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 The Sidhe Sith, or Aos Si [Elves] (Guide)

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BlindedElegance
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The Sidhe Sith, or  Aos Si [Elves] (Guide) Empty
PostSubject: The Sidhe Sith, or Aos Si [Elves] (Guide)   The Sidhe Sith, or  Aos Si [Elves] (Guide) EmptyThu Mar 12, 2015 3:06 am

The Sidhe, Sith, or  Aos Si (shee)
The Sidhe, Sith, or  Aos Si (shee) is the Gaelic term for fairie or fair-folk that are often spoken of in Ireland and the Highlands of Scotland. However, they are more commonly known in the western world as Elves.

The people known as "The Sidhe" or people of the mounds, or "The Lordly Ones" or "The Good People" were descended from the "Tuatha de Danann" who settled in Ireland millennia ago and in being defeated by the Milesians they retreated to a different dimension of space and time, relative to our own. They are believed to be living under mounds and fairy raths and cairns,  and also on  the land of "Tír na nÓg," which is a mythical island to the west of Ireland.  Place names in Ireland with the pre-nouns Lis, Rath, and Shee are associated with these people. For example, Lismore, Lisdoonvarna, Sheemore, Rathfarnham etc.

Down through the ages, the Sidhe have been in contact with mortals giving protection, healing and even teaching some of their skills to mortals - Smithcraft or the working of metals being one such skill.  Cuillen (Culann) is one such sidhe smith who has been told of in the legends of Cúchulainn and the later legends of Fionn mac Cumhail.

Symbols
*Mound
*Elven Star
*Ohm/Unalome
*The Faery Protection Rune
*celtic tree of life

What an Elf or a Sidhe Looks Like
The Elf is not like the diminutive fairy. They are slightly shorter than the average human, and are also noticeably more slender and graceful, handsome and beautiful averaging between 4½ to 5½ feet and 95 to 135 pounds. Males are slightly more muscular on average, but there is little difference in height between the sexes, and neither sex grows facial, nor body hair.

Their features in general may be described as more angular and defined, including long, pointed ears and wide, almond-shaped eyes. Most elves have fair skin and dark hair, though this is no more true of all elves than it is of humans. They have a reputation for careful grooming, more so than perhaps any other race. This frequently extends to their clothing, which is luxurious and well-kept, though not to the point of impracticality.

Elves do not sleep as most other creatures do, instead falling into a four-hour restful trance. Consequently, elves are unaffected by sleep-inducing spells and effects, and are able to remain active far longer than other races (aside from vampires).

Elves also do not age as other creatures; their physical appearances remain constant from achieving physical maturity to death. Elves do grow physically weaker and mentally stronger as they grow older, and accumulate a "glow" from the strength of their souls as they age.

Whenever a host of the Sidhe appears there is a strange sound like the humming of thousands of bees also a whirlwind or shee-gaoithe is caused.

The Nature of the Sidhe or Elves
The Sidhe are generally benign until angered by some foolish action of another. Many trees, forests and mounds are considered to be under their protection, and if another being destroys or damages these it is said that a curse is placed upon them and their family.  In some parts of the countryside, people would not build their houses over certain "fairy paths" because of the type of disturbances which would ensue thereafter.

Types of Elves

  • The Seelie Court are known to seek help from humans, to warn those who have accidentally offended them, and to return human kindness with favors of their own. Still, a Elf belonging to this court will avenge insults and could be prone to mischief. The most common time of day to see them is twilight. Other names for the Seelie court are 'The Shining Throne' or 'The Golden Ones' and 'The Summer Court'. The categorization of Elves based on court is whether or not a Elf is light or dark. Seelies are known for playing pranks on humans and having a light hearted attitude, forgetting their sorrows quickly and not realizing how they might be affecting the humans they play pranks on.

  • The Unseelie Court consists of the darkly-inclined Elves. Unlike the Seelie Court, no offense is necessary to bring down their assaults. As a group (or "host"), they appear at night and assault travelers, often carrying them through the air, beating them, and forcing them to commit such acts as shooting at cattle. Like the beings of the Seelie Court who are not always benevolent, neither are the fairies of the Unseelie Court always malevolent. Most Unseelies can become fond of a particular human if they are viewed as respectful, and would choose to make them something of a pet. Some of the most common characters in the Unseelie Court are Bogies, Bogles, Boggarts, Abbey Lubbers and Buttery Spirits.


