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The Iron Dynasty, DeLaRose Role Play Group » Valeria, Discord Hosted » Incrad » Land and Race Information » Race Information, The Kinn

Race Information, The Kinn

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1Race Information, The Kinn Empty Race Information, The Kinn on Mon Jan 08 2018, 16:18

Anaya

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The Kinn

Race Information, The Kinn C1d3e010

It is accepted in many realms throughout existence that in the beginning there was nothing. There are a number of beginnings which are written: " In the beginnings, there was nothing, pure unending darkness". What goes largely undocum, ented regarding this is that those beginnings largely fail to realize that that large all-encompassin,g darkness, was quite aware of the unending emptiness, and wished to change that. From that will many beings sprang forth, creating many races, on many different worlds, across a wide and vast universe. This being is known to some as "Caliga". There are also a wide array of other names which may be attributed to this being, "the boogeyman", "the devil", that darkness in all of us", "Id". It has never had any qualms with what it is, but it left its mark on all of existence in this place. There was nothing it did not touch. At first, it was difficult, beings were innocent, not having formed concepts of "right" and "wrong". It would change this quietly, through the darkness, in the darkness, with the darkness, and make itself known to all. Again this display went largely unnoticed, it was ironic how some of the beings came to revere the darkness, and others would reject it. They would be educated in time, for quite a long while it was content to simply sit back now and watch, there was no need for Caliga to interfere, it was learning, and growing in power because of this. This existence and its perpetuation of "evil" ideology had grown so prominent over eons that it had actually managed to become more than self-sufficient, in commands of forces and power beyond the comprehension of most beings. All this power, fueled by a single concept, "sin". With every moment of every hour Caliga grew in power, one thing was constant among every race, they all "sinned". In doing this they honored it, they willfully gave themselves over. Turning willfully to this being for guidance, most aware of it hold it as something sacred beyond words, the original primordial force. Others openly scorned it desperately trying to free themselves from that which was "sin". It had been ages since the last race had found Caliga, ages since it had done anything other than watch. It had grown discontent now with its show, it wanted everything, and it would have it.  

The first of its creations was a being that would begin to become known throughout the realms as "The First All-Father" and this being was far more secretive in its machinations and particular to its purpose. There were those who worshiped darkness, those who could be useful to Caliga and its cause. Those beings were to be rewarded, only the most worthy would be welcomed into the fold. Those who had turned their backs would be punished, educated, "made to see the error of their ways".  
"The All-Father" was gifted with the manipulation of darkness surpassing any of those which could be commanded by the beings in its creation. Each of these beings was in possession of a "soul", that which gave life to every sentient being here, an infinitely small part of power, which over time would grow with existence and experience, they were even capable of reproducing, it had been the most important part of Caligas plan. "The All-Father" was set lose upon existence to due to the bidding of Caliga, to "spread the glory that is sin". The Father began in the realms of the worthy, they were all too eager to surrender their souls. In fact, to many it was seen as a divine honor, a privilege, something one had to earn. There were numbers beyond counting on now long lost and forgotten worlds and long since dead races. Most wiped out by this very beginning.  

"The All-Father" now having gathered the worthy souls would birth the first "kinn of Sinn" into existence. Each of these, even the least among them were made of no less than three thousand souls. Of course over the many years and children, there were many other races and beings which would become born of darkness. These being known as "lesser kin" or more derogatorily "ignorant spawn". After a time it became important to reward these Kinn, to give them something for their service. For while they absolutely loyal to the father, and subsequently Caliga, they were also covetous beings.  

The most worthy among the Kinn were then "given the gift of darkness". With this, they took on more dominant characteristics than their now "little siblings". Their connection to The Father was now also more immediate, and through him, they could gain more favor and power. Here again began a small internal power struggle, a small civil war of sorts had even exploded among the Sinn. This was the second Time Caliga would meddle in the affairs of existence, it loved its children, all of them, but it favored its Sinn the most, and would not see them destroy themselves. It was here that Caliga became known to all of the Sinn, making them aware it was this being direct which was responsible for all they had known, and all that they could do. In proving beyond question its authority and dominance over the Sinn Caliga consumed the "The All-Father", that being proudly returning its essence to that which had given it. "The All-Father" effectively being reincorporated into the being Caliga. Before its departure, it would gift its progeny with yet one last gift, "The Visser", "Fides sussurus Vocis". He would be their Sheppard, he would lead them on their path, he would "keep the faith".

in time that very Visser Vanished, left its people to go beyond and break apart of Caliga and rebel, it was the only ever one to do such a thing or be able to do such a thing, and even to this day in existence it is unknown why or how this was even done it was marked the "Cardinal Sinn" and Caliga its self-removed much of its even existence from the record of time.

Upon another day Caliga found that the all fathers rule was growing distant and counterproductive, a Father was viewed as a stern hand that gave more punishments then it did reward, it was seen as more a tyrant then it should be, many fell away from sinn falling to the other more pathetic gods of light and love, disgusted by this Caliga riped the father from its self and found its self a new host, upon that day Abbadon the black winged Visser became the new conduit for Caliga and the "All Mother" was born. Abbadon vanished from existence as soon as Caliga consumed the dominant soul and replaced it with its own, and upon further learning, started to become more a warm and motherly figure in the eyes of its children, a loving mother that allowed them to sin in their lives and encouraged them to do sinful actions. a warm winged feathery embrace that at the same time was still that cruel and evil being, a black hole and razor teeth behind pink silken drapes.

it gave more gifts of new Kinn to join the family, new children with new roles to play in its now growing world. the oracle Occuli, all female woman who would control and manifest others minds to make them see and do what was needed as well as see into fate and tell Caliga what was to happen in the future if things were done right.
The Ursa became the advanced Sinner's brutality force, a hulking brute able to break down the thickest walls and show its strength like a tank in battle, it would hold the fire and the enemy as the sinner used speed and shadow to deliver quick and devastating blows to a target. the harbingers the Messorem, reapers of the kinn one would be around every kinn to count and keep a record of the souls each kinn had within it and on top of everything be able to fule the new planet that had been made out of Caliga's very being.

