evocationist can send forth a jet or projectile of water to blast opponents backward. While not very physically damaging, it’s force is moderately strong possessing enough force to send one toppling backwards, though holding no more force than a descendant’s push, likely causing them to stumble back around [3] blocks if unprepared, or even cause them to fall over.
 
*This spell can either appear as a ‘jet’ of water, or a sphere which may be cast towards an opponent. This may be modified aesthetically, though must remain in the general shape of a jet or globule of water.
 
*Requires three emotes to cast [1 connect + 2 cast] regardless of shape. The water blast itself may be held back for up to two emotes before needing to be fired lest it simply dissolved. The attack can be sustained for up to [4] emotes assuming the mage has adequate concentration and mana.
 
 
 
====Redlines====
 
*Has no solidarity in and of itself, but still possesses moderate force.
 
 
 
===Water Shield===
 
[C]
 
A water evocationist may conjure a shield of water which swirls in front of the, creating a barrier which can deflect lesser projectiles and as well as other conventional purposes such as putting out fires.
 
 
 
====Mechanics====
 
 
 
*A water evocationist may create a disc, wave, or shield of shifting water which can deflect some projectiles, such as arrows, and can also extinguish flaming projectiles, assuming they can be extinguished.
 
*This spell requires three emotes to cast [1 connect + 2 form]. The water will appear to swirl about or rise upwards in a wave which will span no more than two meters in diameter. It may be sustained for up to [4] emotes before dissipating. This barrier will deflect projectiles traveling at the speed of an arrow or slower, as well as extinguishing flaming projectiles.
 
*For aesthetic purposes, the shield may appear as a small wave, disc, or other barrier, so long as it holds no solidarity and offers no protection against melee attacks.
 
 
 
====Redlines====
 
 
 
*The water shield will always be rather formless and lack solidarity, only providing protection against projectiles going at the speed of an arrow or lower. This means it cannot deflect spells such as crossbow bolts or other magical projectiles, with the exception of flame oriented attacks. It may, however, knock these projectiles off course.
 
*The mage must dedicate their concentration to the shield. Performing other actions while maintaining the spell will cause it to drop.
 
 
 
===Water Whip===
 
[C]
 
 
 
A water evocationist may, after having learned to conjure ice, conjure forth a hybrid whip of both water and ice in which they may use like any regular whip. The whip is typically conjured next to the mage, following whatever movements the evocationist so wishes as long as their concentration is upon it.
 
 
 
====Mechanics====
 
 
 
*A water evocationist who has learned to conjure ice can form a whip of water with spiked ice on the end. While being a [T3] spell, the ice will be rather crude and blunt, likely causing a few bruises should it hit. However, upon reaching [T4], a water evocationist may opt to make the ice more sharp, causing cuts, slashes, and even lacerations rather than providing blunt force.
 
*Alternatively, a mage may create the whip out of pure water to lash at unprotected foes, leaving scratches and scrapes wherever it hit, as well as lashes.
 
*The spell requires three emotes to cast [1 connect + 2 cast]. The whip itself will not extend beyond four blocks in length, the spikes on the end of it being no longer than four inches.
 
 
 
====Redlines====
 
 
 
*Should the mage lose sight of the whip, it will vanish.
 
*While more effective against skin when sharp, the whip will shatter when hitting plate, making it near useless against heavily armored foes.
 
 
 
===Ice Projectile===
 
[C]
 
 
 
Water Evocationist can create shards of ice which they may cast or project towards opponents. This ice can be as detailed or as crude as they wish, ranging from a small chunk of frozen water to a small and detailed dagger shape for aesthetic purposes.
 
 
 
====Mechanics====
 
 
 
*A water evocationist who can conjure ice may form shards of ice which they can use to throw at a target, either as one or multiple different projectiles.
 
*The projectile/s themselves are typically baseball-sized.The shards can be either sharp or blunt. Should it be sharp, it would be equivalent to a simple ferrum sword in terms of sharpness, though able to be shattered easily if it comes into contact with blunt force.
 
*Blunt projectiles are less brittle, hitting at the force of a baseball going arrow speed, though typically do not shatter.
 