Familiars, Exploits, Religions, and Important Rituals
Creideamh Sí-is Irish for the "Fairy Faith", a collection of beliefs and practices observed by those who wish to keep good relationships with the aos sí and avoid angering them.The custom of offering milk and traditional foods—such as baked goods, apples or berries—to the aos sí have survived through the Christian era into the present day in parts of Ireland, Scotland and the diaspora. Those who maintain some degree of belief in the aos sí also are aware to leave their sacred places alone and protect them from damage through road or housing construction

Relations
Elves share a strong bond with the Deity of creation himself. A bond that has existed since the moment all things came into creation and there king was first 'born'. Sharing an insanely strong connection to all magic in existence elves share the 'strongest' known bond to creation magically.

History of Sidhe: The Tuatha Dé Danann
The Tuatha Dé Danann (which means the people of Danu) arrived in Ireland bearing with them their stone of destiny called the Lia Fail which they placed on the mound of Tara and ever after the rightful kings of Ireland were chosen when it called out.  They also brought the spear of Lugh which ensured victory to whoever wielded it, The Sword of Nuada from whom none could escape and the Cauldron of the Dagda from which none would go unsatisfied.

There is a story that they came to Ireland in flying ships but could not land as the Fomorians had set up a great energy field that they could not penetrate.  So they  had to circle Ireland nine times before finding a breach in the energy field and setting down on Sliabh an Iarainn (The Iron Mountains) in Co. Leitrim.

They clashed with the Fir Bolg (the men of the bags or pot-bellied ones) who they defeated at the first battle of Magh Tuiredh (Moytura) and routed towards the West of Ireland where they allowed them to stay.  After defeating the Fir-Bolg they were challenged by the Fomorians and had to fight another battle this time in Co. Roscommon, which became known as the second battle of Magh Tuiredh, they defeated the great Fomorian warrior Balor, and so laid undisputed claim to the land.

They prospered under their two great heroes Nuada of the Silver Arm and Lugh of the Long Arm.  They were eventually defeated by the Milesians at Teltown.  As they were a magical people they decided to go underground into another dimension of space and time the entrances to which are at many sites around Ireland; one of the most famous being Brugh na Boinne (Newgrange).

It was reputed that only iron weapons could injure them.  They became like gods to the later Celtic people and were worshipped as such.  They became known as the people of the Sidhe (mounds) and there are many Faery Mounds in existence in Ireland today.

The War With the Milesians
The Milesians landed in the South-West of Ireland on the feast of Bealtaine and their poet Amairgin is the first to put his foot on Irish soil. He says a poem of thanks and blessing.  The Milesians are greeted with a magical army which Ériu has conjured up from the sods of the earth but this does not phase them as they perceive it to be an illusion and their bards sing incantations which dissipates the magical army.

Then Ériu changing tactics decides to welcome them, Amairgin accepts the welcome but Donn is very rude and condescending.  For this Ériu blesses Amairgin and his kin and says they will prosper in Ireland but she says there will be no future for Donn and his kin.   Amairgin also promises that the land will be named after Ériu forever.  They also meet with Fodla and Banbha the sisters of Ériu, and Amairgin promises to them that their names will be remembered as one of the names of Ireland.

They travel to Tara where they meet with the three kings of Ireland Mac Cuill, Mac Cécht and Mac Gréine and agree to retreat for a period of three days beyond the ninth wave.  However when they sought to land again the Tuatha Dé had created a magical wind which drove their ships from the shore.  In the ensuing magical storm the ship of Donn is wreaked and all her crew is drowned.  So the prophecy of Ériu is fulfilled.

Amairgin sings an incantation over the waves and calms them and the Milesians are able to land.  They fight a battle with the Tuatha Dé at Teltown, Co. Meath (named after Tailtiu foster-mother of Lugh) and the Tuatha Dé are finally defeated it is said because iron weapons were used against them.

The Tuatha Dé still used their magic powers against The Gaels and deprived them of their corn and milk and so it was decided that the Milesians should rule the upper half of Ireland and that the Tuatha Dé Danann should retreat underground into the Otherworld and rule there.

Aos sí
The aos sí ([eːs ˈʃiː], older form aes sídhe [eːs ˈʃiːðʲə]) is the Irish term for a supernatural race in Irish mythology and Scottish mythology (usually spelled Sìth, however pronounced the same), comparable to the fairies or elves. They are said to live underground in fairy mounds, across the western sea, or in an invisible world that coexists with the world of humans. This world is described in the Lebor Gabála Érenn as a parallel universe in which the aos sí walk amongst the living. In the Irish language, aos sí means "people of the mounds" (the mounds are known in Irish as "the sídhe"). In Irish literature the people of the mounds are also called daoine sídhe [ˈdiːnʲə ˈʃiːə]; in Scottish mythology they are daoine sìth. They are variously said to be the ancestors, the spirits of nature, or goddesses and gods.