The last and best gift said to ever be given a place were the kinn did not have to tone it down to the worlds and demands of others, a world they could walk upon as the elder beings they were, Ulon was born on the back of Caliga dragged up and made with the primordial darkness that created time its self Ulon is a space that only Kinn Rule above all others, all other worlds, all other existence it is a place of pure darkness, a place were time does not exist, a place of beautiful silence a place in Caligas image of what the world will be one day when it takes over all and sin makes it never hunger again.

Race Information, The Kinn Kinn_p10

Types of Kinn
Lowest to Strongest
Lesser Kinn
Defectum, Fail Kinn
Upon every now and again turn there is failure, seen as the very lowest of the bucket most greater kinn will not even give a Defectum the time of day to notice it even exists, they view no point in insulting something that should not have even been made in the first place and most of the time will just purge such a monstrosity or toss it out to be eaten by the hounds with the rest of the trash.  
Races that just don't take the change well are


  • Demons some turn ok some don't, it is all up to the roll of the dice
  • Jesters
  • Dragons due to there magical power but some do take it well it just depends on the individual it seems
  • Vampires
  • Beings that are hybridized with too many things, once you mix things over and over again it dilutes the pool within it so much the change just deforms it to an unrecognizable measure
  • Animals or animal-like beings (you play a furry we will fucking turn you into something so disgusting you will vomit behind the screen, don't play one, only warning)


More Studies are being done with more changed Kinn, Caliga is always learning to better its self, and upon each Defectum made it learns what races are compatible and what is not.


Turpe
The Turpe are the lowest form of Sinn. Treated with a sort of mild neglect by their superior kin...which is all of them.  

Turpe does not have many perks at all, an umbral body being perhaps the most significant. They are not capable of umbral manipulation, with one exception. Turpe may travel through Umbra. Their bodies, however, are quite proficient, lacking any "true" organs or muscle tissue to limit them. The form naturally continues to move through a sort of "autonomic" umbral manipulation. The forms capabilities are limited by its construct components. These were the souls used to "birth" the Turpe. Commonly referred to as a "core" in the kinn of Sinn.  

Their skin in unarmored areas usually has the density of a diamond, where umbral armor is, doubly so. Possessing six eyes they tend to be quite a bit more aware than most and are fully capable of seeing auras. Having no organs to transfer commands there is zero lag time in reaction, able to instantly react to their stimuli. The Turpe boast impressive physical prowess their strength and speed bestowed by their "core". Consisting of no less than five hundred souls.  

Turpe, unlike most Sinn, is formed from completely twisted murderous souls, and often are quite insane. They possess no "dominant soul" meaning that all of the souls of the Turpe vie for control of the body. These creatures have only one purpose, that is to serve the Sinn. To them, the words of a Sinn are the words of the Gods. Their desires of a Sinn are the goals of the Turpe.  

Turpe more simply put would be "legion" in an umbral body, which forces fealty. They are not terribly clever, though they certainly display a predatory cunning which at times can be alarming. Behaviorally they are easily and often compared to spiders, with the exception of being surprisingly social among themselves.  


Race Information, The Kinn Img_2015

Dire Hound
The Dire hounds of Ulon are seen as a kind of clean-up crew for the land as well as a helpful guard dog if a sinner does take the time to get to know one, be it a rare thing for a kinn to take a companion the intelligent Dire Hound can make a rather passive helping hand to cool tempers and flare-ups (PTSD Dog lolz) as well as help settle scores and make the sinner more powerful (like it needs to be but still more power woot)

Dire Hounds can come in many shapes and sizes and like all kinn they are made entirely of shadow, but unlike other Kinn that get the choice to change there shape a Dire hound changes without it at times wanting this change to happen, one moment they can be as solid as a true earthen black wolf, the next they can be gas in the air just drifting off to sneak under some door and unable to attack anything. but as intelligence goes they are rather smart and do understand this querk in there armor is rather inconvenient and they don't like it just like everyone else does not like it.
they as said overhead come in many shapes and sizes, some full shadow unable to change at all and just stay semi-solid and act as they should, others are larger then others some are smaller some look more deformed beast hound then others who look just as a wolf would. some even can become bipedal and look like long-eared jackles, they are called the Abus of the Kinn but are rare and is not a recurring trait.

Race Information, The Kinn 997adfc1b72a5de7b19ace4e884c6ed9

Kinn view the beasts as animals, they are seen as the more pure and primal Kinn and are treated the best out of all lesser kinn. and in some kinns views, they are so much as animals it is against the laws to harm them or even to push them like this. Caliga does not view this as truth so harming them does not get a Kinn destroyed but to some Kinn, they like to keep the mental concept of having a more "innocent" Kinn

Greater Kinn
Race Information, The Kinn 1633f3076425b6628d03efded479d308

Shades of Sinn

“Shades of Sinn” are nearly the lowest of the caste system among the Sinn’s. Seen by the others much like adults look upon adolescents. The fact does remain however that first they all were simple shades of Sinn. A shade of Sinn may be created only by others of Sinn with such authority granted. A shade of Sinn may be created by “Sinners”, or perhaps a “Visser”, and however unlikely, obviously a “Prime”. All other Shade kind that are not “kin of Sinn” are considered illegitimate, commonly referred to as

A shade of Sinn possesses only one skill, though it often surpasses even the most practiced of mages, at least in matters of their manifested form, which is controllable only from their will, or, another higher level Sinn. This skill is umbra manipulation. Their precious "dark gift" allotted to them by the dark itself. With this skill they may affect any shadow they see or touch. The extent of the manipulation though is entirely dependent on not needing a charge they have no ability to do so.  