*Requires three emotes to cast [1 connect + 2 cast]. Additional projectiles require an additional emote to conjure, no more than five able to be charged at once. The more projectiles charged at once, the more blunt all of them become while simultaneously charged.
 
*One projectile charged may be around the sharpness of your average ferrum blade.
 
*Ice spikes may be capable of piercing unarmoured foes just as a regular blade would, but will likely only dent heavy plate, instead leaving a mild bruise where it hit regardless of sharpness.
 
*Multiple projectiles may be fired at once, however, they must all be within the mage’s line of sight at once and all be fired in the same direction if this is the case, lest they dematerialize.
 
 
 
====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, besides blunt or sharp.
 
*If multiple projectiles are fired at the same time, they must all be fired at the same direction.
 
 
 
===Water Wave===
 
[C]
 
 
 
By conjuring forth a large amount of water and sending it pushed forth, a Water Evocationist can create a wave of water that rushes towards the intended targets. The force of such an attack is great, picking up more momentum the further it moves, able to push back nearly anything in its path.
 
 
 
====Mechanics====
 
 
 
*A water evocationist can conjure a large wave of water which they may push towards their targets in an effort to send them backward. The spell itself is very destructive, pushing back both people and objects alike in a small area.
 
*The attack itself has a range of up to five blocks, though can travel for up to ten once cast. The wave has a width of one block, though a length of up to five, constantly pushing whatever comes into contact with force equivalent to that of an orc constantly shoving the person backwards for as long as it is sustained.
 
*Requires five emotes to cast [1 connect + 3 form]. The wave can be maintained until it reaches its limit of ten blocks, though may disperse earlier if the mage’s concentration is disrupted.
 
*The spell itself, aesthetic wise, can be very creative. For example, one could make it appear as if there were a horse in the water running along with the wave.
 
 
 
====Redlines====
 
 
 
*The wave can only be maintained by line of sight. Should the mage be deprived of this, even when it is already cast, the wave will cease.
 
 
 
===Ice Spikes===
 
[C]
 
 
 
Water Evocationist can conjure force large spikes of ice which may act as an defensive offensive attack. Such an ability can be quite devastating if used against multiple opponents, making it great for crowd control.
 
 
 
====Mechanics====
 
 
 
*A water evocationist who can conjure ice may create large spikes of ice to rise up from the ground and pierce or deter foes as a wall. The spikes are often large, ranging from 1 foot to two meters in length, and up to three meters in height, the sized typically varying in a single attack.
 
*Ice Spike has a width of up to two, and a length of up to five blocks. has a ten black range.
 
*Requires four emotes to cast [1 connect + 2 cast]. The spikes may be maintained for up to five emotes, though this time is shortened if the mage is distracted or breaks their connection.
 
 
 
====Redlines====
 
 
 
*Ice Spike is not an instant trap. The spikes themselves must gradually grow from the ground in front of the mage.
 
 
 
===Ice Shield===
 
[C]
 
 
 
By conjuring a large amount of ice in front of them, water evocationist may create a shield or wall of ice which may be used as a barrier to protect against a variety of attacks, a testament to the versatility of an art such as water evocation.
 
 
 
====Mechanics====
 
 
 
*A water evocationist may create a barrier of ice in front of them which may be no greater than [3] meters wide and [2]meters tall.This barrier may appear however the mage wishes for aesthetic purpose
 
*The barrier itself can take about four blunt hits at maximum. Sharp attacks will chip away at it over a longer course of time, though will hardly be as effective as blunt force. Direct flame or heat can melt the shield easily in two emotes.
 
*Requires three emotes to charge and cast [1 connect + 2 cast]. The shield may be maintained for up to [4] emotes, though will shatter if amount blunt force is applied, and will dissipate if the mage loses concentration.
 
*Usable at [T3].
 
 
 
====Redlines====
 
 
 
*So long as the shield is being sustained, the mage may not make sudden movements, only able to traverse half of what they could normally traverse in a single emote. Jumping out of the way or moving faster than at a light jogging pace will result in it vanishing.
 
*The shield must be gradually formed over the course of emotes, not something that instantaneously appears.
 
 
 
===Ice Dome===
 
[C]
 
 
 
A greater feat of defensive water evocation which a water evocationist may perform, allowing them to create a large dome of ice to protect them and their allies should they so chose.
 