In Gaelic folklore
In folk belief and practice, the aos sí are often appeased with offerings, and care is taken to avoid angering or insulting them. Often they are not named directly, but rather spoken of as "The Good Neighbors", "The Fair Folk", or simply "The Folk". The most common names for them, aos sí, aes sídhe, daoine sídhe (singular duine sídhe) and daoine sìth mean, literally, "people of the mounds" (referring to the sidhe). The aos sí are generally described as stunningly beautiful, though they can also be terrible and hideous.

Aos sí are sometimes seen as fierce guardians of their abodes—whether a fairy hill, a fairy ring, a special tree (often a hawthorn) or a particular loch or wood. The Gaelic Otherworld is seen as closer at the times of dusk and dawn, therefore this is a special time to the aos sí, as are some festivals such as Samhain, Beltane and Midsummer.


Last edited by BlindedElegance on Thu Nov 03, 2016 1:08 am; edited 1 time in total
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The Sidhe Sith, or  Aos Si [Elves] (Guide) Empty
PostSubject: Re: The Sidhe Sith, or Aos Si [Elves] (Guide)   The Sidhe Sith, or  Aos Si [Elves] (Guide) EmptyThu Nov 03, 2016 1:04 am

Classes/Races

  • Aquatic Elves or Sea Elves (Alu-Tel'Quessir)- Aquatic elves are also known as sea elves. They live beneath the waves of Faerûn and can breathe water as easily as their cousins on land breathe air. They can also breathe air but for a very short period of time.

  • Avariel or Winged Elves (Aril-Tel'Quessir)- The avariel are very rare in Faerûn, since they have been hunted nearly to extinction by various dragons. Avariel remain in any number in only one place—the Aerie of the Snow Eagles, a secluded mountain home in the north.

    The avariel make their homes in open areas, and take immense joy in flying. They absolutely abhor and detest being inside, underground, or otherwise restricted from the open sky. The avariel are known for their fierce clerical tradition, as devout worshippers of the Seldarine sky goddess Aerdrie Faenya.

  • Drow- Once known only as dark elves, one of their greatest kingdoms was Illythiir. They were transformed into drow and banished to the Underdark when their matron goddess Lolth broke from the primary elven pantheon. Of all the elves they are the only ones that are inherently evil and hate their cousins with an undying passion.

    They are smaller than their cousins, both shorter and thinner. In addition, their skin resembles polished obsidian, and their hair is snow-white or silver. Their eyes are almost inevitably red, gleaming with the hatred for their surface dwelling cousins.

  • Dark Elves (Ssri-Tel'Quessir)- Recently returned into the fold of the true elven race. These former Drow now live on the surface in the city of hope. They have brown skin and black hair and have been cleansed of all drow traits.

  • Lythari (Ly-Tel'Quessir)- The lythari are a subrace of elves who can transform into wolves. Unlike most werewolves, they can transform at will and keep their minds while in wolf form. Because the lythari have changed so far from their elven roots, most Faerûnian scholars now consider them a separate race from elves.

  • Moon Elves or Silver Elves (Teu-Tel'Quessir)- The moon elves are the most common of all the elves in Faerûn and are also known as silver elves. They typically have fair skin and hair that runs in hues from silver-white to black or blue. While human style hair colors are rare, eye color can be remarkably similar, with colors ranging from blue to green. The majority of the half-elves in Faerûn come from parings between humans and moon elves.

  • Star Elves or Mithral Elves- This subrace left the forests of Yuirwood for an extraplanar realm known as Sildëyuir. They have recently considered returning due to increasing threats by the alien nilshai.

  • Sun Elves or Gold Elves (Ar-Tel'Quessir)- Sun elves are primarily found upon the island of Evermeet and because of this, they are less common across the rest of Faerûn. With bronze colored skin; gold, black, or green eyes; and gold, blond, black, or (rarely) red hair, they are also called gold elves.

    Sun elves are less physically fit, but more intellectually advanced, than their counterparts. Sun elves are the primary practitioners of elven High Magic, and are among the greatest magic-users of Toril, both arcane and divine.

  • Wild Elves or Green Elves (Sy-Tel'Quessir)- The most reclusive of all the elves, the wild elves pride themselves on their isolation and skill at keeping hidden. Their skin tends to be brown and they have similar colored hair which lightens with age. In 4th edition, wild elves are elves.

  • Wood Elves, Copper Elves, or Sylvan Elves (Or-Tel'Quessir)- Wood elves are a reclusive subrace, preferring to live in such areas as the High Forest. They place more emphasis on strength than learning. Wood elves are considered by other elven subraces (particularly the austere sun elves) to be boisterous and hedonistic. They have a zest for life and pleasure.