Psychologically speaking each is in a way an individual. Each with its own quirks, however, there are some constants within the psyche. Remember the memories of the afflicted remain. you have a complete memory of your past most often. This itself has an effect on perceptions of things. Remember your soul was torn apart and mercilessly tortured and shaped to become what you are. You remember these things vividly. Though it is more perceived as a "birth right". A fond recollection of re-education. While you may emulate emotions the only ones you truly have are self-serving. from this deep-rooted desire in yourself, all actions either further yourself or the “All-Father”.  

Every shade of Sinn is more than binding to Caliga. Each Sinn is an incredibly small piece of the whole of Caliga. This being the case no Sinn may take action against it. Nor may a Sinn through inaction allow harm to come to it.  

Physically shades of Sinn are manifestations of shadows. Until they wish they are incorporeal (not solid), meaning they can not touch, nor be touched. Though this can be changed at will, there are no visible indications of this but keep in mind it takes time to do so (one mele round). As Sinn may control the “solidity” of their umbral forms, they may also control its density. However, for each level of “hardness”, you must use counters. A Shade of Sinn my only is as “hard” as a human, due to the fact anything more would require a counter. While solid they are perfectly susceptible to physics. Most notable is the weakness to "holy" and fire. The intensity of a light reflects the damage it inflicts. While in physical form these things do notable damage, however, if not physically manifested the light will affect the shadows just as it usually would. In layman's terms asinine, or aggravated damage.

There are quirks present in all forms of the shade of Sinn as well. Notably is an inconceivable detest for Christianity and faiths which are light based. They have a weakness to holy presence and artifacts. May not enter a residence without being invited (mind you that is only for a “personal dwelling”.) May not cross running water unless they are at least thirteen feet above it. They also may not tread on hallowed ground. (it must remain truly hallowed, not simply be called such). Finally, in the presence of natural flame those flames will burn blue in the case of a shade, they have no ability to prevent this occurrence from happening.  


Race Information, The Kinn 14216510Race Information, The Kinn Img_2014

Messorem "Harbinger of Souls
Info to come


Sinners
Sinners are one of the evolutions of a shade of Sinn. This particular evolution serving to greatly boost one's combat prowess. this evolution may only be catalyzed by a Visser, or prime, in rare cases Caliga.  

The main difference Sinners boast is their increased skill in shadow manipulation. Many tasks their young brethren would have difficulty in completing is as breathing to them. Aesthetically they tend to be more vain, adorning their forms with jewelry. Most notable however would be the eyes, which gleam silver naturally.  

At this evolution another change becomes apparent. This being the aura which they exude which tends to diminish inhibitions. Naturally it extends about thirteen feet in three hundred sixty degrees. This aura encouraging those within its influence to commit sin. At full extension, it is very weak, though through time and practice the field can be controlled. With enough skill, the Sinner may even choose a particular target as well as sin to attempt to inflict. That in mind this effect only ever can be within the aforementioned thirteen feet radius.  

Another skill the Sinner boasts would be the ability to "birth" other shades of Sinn, though this is far from a combat practical skill. Last and most easily noticed would be a scent. Sinners always are accompanied by this, more often than not the smell being pleasant to most around them.  

Psychologically they tend to be far colder and devious than the shades of Sinn. Most having spent quite some time as a shade of Sinn have acquired new personal quirks and tastes. By this point, they also would have chosen a favorite "vice" or sin, which would begin to show perhaps even unconsciously in their manifestation. Often calm and collected most possess explosive tempers. Completely calm collected and civil one moment, and impersonating something akin to a nuclear explosion of wrath and fury the next. To call a Sinner vicious would be an understatement, their cruelty and innovation in such things often defy the logic of others. Once provoked they are the epitome of vicious. Most notable however would be their more regal demeanor. Until provocation, they have altruistic etiquette.  

The quirks of the Sinner are nearly mirrors of the shades of Sinn with only a few changes. an inconceivable detest for Christianity. A weakness to holy presence and artifacts. They may not enter a residence without being invited (mind you that is only for a “personal dwelling”.) May not cross running water unless they are at least thirteen feet above it. They also may not tread on hallowed ground. (it must remain truly hallowed, not simply be called such). Finally, in the presence of natural flame those flames will turn purple, they have no ability to prevent this occurrence from happening. Their resistance to "holy" relics and skills as well as light-based attacks is increased. Light sources now actually requiring physical interaction from the source to inflict harm. At this point, the light will no longer inflict "aggravated damage" though still capable of causing harm. At this level, your first stigma is inflicted. A Sinner CAN NOT lie and MUST answer a question if it is asked the same way (the EXACT same wording) three times. This, of course, is a well-kept secret.  


Race Information, The Kinn Img_2012Race Information, The Kinn Img_2013



Ursa
info to come

Oculi
Race Information, The Kinn 1cc9f68a8f1bdc190398d5867f293aac

Oculi is a breed of it's own.. A gift to the Kinn from the Prime Galbrinth once upon a time.. There are but 3 Oculi, together they are called "Sors" meaning "Fate" in the native tongue. They have a direct purpose, to the Visser and to the Prime, of course as well to the Dark One itself. The Oculi can't be created past 3, and the only Kinn that can create such beauty is Caliga and Galbrinth.. Being an Oculi can be difficult as they need to be dependable, intuitive, intelligent, the ability to observe, level minded..