 
 
====Mechanics====
 
 
 
*A water evocationist may create a large dome of ice around them and other people/objects. The dome itself has a three meter radius at maximum, with the mage being in the center.
 
*Requires four emotes to cast [1 connect + 3 cast], and can be maintained for up to [6] emotes, assuming that it is not shattered by blunt force or melted by hot flame. Likewise, if the mage loses their connection or concentration, the spell will also fade.
 
*The dome may hold its own against only [3] harsh blunt strikes before it is shattered. Shattering the dome will also stun the mage who is casting it for a minimum of [1] emote, preventing them from casting for that duration. The mage will need 1 emote to recupurate if they choose to end the spell themselves.
 
 
 
====Redlines====
 
 
 
*The mage must be at the center of the dome to cast it.
 
*Ice may be murky, though some movement can be seen from within the dome.
 
*The dome must be gradually formed, not instantly conjured.
 
*The mage must dedicate their concentration to the dome. Performing other actions while maintaining the spell will cause it to drop.
 
 
 
===Hail Storm===
 
[C]
 
 
 
A most devastating and powerful attack of a water evocationist, incorporating all which they have studied and learned into a single spell of unbridled fury of ice and water, laying waste to their foes if used in a proper manner.
 
  
====Mechanics====
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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.
  
*A water evocationist who has mastered their evocation may conjure a flurry of ice and rain which may fall upon their foes. Snow is an optional aesthetic though offer no benefit beyond chill. The storm has a maximum diameter of ten blocks, able to be conjured upon to ten blocks away from the mage, the very end of the spell radius being the maximum point of distance where it can be conjured.
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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.
*Requires six emotes to cast [1 connect + 3 charge + 1 cast], and can be maintained for up to [4] emotes, raining sharp fractals of ice, snow, and cold rain upon all within the stormcloud.
 
*Hail is small, being no larger than a coin at most, able to cause painful bruising if direct contact is made. Fractals will be about the size of a grape, able to draw blood and make fine cuts, though will not pierce objects to a degree as to impale them. At most, those who stay in the storm will emerge fatigued and bruised, slightly bleeding, though on its own will never kill or incapacitate unless the individual is severely wounded and exhausted beforehand.
 
*If the mage’s concentration is disrupted while they are charging or maintaining the spell, the storm will dissipate. Likewise if they are unable to see the storm, the spell will be rendered null. After they have conjured and sustained this storm, they will be heavily exhausted, barely able to cast for the rest of the  encounter.
 
*Usable at [T5].
 
  
====Redlines====
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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.
  
*The mage must be able to see where they are conjuring the storm, as well as the storm itself the entire time the spell is being charged and active.
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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 storm cannot be moved once it is cast.
 
*Once this spell is cast, the mage is barely able to cast the rest of the encounter.
 
  
== Progression ==
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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.
===T1 - Novice===
 
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 droplets of water before becoming exhausted. Lasts two [OOC] weeks.
 
  
Spells – Conjure Water, Water Blast
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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 water at this stage is practically nonexistent, as they may only conjure a few droplets before becoming exhausted. This stage is typically used for studying water 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 bubbles and orbs of water before becoming exhausted. They can form vague shapes, though nothing complex or large. Lasts three [OOC] weeks.
 
  
Spells – Conjure Water, Water Blast, Water Shield
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== Mentality ==
 +
Add text about the general mentality of the race.
  
Skill Level – All non-combat spells may have a maximum size/radius of five square meters at [T2]. The detail level of water at this stage is a bit more evident, albeit still crude. The evocationist may only conjure a bubbles or orbs of water and maintain them briefly before becoming exhausted.  
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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.
  
===T3 - Adept===
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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.
  
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 water more easily and fluidly when in combat. They also are able to form their water into more defined shapes as well as begin to conjure water, though most water shapes are still a bit liquidy and ice is very crude. Lasts five [OOC] weeks.
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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.
  
Spells – Conjure Water, Water Blast, Water Shield, Conjure Ice, Ice Projectile, Water Wave
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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.
  