    Wood elves are the only elven subrace that is native to Toril. They slowly formed for centuries from some of the other elven subraces after the last Crown War. They see their realms as the natural successors to past nations such as Eaerlann and Cormanthyr.

  • Eberron- Once the slaves of the giants, the elves of Eberron immigrated over time to the continents of Aerenal and Khorvaire, establishing nations and distinct cultures on both. Most notable are the elves of Aerenal, whose culture revolves around the veneration of the Undying Court.

  • Athasian Elves- Athasian elves are hostile nomads, marked by savage dispositions and a deep distrust of outsiders.

    An Athasian elf stands 6½'–7½' tall. They are slender, lean, and generally in terrific physical condition. Their features are deeply etched into their weather-toughened faces, and their skin is made rough by the windblown sands and baking sun of the wilderness. The dunes and steppes of Athas are home to thousands of tribes of nomadic elves. While each tribe is very different culturally, the elves within them remain a race of long-limbed sprinters given to theft, raiding, and warfare.

  • Spelljammer- These elves are the largest political and military presence in space.


Subclasses/Subraces

  • Ghost Elves- Nearly wiped out by the drow, this ancient subrace was tricked by a pit fiend into servitude in the Nine Hells of Baator. They eventually escaped to the Ethereal Plane, gaining magical powers linked to this plane.

  • Grey Elves- Also known as Mountain Elves, these elves are the most noble of elves, yet also the most arrogant. They are of higher intellectual capabilities than other elves, but, despite the fact they are taller than high elves, they are physically weaker. They live in isolated mountain strongholds, and rarely allow access to outsiders. They have silver hair and amber eyes, or gold hair and violet eyes, and wear clothes of white, silver, yellow and gold, and usually wear regally colored cloaks.

  • High Elves- High elves are the "celestial elves" or "sun elves", and most commonly encountered by other races, and the most open and friendly of their kind. They travel to other lands more than other elves. They are generally dark-haired and green-eyed, with very pale complexions the color of new cream. They simply do not tan, no matter how much time they spend under the sun. High elves prefer to wear light pastels, blues and greens and violets, and often dwell in homes built into living wood, high in the trees.

  • Painted Elves- This subrace resides in painted deserts and petrified forests, preferring a druidic lifestyle.

  • Rockseer Elves- Rockseer elves are the rarest of all elvenkind. They are far taller than most of their kin, with a few reaching almost to eight feet in height. An average weight for a Rockseer is between 120 and 140 pounds, with little gender difference. Rockseers are very pale skinned, and they have no body hair. Head hair is extraordinarily fine, always worn long, with the appearance and texture of exquisitely fine silk. The hair is silver, and eye color is a pale, almost ice-blue. They are androgynous in appearance, making it difficult for outsiders to tell males and females apart.

    Rockseers have been separated from the rest of elvenkind since mythic times. Their own history tells that they were cowards at the Great War of Magical Creatures, fleeing the combat and taking refuge far below ground. They have no knowledge of surface elves. They do, however, know of the Drow and hate them, avoiding them whenever possible. They are extremely seclusive and shun the company of all other races, including the Svirfneblin. The only exception to this are pech, with whom Rockseers sometimes form friendships.

  • Snow Elves- The appearance of the snow elves has perhaps given the other elven races reason to doubt their lineage as being truly pure. They are the shortest lived of the elves, with average lifespans of 750 years (900 being incredibly ancient). Additionally, snow elves are the tallest of the elven races and generally tower above humans. Females occasionally reach 6'4", and it is not unknown for males to have grown to 7'. While very thin, snow elves are extremely wiry and tough individuals. Snow elves have light brown or tan skin, white or pale blond hair, and silver eyes. They strongly favor white clothing and bone jewelry, trading for silver from valley elves.

    Snow elves could best be described as neutral with insufferably arrogant tendencies. With the exception of the valley elves—whom they tolerate and occasionally befriend—snow elves actively dislike all races other than their own, and they go out of their way to make that fact known if given the opportunity.

  • Half-Elves- Half-elves, as their name implies, are the offspring of humans and elves. Half-elves do not have to "choose" between the human and elven worlds but are a subrace unto themselves, blending the features of human and elf. Half-elves look like elves to humans and like humans to elves (hence their elven description as "half-human").

    They do well with elves, humans, gnomes, dwarves, and halflings. In the case of conflicts between elves and humans, however, each side suspects a half-elf mediator of favoring the other. The drow despise them, referring to them as 'Mongrel half breeds'.

    Half-elves consider themselves a separate people from humans and elves both and "breed true".