Seeing as they are not combat orientated, as they just don't feel a need to do so.. They know how to professionally handle situations.. Though be careful.. The Oculi are also known for being tricksters. They love to cause fights amount ill minded creatures.. Their favorite to toy with are the line of Demons.. They can quickly turn a situation around on the opponent. Their greatest weapon is their mind.. Though like most Kinn, shadow and Umbral manipulation and manifestation are of course built into their structure naturally. They just don't feel the need to use it in any particular situations unless in dire need.. You can tell the Oculi apart from the other Kinn quite easily, as they are VERY vein and self absorbed, they love anything silvery like most Sinn.. Though they are collectors, a lot of their trinkets and "Jewelry" stems from taking it from lesser creatures, and even at times lesser Kinn, depending on the situation.. This stems from Greed.. And Vanity..They want to know all and see all, their memories can arguably be compared to that of a Visser. Not only do they have many trinkets of sorts, but their eyes are highly different from any Kinn.. Their eyes are blank, naturally the Oculi are blind.. Though they see "all".. So do not underestimate them.. Their crown of horns is also highly decorated, many chimes and collectives gather within the tangled manifestation, though something once more sets them apart from all Kinn... Their "hair" is not black... It's White... In the lore of the Oculi a lot of their power, a lot of their ability to predict lays within their locks.. Though it is nearly indestructible.. Many could attempt to remove the hair.. Though will be very unsuccessful.. Oculi are also created in the image of a female, though like all Kinn they remain gender less.. Like most Kinn they have the gift, the inverted rosary.. However with the Oculi it's embedded into their umbra, embedded into their "Foreheads" and around their "skull"..

The Oculi can be rather confusing, as they are more of the devious Kinn, they are very blunt, and again are very selfish and tend to be a little bit of tricksters.. When in the presence of a Oculi, most are in a state of almost like a "trance", or perhaps a "daze", more so they are intrigued by it's infinte beauty. Becoming mezmorized by the Kinn, it's then too late before the victim realizes they have fallen.. Oculi used a lot of psychological abilities, such as;

Memory Manipulation: The ability to manipulate functions of the mind. ( Restrictions do apply, God Modding is strictly forbidden. The user MUST have permission from the opponent. )

Psychosomatic Illusion: The ability to create powerful illusions that may cause severe physical damage. ( This is a draining ability, must be fully "charged" )

Cosmic Telepathy: The ability to read the thoughts of billions or more subjects at once. ( Again, MUST have permission, restrictions apply. )

Mindscape Materialization: The ability to will ones thoughts and their inner world into reality. ( Very draining, normally used to aid other Kinn in combat such as Sinners. )

Fear Inducement: The user can evoke and increase fear and horror in others causing the target’s brain to release fear-inducing chemicals. The victim’s perception may be altered, causing them to see their environment as ominous and the user as dark and foreboding, or even seen as a monster. ( A gift to the Oculi from Galbrinth, a lighter ability though can be draining if the fear is more in depth. )

Shapeshifting: The Oculi can shapeshift their form, transforming and reshaping themselves potentially down to their genetic and cellular structure. ( Like most Kinn, Shapeshifting is almost a second nature. )

Intuitive Precognition: They have the ability to intuitively understand what's going to happen and how to deal with it. The power works on a purely instinctual level: users don't receive any additional data, but can spontaneously feel how events are going to unfold and what the best course of action is, making it more an inherent part of themselves than an external ability. ( This comes naturally to the Oculi. )

Now, the three Oculi are not all the same, their abilities may differ though only slightly.. Like all Kinn they are dedicated to serve the Greater Darkness.. The can't stand creatures of light, or anything holy and will rid of it as soon as possible, even if it means by doing so themselves. Again, they carry the essence of vanilla just like all Kinn.. Now with Oculi they are basically on the same level as a Sinner, though the Sinner is more of a Combat orientated Kinn, the Oculi is more of the "eyes", though they rank below the Visser.. As for the height of the Oculi they could be at a wide range of anywhere between 8 and 13 feet.. In order to be birthed a Oculi, you must earn your right, proving in multiple different testing such as the mind, intuition, and intelligence.. You may never know when you're being tested, as Caliga and Galbrinth (now dead) are always watching.




Note: Galbrinth is dead and gone now, as well as all older Kinn from the olden days it has been thousands of years since this has happened but time is a fickle concept to Kinn what happened yesterday can be a thousand years ago, tomorrow can be a million years from now. time is not a concept known by many Kinn





Vissers
Vissers are without question the most potent of kin of Sinn. That being said they are noncombatant unless necessary, due mostly to the concept of fair play. Their umbral manipulation second only to Caliga's, their aura about twice as strong as that effects range average, though its effects range still remains at thirteen feet. Flames burn black in their presence, holy artifacts and images also tend to writhe as if in excruciating pain as well if they fall within their aura or concentrated sight.  

Their primary function relatable to that of a priest, as well as a diplomat. They are also used on occasions concerning Sinn's as a sort of law enforcement. When enforcing laws and edicts they are Zealous combatants, though they are forbidden to attack first. The Visser's souls are primarily of religious background, converted during their afterlife. Bringing the zealous nature of those beings with them. With this also comes a new quirk in them. Visser's are nearly completely immune to holy effects, though cleansing works just fine against them. The exception there being holy cleansing effects.  

Visser's are also the only kinn of Sinn able to create Sinner's, this being said as “Primes” are not considered “Kinn”. That being one of their original purposes it still remains high on their priority list. (Sinners must still be approved by Caliga)  


Race Information, The Kinn Img_2010

Prime
The Primes are a race generally kept only in the Sinn realm, the only person capable of creating such Sinn is myself, the creator of the race and is only bestowed on players which I deem fit to bear the title. This title bestowed after no less than one actual year within the house actively. One must also demonstrate exceptional knowledge in regards to the ways of Sinn(they must be capable of being a diplomat if such a need arise as well as answer OOC questions about the race). They must be proficient in T-1 and post at a consistent novella level. ALSO whereas most Sinn have permission as players to play particular levels, IF gifted a “Prime” status that player may only play ONE prime, and only the prime they were gifted, which is ascended from only the Visser and Sinner classes)

The main body of a Prime’s manifestation is composed of only the purest of Umbra, and are immense in their true size and stature. Though through the skill sets of before, they need not manifest as this. The main body of a Prime usually is a few hundred square feet, the mass mind-boggling

A Prime retains all of its prior skill sets and abilities, as well as can finally hold charge counters. Though due to the Sinn perk for charging you may only keep these for three mêlée rounds( even though a prime may be considered a God I will impose reasonable limits to the already "broken" way the Sinn charge.)