Skill Level – All non-combat water spells may have a maximum size/radius of fifteen square meters at, while all non-combat ice spells have a maximum rsize/radius of five square meters. The detail level of water is much more refined. The evocationist can now summon forth more adept spells of water, as well as begin their studying of ice. Their ice at this stage is crude, unable to be sharp or refined.
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== 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!
  
===T4 - Expert===
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== Culture ==
 +
Add a brief description of the races culture.
  
The mage now has near mastered their fluidic 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. Their ice capability has vastly improved as well, allowing them much more versatile attacks and more refined art. Lasts six [OOC] weeks.
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=== Language ===
 +
Musin speak common. However, many Musin speak with a slight, skaven-like accent, a leftover relic from their days as Ratiki.
  
Spells – Conjure Water, Water Blast, Water Shield, Conjure Ice, Ice Projectile, Water Wave, Ice Shield
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=== 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.
  
Skill Level – All non-combat water spells may have a maximum size/radius of twenty-five square meters, while all non-combat ice spells may have a maximum size/radius of fifteen square meters. The detail level of water is very refined, practically mastered. The evocationist can make much more detailed ice as well. now able to make it more sharp and distinct.=
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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.
  
===T5 - Master===
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== 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.
  
The mage has completely mastered their Voidal art, able to manipulate their water to a very fine degree as well as maintain a far greater concentration than before. They can use all the spells of water evocation, able to perform powerful feats of their art in both combat and non-combat.
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===Abilities===
 +
Musin have a number of abilities that separate them from the other races.
  
Spells – Conjure Water, Water Blast, Water Shield, Conjure Ice, Ice Projectile, Water Wave, Ice Dome
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====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.
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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.
  
Skill Level – All non-combat water spells may have a maximum size/radius of fifty square meters, while all non-combat ice spells may have a maximum size/radius of twenty-five square meters. The detail level of water is mastered both in and out of combat, able to be as refined as the mage wishes. The evocationist can now make very refined amounts of ice and in larger portions.
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====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)
  
== Limitations ==
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====Small Stature====
===Properties===
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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.
Water is very diverse, possessing all sorts of properties that make it useful in nearly any situation a mage may find themselves in. However, like water is often calmed and collected and flowing, so too must a practitioner of such an art be patient and calm in their cast, lest they risk destruction like the tsunami’s of the south.
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*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.
  
*Water makes wet whatever it touches, even after it vanishes back into the Void. Not unlike fire evocation, once it is soaked into something, it will not simply vanish back into the Void. If not soaked in, however, it will simply vanish.
 
*With a high enough heat intensity, water may vanish or evaporate more quickly than normal. For example, should one conjure water in a searing desert, it may vanish faster than one who conjures water within a lush forest. Water will also begin to freeze as well, though not as quickly as regular water unless soaked into something.
 
*Water cannot be consumed nor provide any nutrients, due to the fact that it requires line of sight and maintenance from the caster. Should one attempt to ingest it, they will receive no benefit as the water would simply vanish the second it leaves the mage’s sight.
 
*A mage may not boil their water, though they may make their water somewhat frigid or uncomfortably warm. They cannot form ice until [T3], and this must be studied akin to water.
 
*Most ice is fairly fragile to blunt force and can be melted by fire or heat, though is not as weak to sharp attacks. However, if conjured in the form of a substantial barrier, and in a large enough quantity, it may perhaps be more durable.
 
  
===Redlines===
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== Cities and Settlements ==
*A water evocationist cannot manipulate real water, only control what they themselves have conjured forth from the Void.
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* Mousehole, Urguan
*All spells require line of sight, that being their maximum range, unless specified otherwise. The further the spell is casted, the more draining it may be and the more time it may take to charge.
 
*Any aesthetic of any spell cannot change its mechanical function. For example, one could make a small bird out of water evocation as a projectile only, though not as a primordial conjuration, rather simply being a projectile comprised of water that appears in the shape of a bird.
 
*Ice can only be conjured upon reaching [T3], and must be studied like any other part of an evocation. Steam and boiled water are not possible to be conjured either. For aesthetic purpose alone, a water evocationist may make their water feel a bit warmer or colder than normal, though this cannot cause any harm on its own.
 
  
 +
== Trivia ==
 +
* 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
noimg.png
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