    Half-Elves have curiosity and ambitions like humans but they have sense for magic and love for nature like their elven parents. Their skin is paler than human skin and they are taller and bigger than elves. Half-Elves have long ears like elves. They live about 180 years.

    Half Elves, as part elf, have low-light vision, immunity against sleep effects and partial affinities for skills related to perception.

    Like elves, a half-elf can become an Arcane Archer.


Ranks

  • Aran- This title is held by only one. Can be held by only one. He The Original King himself holds this title he is the high king of the Elves it is said all there magic sources back to him as the first Elf born and flows out from him. None know for sure. When he and if he dies it is believed that all the magic of the elves will be lost. The king its said shares a connection to all of the elves he can feel them every single one of them knows when one is lost or dying. Knows when one is injured or born but it doesn't mean he can always find them or get to them.

  • Arda- Those who belong to this rank regardless of wither or not they belong directly to the Seelie or Unseelie courts Those who hold this position wither they walk in the light or dark follow directly beneath the King himself. The courts hold councils that report to the King of the Sidhe. Everything in the end goes to the council the Arda which is then reported to the Aran himself.

  • Maethor- Those who belong to this rank are the warriors and fighters the archers everything from mages are in this group. They are not broken into different areas form here if they are in the Maethor they are the Warrior or army.
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The Sidhe Sith, or  Aos Si [Elves] (Guide) Empty
PostSubject: Re: The Sidhe Sith, or Aos Si [Elves] (Guide)   The Sidhe Sith, or  Aos Si [Elves] (Guide) EmptySat Nov 19, 2016 3:14 pm

Abilities/Skills

  • Contaminant Immunity-The user is immune to some, if not all, known poisons, toxins, venoms, viruses, bacteria, allergen, etc.

  • Disease Immunity-The user's immunity, digestive, and other organ systems are enhanced or evolved far beyond that of a normal human's. They are completely immune to every form of disease brought on by bacteria, viruses, or even parasites.

  • Immortality-The power to never age and recover from almost any injury. Users possess an infinite life span, and can shrug off virtually any kind of physical damage. Some users are the defensive type, simply preventing such damage from appearing (invulnerability/protection), while others are the regenerative type, surviving and quickly recovering from anything you throw at them.

  • Enhanced Agility-User with this ability can go from one motion to another effortlessly, effectively dodge attacks, swing from things easily, sprint, do back-flips and numerous other gymnastic, athletic and martial implements with little effort.

    Agility is "the ability to rapidly respond or change by adapting its initial stable configuration", the ability to change the body's position efficiently, and requires the integration of isolated movement skills using a combination of balance, bodily coordination, speed, reflexes, strength and endurance.

    Levels
    1.Peak Human Agility: User's agility is at the peak of perfection. Although, not a supernatural level.
    2.Enhanced Agility: User's agility is augmented, but not to supernatural levels.
    Supernatural Agility: User's agility is superior to what natural can accomplish.
    3.Absolute Agility: User's ability is limitless, it is impossible to strike the user.

  • Supernatural Beauty-User is supremely beautiful and use it to affect others. This power is divided into two separate but interlocking aspects:

    The user is always, and under any circumstances, physically, personally and socially perfect, graceful and flawless, without anything that would make them look unattractive or distract from their presence. They are perfectly aware how to increase their appeal by apparel, action or choice of words, but even these are simply details to enhance their natural appeal. For example, someone with this ability rising straight from the bed after hard nights partying and wearing rattiest possible clothes would make even best supermodel primped to perfection look homely in comparison.

    Secondly user is able to affect other people, both by affecting their minds, emitting pheromones and generally being a perfect companion and/or object of admiration. At the lower level user could make complete stranger treat them like their closest friend in only a few minutes and be perfectly willing to help them in any way they need. Someone with more power could make anyone treat them like someone who is privileged to do and get anything they wish and be admired and even loved for it. At the higher level user could make people fulfill their smallest suggestion, although not against their deepest principles. At the most powerful they could simply eradicate free will, making everyone slavishly devoted to the user and willing to do anything to please them.

  • Enhanced Combat-The ability to possess superhuman levels of hand-to-hand fighting skills and excel in various forms of combat. The user is unbelievably skilled in most known forms of fighting. They can be exceptionally proficient in the fighting traditions of a variety of cultures and become advanced with their own individual methods of close quarter combat, including martial arts (from all over the world), boxing, and wrestling. They can also become superhumanly skilled in their use of weaponry.