Naturally, this elevated status comes with more Umbral sway. A Prime is perfectly capable of “puppeting” every other Sinn below its own station, and that is all of them except other older primes this is WITHOUT OOC permission (as when one becomes a Sinn, it comes with the species.) It also grants them more than persuasive say and authority concerning shadow arts and beings as well. This being because they are technically Gods. (Abuse or misuse of this will result in the skill being stripped from your character and likely a devolution... expulsion, however, is more likely)

A prime may "birth" any class of Sinn with the exception of another prime.
(If you convert those unworthy, it will be taken as an IC crime against Sinn. seen as "Befouling the blood")
They are also perfectly capable of “soul forging” and quite skilled in the art.

Every prime has at least one individual skill or talent exclusive to that Prime. The reward often tied into the nature of the evolutionary gifting. (in English you receive something in particular that sets out that Sinn among the others, which will be inspired by why you were gifted Prime status)


Race Information, The Kinn Img_2010
A Prime


Race Information, The Kinn Invert13



Last edited by Anaya on Thu Oct 04 2018, 12:31; edited 5 times in total

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2Race Information, The Kinn Empty Re: Race Information, The Kinn on Sun Jan 14 2018, 18:12

Anaya

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The Change and How it is Done
Race Information, The Kinn Fca605726a5912f26420d218d98208fe

Every player that becomes a kinn never started out that way, only a few kinn are born of nothing right form Caligas breast, all others are made upon agreement and a challenge that they willingly do.
Example, a person who is a human walks into the woods finding a idol on the ground, role play happens they do stuff, a test is given to them to see if they are viewed as worthy, if they pass something is given to them to place the seed of Caliga within there heart and body.

A thing such as

  • They are told to eat something can be anything and is offered by a Kinn
  • They are forced to have something shoved down into there mouth or body that they agreed to and do not cough up or vomit back up
  • Something is taken in the hand to allow it to be absorbed in the skin
  • The being goes into something like a room and like glue the room its self-attaches its walls to the body to be absorbed into the skin
  • Something is given to the being like a parasite to attach to the body to be a part of it
    another way thought up by the Kinn to place something into the accepting host to change them into Kinn


if the person is to fail depending on how this failure is done it can lead to something as harmful as death or physical injury to something passive like being ignored or having a debuff placed on the character.
But if viewed as worthy once the seed is within them there body will start to change into that of a Kinn.

The process will be as such

  • The person will experience extreme pain, the whole thing is VERY painful no matter what race you are, even if you are playing the god of pain, this pain stacks to fit the character and it is a pain that all characters feel no matter their resistance, if your character does not feel pain or is used to pain they will feel this as well as it will be paired with confusion  as your character may not even know what pain feels like so they will be confused and scared of this thing that really really hurts. The pain is due to the soul of the character being drained out and dragged into Caliga and into Ulon, were it is ripped apart and turned into a dominant Kinn soul (time does not exist for Kinn so this process can take seconds or years depending, it can also take seconds and to the person feel like an eternity), then it is placed back into the host body were it changes the host body which adds other pain as well.
  • The host body is now sucked into the “Floor” of the Citadel were it can start its change. This is the time were you can be imaginative, you make it so it is your change you can see whatever you want to see wall in the floor, you can have anything from a black space were you change to seeing visions and an acid trip dream of rainbow unicorns stabbing penguins with doughnut covered candy horns, your change is yours and make it yours it is a massive part of your characters life your old race is being ripped from you turned into a soul orb and shoved back into your body wall it physically changes and breaks in a sea of whatever the fuck you want to see wall in Ulon our worlds core.
  • The player out of game will then get as much time as they need to make their post, their post has no limit in size and it is wanted to make this post your best available work, make this post worth waiting for making it something the Admin team and primes can be proud of no matter what level of Kinn you get thrust up upon you. Even a deformed fail Kinn can have a amazing change post.


  • Changes that will happen to the physical body will be things like,
               
  • All skin will be ripped off, peeled like a banana from the body and replaced with a shadow body
               
  • The body DIES, for records since the being dies and is killed then remade violently.
               
  • The body will be pulled and distorted and made larger, longer arms longer legs
               
  • Tepending on the Kinn that is chosen for the player to become they will deform and twist and at times break and be put back together
               
  • Horns be it a large amount or small amount will take root in the body as spikes, or right out of the head melding with the “skull” as the crown of horns
               
  • being can gain wings, claws, more spikes/horns, tentacles, other individual traits and body deformations that player wants
               
  • The being will get 6 sets of eyes glowing purple or there sins respected color
               
  • Their body will get an odd glow on it in the colour of there sin or in black and shadow if they do not have a respected colour or are a lesser Kinn -red sinner -white Oculi- black Shade – other Kinn are any colour or no colour up to player.
               