  • Enhanced Dexterity-The power to control limbs, muscles, and digits extremely well. The user can precisely control their movements and muscles, making them unable to be clumsy or fumbling. They can slip through a network of lasers, reach through dangerous narrow tunnels, keep perfect balance, or juggle effortlessly without ever tripping or wobbling. The user can even move their finger or toes effortlessly, with tendon strain no longer being a problem.

    Users can only fall over when physically uprooted or pushed, though most times the user can land on their feet. Practiced users can stand up right on even the most unstable of surfaces, such as a moving vehicle, a collapsing building, or an earthquake. They also are able to regain balance or bounce back to their feet quickly and perform feats such as shooting a gun, throwing a knife, or fighting at seemingly impossible angles and positions.

  • Enhanced Ambidexterity: to perform actions using one hand as with the other, and to perform actions using one's feet as well as one's hands.

  • Enhanced Intelligence-The power of extremely heightened and enhanced intelligence and other mental abilities/skills. The user has intelligence that is significantly above standard genius level intellect; possessing exceptional intellectual ability, creativity, and originality, typically to a degree that is associated with the achievement of new advances in a domain of knowledge. One is gifted with higher mental faculties such as a more powerful memory, better calculation skills, greater reasoning skills, and superior learning capacity. At this stage, an individual can often come up with unique and original ideas that elevates the thinking of humanity to new levels.

  • Enhanced Marksmanship-The ability to achieve complete and utter accuracy on distant targets.User can achieve complete and utter accuracy on distant targets, with the activity in their brain center for aim, accuracy and precision is drastically improved. They need only to aim for an instant before they can precisely hit a target with a projectile.

    User can judge extremely long distances amazingly accurately, gauging the strength needed to launch a projectile, in order to hit a target accurately. If a target is moving the user can calculate the best method to hit the target. Visual obstructions like smoke and vegetation do not hinder their ability to get an accurate bead on their target, and their intense focus on whatever they're shooting at allows them to shut out outside distractions. They can compensate for environmental factors that would normally throw off their aim like wind, air resistance, gravity, and radiant heat (which distorts the image of the target).

    User can resist perception-distorting abilities such as Illumination Emission.

  • Enhanced Reflexes-The powers to have drastically enhanced reaction speed. User has drastically enhanced reaction speed, allowing them to dodge bullets, catch flies in mid-air, dodge and maneuver around complex attacks, catch falling objects, block detriments and react instantaneously to what others take more time to react to.

    Enhanced Senses- The power to possess extremely accurate senses. The user has extremely accurate senses, allowing them to see, hear, smell, taste, touch and/or feel more.

  • Enhanced Awareness: All senses are attuned to nearby activity.

  • Enhanced Balance: Sense of equilibrium and ability to use it well.

  • Extrasensory Perception: Also known as the "Sixth Sense", users of this rare ability can feel changes without knowing how or why, often reaching into Clairvoyance, Danger Intuition, Precognition, Psychic Navigation and/or Mediumship.



  • Enhanced Swordsmanship-The ability to be highly proficient in the way of the sword.Users are able to demonstrate a natural aptitude for the ways of the sword, including anything sword-shaped such as fictional swords. They are able to wield a sword with incredible proficiency in speed, power, and skill, allowing them to perform feats such as stopping and deflecting bullets, decimating large objects or areas, cutting through solid material such as steel, and even hold back their strength to deal damage to their foes without killing them.

    The user is able to operate with little or no effort, deliver skillful strikes to weak points with great precision and cut only and exactly what they want. This ability also allows them to become naturally skilled with multiple swords or any bladed weapon regardless of shape or size to suit their needs in combat. Their remarkably fast weapon control may allow them to bypass obstacles in order to cut their intended target.

  • Environmental Adaptation-The power to survive and adapt to an environment.User is able to survive and adapt to any natural environment, being able to tolerate wide range of temperatures and levels of moisture, any amount/quality of sustenance, breathable medium, etc. with little or no discomfort.

  • Magic-The ability to use magical forces/powers to varying degrees.User has access to Magic, the use of rituals, symbols, actions, gestures and language to exploit supernatural forces to varying degrees, with only their skill, personal power-level, imagination/knowledge, and/or morality to define the borders. Given the flexibility of magic, they have essentially unlimited possibilities for what to do.


High Elf Only~

  • Mystic Energy Manipulation-The user can manipulate the esoteric energy that causes a physical effect on oneself, an object, or a person which can also effect the environment. In some forms of the force , it is what surrounds all things, which flows through all things (organisms, objects, and even elements) can be used by master manipulators of the force to move them and, attack enemies with, etc.

  • Nature Channeling-The ability to channel nature's energy and manipulate it for a myriad of purposes.Nature channeling is an ability used by most Faeries that allows them to project and manipulate mystical, arcane energy. The ability has been described as 'nature itself' and can easily harm any human within close range. A Fae with this ability can channel nature through their body and project it in a concentrated and powerful blast of light which seems to manifest as magical energy or a kinetic force, conclusively throwing or repelling objects a considerable distance. This power has been displayed to contain mysterious supernatural effects, such as breaking illusion and reversing/removing spells. Nature channeling is also the core feature of Fae magic and can be used for a number of purposes other than offensive blasts.

  • Spiritual Force Manipulation-User can create, shape and manipulate their own or others' spiritual power, which is generated by every sentient being that possesses a soul, or in places with powerful spiritual influence. They can convert it into various forms of energy, manifest it into solid form, or merge into existing objects.


Code:
[center][u][i][b]Abilities/Skills[/b][/i][/u]
[list]
[*]Contaminant Immunity-The user is immune to some, if not all, known poisons, toxins, venoms, viruses, bacteria, allergen, etc.

[*]Disease Immunity-The user's immunity, digestive, and other organ systems are enhanced or evolved far beyond that of a normal human's. They are completely immune to every form of disease brought on by bacteria, viruses, or even parasites.

[*]Immortality-The power to never age and recover from almost any injury. Users possess an infinite life span, and can shrug off virtually any kind of physical damage. Some users are the defensive type, simply preventing such damage from appearing (invulnerability/protection), while others are the regenerative type, surviving and quickly recovering from anything you throw at them.

[*]Enhanced Agility-User with this ability can go from one motion to another effortlessly, effectively dodge attacks, swing from things easily, sprint, do back-flips and numerous other gymnastic, athletic and martial implements with little effort.

Agility is "the ability to rapidly respond or change by adapting its initial stable configuration", the ability to change the body's position efficiently, and requires the integration of isolated movement skills using a combination of balance, bodily coordination, speed, reflexes, strength and endurance.

[b]Levels[/b]
1.Peak Human Agility: User's agility is at the peak of perfection. Although, not a supernatural level.
2.Enhanced Agility: User's agility is augmented, but not to supernatural levels.
Supernatural Agility: User's agility is superior to what natural can accomplish.
3.Absolute Agility: User's ability is limitless, it is impossible to strike the user.

[*]Supernatural Beauty-User is supremely beautiful and use it to affect others. This power is divided into two separate but interlocking aspects:

The user is always, and under any circumstances, physically, personally and socially perfect, graceful and flawless, without anything that would make them look unattractive or distract from their presence. They are perfectly aware how to increase their appeal by apparel, action or choice of words, but even these are simply details to enhance their natural appeal. For example, someone with this ability rising straight from the bed after hard nights partying and wearing rattiest possible clothes would make even best supermodel primped to perfection look homely in comparison.

Secondly user is able to affect other people, both by affecting their minds, emitting pheromones and generally being a perfect companion and/or object of admiration. At the lower level user could make complete stranger treat them like their closest friend in only a few minutes and be perfectly willing to help them in any way they need. Someone with more power could make anyone treat them like someone who is privileged to do and get anything they wish and be admired and even loved for it. At the higher level user could make people fulfill their smallest suggestion, although not against their deepest principles. At the most powerful they could simply eradicate free will, making everyone slavishly devoted to the user and willing to do anything to please them.

[*]Enhanced Combat-The ability to possess superhuman levels of hand-to-hand fighting skills and excel in various forms of combat. The user is unbelievably skilled in most known forms of fighting. They can be exceptionally proficient in the fighting traditions of a variety of cultures and become advanced with their own individual methods of close quarter combat, including martial arts (from all over the world), boxing, and wrestling. They can also become superhumanly skilled in their use of weaponry.

[*]Enhanced Dexterity-The power to control limbs, muscles, and digits extremely well. The user can precisely control their movements and muscles, making them unable to be clumsy or fumbling. They can slip through a network of lasers, reach through dangerous narrow tunnels, keep perfect balance, or juggle effortlessly without ever tripping or wobbling. The user can even move their finger or toes effortlessly, with tendon strain no longer being a problem.

Users can only fall over when physically uprooted or pushed, though most times the user can land on their feet. Practiced users can stand up right on even the most unstable of surfaces, such as a moving vehicle, a collapsing building, or an earthquake. They also are able to regain balance or bounce back to their feet quickly and perform feats such as shooting a gun, throwing a knife, or fighting at seemingly impossible angles and positions.

[*]Enhanced Ambidexterity: to perform actions using one hand as with the other, and to perform actions using one's feet as well as one's hands.