  • The body will shape shift into all sorts of things wall it acclimates to its new figure

    Mental changes that will happen to the being
               
  • Voices will start to flood the mind of the newest being made Kinn, they will hear thousands of screaming voices as there soul pools are created within them the smallest amount being 3000 souls into a Kinn for a shade of Sinn, larger Kinn have more than this
               
  • The voices within Ulon will scream and cry out for aid, the being will hear this as they are in the “planet” and can hear its core cry out for help, and if they look down they will see a bright purple spinning mass under there feet, but due to the pain and things they will not know if this is real or a trip dream
               
  • The laws of Kinn will be pumped into the mind of the Kinn as they are being “programmed” by Caliga, the laws will sink as deep as to be a part of the Kinn's DNA structure like a program on a computer the being will feel they have to follow this and CAN NOT break this
               
  • Loyalty to Caliga undying will seep into the mind of the being, this will be fuled by the minds of the other “family Kinn”
               
  • The being will be part of a hive mind, it is now connected to its “family” Kinn, it will hear their thoughts and hear there wants and hear the voice of the greater darkness. Depending on the level of Kinn will determinant how much the greater darkness or the primes are talking to it within its mind, lesser kinn get ignored by most other Kinn's and shades are insulted more than anything else.
               
  • Sin will be enhanced within the being, if they were really lustful when they were alive they will be even more so now like it was pushed into high gear, same with pride and all other sinful wanting will be heightened. Two sins overall will be super heightened, pride and a sin of the players choice. Other then shades, in shades no super heightened sin choice till upgrading
               
  • Evil within the being is enhanced
               
  • Vocal cords no longer exist, the being will now talk with soul voices, and they talk in third person not first person, linguistics will change unless it is a rarity that they don't, you now talk as you have a hive mind, there is no longer I there is We, there is no longer Myself there is Ourselves, there is no longer Me there is Us, get this down pat it may take time to get the hang of.


Once all changes are made the being then can crawl out of the floor, the floor will feel like crawling out of a black tar-like substance, this is to represent being birthed a new out of darkness, it is both spiritual and impacting to the player. The player will feel stronger, so much stronger (unless a lesser Kinn they are weak and at times depending on starting before change race can be weaker and striped of a lot of the main beings race ability's)as the new souls within it are what fuels it, larger Kinn have more souls within them, think of the souls as horsepower in a truck the more you have the stronger the truck is and the more you get put into you the stronger you can become.
Once the Kinn crawls out of the floor it can get used to its new body, like a child walking on new legs, it will be able to wonder the citadel and see the world with its new eyes till it is sent out to do something for its greater darkness and work for its power.

Things a Kinn will NOT have or NOT become from the change,

  • Kinn know when changed they are not “free” from there past or free in there present, they do not have free will they will not try to rebel as soon as they are changed into something stronger, if this is done it is seen as a fault in the change and the Kinn is instantly absorbed back to the Greater Darkness.
  • They will not become “demons” they become Kinn, looks are on the web page, you will be given this BEFORE your change, dress accordingly
  • They are not happy Skippy beasts, they will not crawl out of the floor with a smile on their blackface being happy and joyful and hug there new family, they are evil beings of sin and darkness, players must act as such, if a Kinn is seen hugging another Kinn it is gonna end up dead and seen as a defect
  • it will NOT be its old self fully, it will have quirks and traits of its old self but its old self-died on the floor, don't crawl out looking like your old self, if a Kinn crawls out of that floor just looking like a -insert race before here- on steroids it will be viewed as to human and see as a, you guessed it, a defect, and hahaha killed
  • having more color then black and selected sin glow color we have a lot of bloody black, get the point.
  • A mind of its own not like the other Kinn, it is basically a death cult, you walk like a duck you talk like a duck, you become a duck or ya become a dead duck


After everything listed here the Kinn has now been made and changed, its path starts now, it will now exist for all time within Ulon, and within its new “family”

Race Information, The Kinn 7fa79d73a7e643e35a2821480088d964


“Craft” Kinn
Kinn can have jobs, once you play long enough in troleplaylay you can be given one

OPIFEX- “artificer”. Specializes in the creation of “soul forged Artifacts”, these kinn are gifted only half of the “soul forge” skill. The half which they possess allows them to make valuable artifacts which other kinn may utilize.

AUCTOR-“progenitor”. Specializes in “Devil Forging”. These kinn are gifted with the half of “soul forging” which allows them to create “familiars”. This skill unlike that of the Opifex requires “fitting” ingredients to summon forth the physical body of the familiar.

“Marshal”
a rank for the shades of Sinn. This rank serves to put a crown atop the apex shades head, a rank granting them a lordship over the rest of their kinn. The “Marshal” is also the only shade of sinn which is allowed to create other shades.  The responsibility of this rank is to decipher and prepare the kinn for the task it is best suited, the “encourage” growth in their numbers.  

“Lord Marshal” a rank for the Sinners. This rank serves to lord over the Sinners and Shades acting as a form of general. The only Sinner able to create/evolve other Sinners, as well as retains its ability to create shades of sinn.  Given authority over the Sinners and is responsible for making ready the “soldiers” of the Kinn ranks.

*** both named marshal to tie in similarities as both ranks effectively “marshal’ their own perspective tears***

"The Glass Eye"
The Glass eye os a rank placed on the Elder Oculi, this being gains additional powers to be able to see farther into time and even influence time its self with select abilities only available to the Glass Eye, this Kinn can meld and manage the minds of others on a mass scale causing things along the lines of mass hysteria and panic, to making more than one person see something that was never there, Kinn enjoy games and a good show and the Glass Eye is the master of this.
The Glass eye does not do things like mass suicide to people or things that will harm or cause anyone to dislike or fall out of favor with Caliga or not give their loyalty willingly.
"Greater Ursa"
The Greater Ursa is the hulk of the Ursas and the Sinners, it is the strongest, most brutish, and hardest to control be it still a leader rank it is bad at this due to the number of bangs to the mind one must take to gain this.
"The First Born"
a Firstborn of any rank is as stated the first to be born upon the new age, this being has personal traits only they have as well as select hidden non-listed abilities given to them upon gaining this rank.

The Soul Pool
Race Information, The Kinn 8ef5c291071d89a1badcaad9bbf8a4ee
Soul pool= the number of souls a particular kinn holds dominion over.