[*]Enhanced Intelligence-The power of extremely heightened and enhanced intelligence and other mental abilities/skills. The user has intelligence that is significantly above standard genius level intellect; possessing exceptional intellectual ability, creativity, and originality, typically to a degree that is associated with the achievement of new advances in a domain of knowledge. One is gifted with higher mental faculties such as a more powerful memory, better calculation skills, greater reasoning skills, and superior learning capacity. At this stage, an individual can often come up with unique and original ideas that elevates the thinking of humanity to new levels.

[*]Enhanced Marksmanship-The ability to achieve complete and utter accuracy on distant targets.User can achieve complete and utter accuracy on distant targets, with the activity in their brain center for aim, accuracy and precision is drastically improved. They need only to aim for an instant before they can precisely hit a target with a projectile.

User can judge extremely long distances amazingly accurately, gauging the strength needed to launch a projectile, in order to hit a target accurately. If a target is moving the user can calculate the best method to hit the target. Visual obstructions like smoke and vegetation do not hinder their ability to get an accurate bead on their target, and their intense focus on whatever they're shooting at allows them to shut out outside distractions. They can compensate for environmental factors that would normally throw off their aim like wind, air resistance, gravity, and radiant heat (which distorts the image of the target).

User can resist perception-distorting abilities such as Illumination Emission.

[*]Enhanced Reflexes-The powers to have drastically enhanced reaction speed. User has drastically enhanced reaction speed, allowing them to dodge bullets, catch flies in mid-air, dodge and maneuver around complex attacks, catch falling objects, block detriments and react instantaneously to what others take more time to react to.

[b]Enhanced Senses-[/b] The power to possess extremely accurate senses. The user has extremely accurate senses, allowing them to see, hear, smell, taste, touch and/or feel more.

[*]Enhanced Awareness: All senses are attuned to nearby activity.

[*]Enhanced Balance: Sense of equilibrium and ability to use it well.

[*]Extrasensory Perception: Also known as the "Sixth Sense", users of this rare ability can feel changes without knowing how or why, often reaching into Clairvoyance, Danger Intuition, Precognition, Psychic Navigation and/or Mediumship.
[/list]

[list]
[*]Enhanced Swordsmanship-The ability to be highly proficient in the way of the sword.Users are able to demonstrate a natural aptitude for the ways of the sword, including anything sword-shaped such as fictional swords. They are able to wield a sword with incredible proficiency in speed, power, and skill, allowing them to perform feats such as stopping and deflecting bullets, decimating large objects or areas, cutting through solid material such as steel, and even hold back their strength to deal damage to their foes without killing them.

The user is able to operate with little or no effort, deliver skillful strikes to weak points with great precision and cut only and exactly what they want. This ability also allows them to become naturally skilled with multiple swords or any bladed weapon regardless of shape or size to suit their needs in combat. Their remarkably fast weapon control may allow them to bypass obstacles in order to cut their intended target.

[*]Environmental Adaptation-The power to survive and adapt to an environment.User is able to survive and adapt to any natural environment, being able to tolerate wide range of temperatures and levels of moisture, any amount/quality of sustenance, breathable medium, etc. with little or no discomfort.

[*]Magic-The ability to use magical forces/powers to varying degrees.User has access to Magic, the use of rituals, symbols, actions, gestures and language to exploit supernatural forces to varying degrees, with only their skill, personal power-level, imagination/knowledge, and/or morality to define the borders. Given the flexibility of magic, they have essentially unlimited possibilities for what to do.
[/list]

High Elf Only~
[list]
[*]Mystic Energy Manipulation-The user can manipulate the esoteric energy that causes a physical effect on oneself, an object, or a person which can also effect the environment. In some forms of the force , it is what surrounds all things, which flows through all things (organisms, objects, and even elements) can be used by master manipulators of the force to move them and, attack enemies with, etc.

[*]Nature Channeling-The ability to channel nature's energy and manipulate it for a myriad of purposes.Nature channeling is an ability used by most Faeries that allows them to project and manipulate mystical, arcane energy. The ability has been described as 'nature itself' and can easily harm any human within close range. A Fae with this ability can channel nature through their body and project it in a concentrated and powerful blast of light which seems to manifest as magical energy or a kinetic force, conclusively throwing or repelling objects a considerable distance. This power has been displayed to contain mysterious supernatural effects, such as breaking illusion and reversing/removing spells. Nature channeling is also the core feature of Fae magic and can be used for a number of purposes other than offensive blasts.

[*]Spiritual Force Manipulation-User can create, shape and manipulate their own or others' spiritual power, which is generated by every sentient being that possesses a soul, or in places with powerful spiritual influence. They can convert it into various forms of energy, manifest it into solid form, or merge into existing objects.
[/list][/center]
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