Each kinn possesses a number of souls, no less than 3ooo (otherwise they cannot manifest). The basic appearance and disposition of a Kinn are influenced by these, thought the dominant soul makes for the bulk of any given kinns persona and demeanor.  There are four categories for souls which kinn possess, these are as follows:

  • Soldier- these souls bolster a kinns combat prowess, coming primarily from a militant back round they bestow fitting gifts, such as particular move sets, combative styles and or possibly tactical prowess.  
  • Mystic-bolster a Kinns magical ability, these souls may have extensive knowledge of spells which kinn may not use (things like holy/light/purifying) in which case this knowledge gives them a higher degree of ability to resist these things, as they are aware of the inner workings of them(DOES NOT GRANT IMUNITY). In other cases that are applicable, the kinn may learn a number of spells and or enchantments which fall within their ability to caste/use.
  • Scholar-these bestow knowledge and on occasion religious knowledge. These souls serve mostly to boost a kinns intelligence and mental acuity.

Lastly are the “Special” souls. These tend more often than not from actual IC combat, won from other RPC’s these tend to bestow three skills from the fallen foe as well as the assimilation of knowledge possessed by that RPC.  These may also be “rewarded” and traded among kinn as a sort of particular currency. (DM/GM/ST may also bestow them so long as they possess an appropriate backstory)

Soul forging
a skill possessed by all Vissers and on rare occasion (with the exception of craft kinn) other kinn.  This skill allows for the creation of what are often particular powerful Artifacts.  This is done by giving the souls a permanent manifestation, the item granted “fitting” attributes from the souls used to craft said item.  These items are often rewarded to other kinn and utilized in fitting fashion; things such as weapons and armor crafted by soul forging become “summonable” by a kinn which possesses it and are nearly impossible to break in most cases.  They need not be constantly manifested by the possessor though for said items to actually be summonable the person in possession must have some degree of shadow magic, otherwise the items are enchanted, but are not “summonable” as they may only be held in the Umbra when not physically manifested.

Kinn Weaknesses
Holy = holy power used by holy fighters from there gods graces, holy artifacts, and trinkets, holy idols, statues and buildings to light and holy gods.
All of this repells and harms all levels of Kinn under Oculi, and even the Oculi are unhappy having it around them. all levels of Kinn over Oculi are not physicly harmed or pushed back but dislike being around holy artifacts. Vissers are drawn to them so they can discrace them and pull the people away from them. some Vissers even collect holy things just so they can discrace them on a regular base.

Fire= flames of any kind other than black flames or flames of darkness/demon in nature
Fire harms all kinn, smaller ones to a greater degree but it is a harmful thing to every kinn, when kinn are around if they feel the need to smother all fire with darkness so they can be in a more peace driven state in an area, things like wall torches even burn a different color when Greater Kinn are around them. Flames burn blue when Kinn are around even if you can't see the Kinn. Primes and Vissers are harmed on a lesser degree then other Kinn Due to there power amounts but they are repelled by the flames and pushed back, NO kinn will break a flame line

Iron= iron as in the metal
Iron burns Lesser kinn and shades, it does nothing to greater kinn, but iron blessed with holy will bind ANY kinn if able to get the iron to touch them. like a silver chain to a lycanthrope.

Purifying or Blessing = Blessings and holy rites to sanctify or make ground holy or pull unholy from the infected. exorcism fits as well but MUST be done properly in role play to hold any effect saying - I perform an exorcism- will never count and a Kinn will laugh at it.  

This will kill the kinn and the host body, there is no saving a host body after it has been changed, this will simply kill the kinn and rip the souls from Caliga, the souls will be freed up to the light world and will not return to Caliga, this will anger Caliga immensely and will call Caliga down upon the being that did the rite on its child for vengeance and wrath.

It was also brought to bear, that more weaknesses were added because they made sense. Things such as “pure iron” and salt, as well as sage. Things effective against “purifying or banishing ghosts would in theory have some effect on a kinn.

All weaknesses MUST be performed well in role play to ever count ageinst a kinn, if not done properly the Kinn can view it as a failed seramonie and take grand offence to it.

Race Information, The Kinn Page_b14



Last edited by Anaya on Thu Oct 04 2018, 14:47; edited 4 times in total

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3Race Information, The Kinn Empty Re: Race Information, The Kinn on Thu Feb 01 2018, 21:58

Anaya

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The World

Race Information, The Kinn Interstellar-team-and-black-hole
At the start there was darkness when life was birthed from the womb of the cosmos darkness was that womb, when the man walked on this earth darkness gave them shelter, shadow gave them pleasure and sin gave them company in the cold. Darkness was there upon the birth of the world it will be there when the last stone tower comes crashing down, it will be there when the last light flickers out and one day it will consume all within its beautiful silence.

What Ulon Looks Like
The world was the Main home of the Kinn lives is a world controlled by there highest god Caliga witch takes physical form in the Citadel to rest and usher its people. the land its self is called Ulon meaning to the Kinn black. which is exactly what Ulon is, a black void of nothingness at the complete control and manipulation of Caliga.  the darkness of the world can be changed into anything, a lush green landscape with bright flowers and sunshine, to a dark dead wilderness of dead trees and swamp water and not have a building in sight then change back in a blink to darkness absolute. this change can only be done by Caliga who oversees all and knows all.

Entering Ulon
To Enter the unholy landscape one must do one of the flowings, there is no other way to get in unless forced to come by Caliga its self, witch Caliga will never do unless there is a grave reason.


  • You upon your world go to a church or dark holy ground, enter it and talk with the people in it to find Caliga. upon doing this in your entry post a Prime or Caliga will NPC the people you talk to and depending on how you talk to them you MAY be gifted entrance.
    Race Information, The Kinn 01bc76659b97597559529365ad8e988f
    What all Caliga churches look like for reference, some have more black and dark statues in it but all have people doing sinful things, mass orgies or killings of the unworthy and their walls are covered in the bones of the unworthy.
  • You find a person with an idol and gain it in some way to be able to have an idol in your possession unless killing, or harming the NPC will be played by a Prime or Caliga so you can interact with it.  
  • You touch a statue or idol and interact with it in some way to get noticed by the darkness its self, if the darkness likes your interaction it will pull you to it or it will place something there for you, role play will ensue. if it does not like your interaction it is able to ignore you.
  • You try to harm an idol or statue or person from an unholy building and Caliga or the Kinn react
  • You pray to Caliga and Caliga hears you and brings you if it likes the prayer to the world
  • You Pray a curse to Caliga, Caliga hears you and brings you over to kill you or play some sick game to kill you in wrath. (this is not advised)


Leaving Ulon
To leave Ulon is rather hard to do, and impossible if Caliga does not want you to leave its world. the world can be fully locked down to anything coming or going at any point in time as well as if Caliga so wishes it your whole life can be spent on Ulon in what feels like a matter of mere moments.
Things that can be done to you on Ulon to cause you to leave or be unable to be around others. (stop you from rping with us)

  • You can be ejected from the world back to your own
  • You can be locked into a time loop within the darkness forced to repeat something for the rest of your eternity
  • Forced in a slowed time space were you age rapidly. example, you are in a black room with a table and a cup and you move one step to take the cup but you become old as that movement of your foot moving to take a step has been so extremely slowed down it took twenty years to move afoot, to move the next foot you again age twenty years by the time you take the cup you have aged hundreds of years and you are crawling.
    (depending on the race of the being this time can be made shorter or larger, no matter the race it will die)
  • Forced to relive a traumatic event for eternity
  • Eaten by the darkness and killed
  • Other ways can be thought up at the moment but you get the point.


More Information About Ulon
Ulon is a world that is really a living being, one living being, Caliga that is the darkness in the 'planet' scape. Caliga is what the world is, and Caliga cannot be taken from the world by other beings, it can not be jarred and trapped by other beings and removed from the world in any way without its consent to it. it is a sentient god being so one must ask and give to gain. that said one must always remember that the floor it stands on is really not a floor but darkness made to look like whatever it is. a floor can really be a sinkhole and an apple can really be biting into the side of the snake. everything can change and form to Caliga's will. if a snake is seen on the floor coming at you and it backs to bite you, is it really a snake? it could be a snake brought into this place and pulled from another world. but it also could be darkness made to look like a snake that cant harm you at all. a trick and illusion made by Caliga to test the being before it. things can be real but they also can be chaos and madness made fake one never really knows.
Ulon is a different kind of escape that anyone can go to, but once there the people must live by a rule set unknown to them and walk on a thin glass way they may never get off of.
Within Ulon live the race known as the Kinn, this race rules supreme there as well as can leave there at will. Caliga does not hold its children in chain its children can leave its world to do its bidding and draw in others to follow it and place the seeds of sinn in other worlds.  the kinn can go to other places and plant their sinn trees to give Caliga greater control in other worlds and with Kinn not being affected by time, they can plant the seeds and wait till the beings accept there offer ordeals.  


The Citadel
Race Information, The Kinn 4adde15ed69cccc38fd634d7d3e31a42--gothic-castle-dark-castle
upon the "ground" of Ulon rests a large building, this building seems to reach up to the blackness and meld into the "sky" this building is shaped and looks much like a church, a looming black scary church, it has black pane glass windows with art depicting black angles and large shadow beings with horns, angels being falling to a dark pit and many dead bodies, horsemen, skeletons and the undead, and much satanic looking art and sinful actions depicted in art. (sex, murder, adultery, envy you get the point)
Race Information, The Kinn B761b53d316d564e0f9ad95ebb422a7fRace Information, The Kinn 73d81b409076eb9193da2e7f3a1a68ffRace Information, The Kinn 6135ef3ae39dce0e82589a593b35da44Race Information, The Kinn Ad8376b104152e045f37a8b1060b4a12

It is the main structure in all of Ulon, and for many the only place they ever see of Ulon, everything else of this world is a covered mess of shadow and stories, there are no towns or settlements that people know about, there are no castles or known locations on this place, there are no maps of the land, there are no guides or travel options, this whole place is a black orb with one building on it, that people know of.

there are stories about Ulon that circulate the worlds told by people that had been taken there by the darkness then been rejected back or allowed back to there world to not become kinn but do the work of Kinn as there own race. some of the storeys and myths told are things like.

  • there is a place only known as Caligas "house" a place in the dead center core of the world next to the river of souls were Caliga takes only the best of Kinn, only the prime too and even the prime are at times not seen as worth it. it is a place where all the worlds records were all areas in times records are recorded, where the knowledge of the ages is stored, were gems and treasures beyond mans greatest wants are stored, were everything a whole other world is shoved in. a place of mystery, for all people, know it could not exist at all, or just be a hut with an armchair in it.
  • That the soul pool in the center of the planet is a lie and it is really a sea someplace were no one seems to be able to find it no matter how large it must be
  • that there is a true child of Caliga before it was Caliga, all kinn start out as mortal right, was Caliga ever mortal? there is a myth that it was when time was made and that it has a kid that is still mortal in a world someplace
  • that Kinn and not real at all, that Ulon is a figment of a crazy mind, that some person once upon a time did drugs and made up the whole thing.
  • that there is a Master Vitalis Tome, HIDDEN in Ulon, and getting this master tome will make any mortal advance to a god without changing
  • that there are towns and cities in Ulon no one can see, other races, castles kings other gods,  there are other countries that really it is another place you can get to if you try hard enough without worshiping them.
  • THAT PORTALS WORK to Bring You Here


No myth can be proven and fear is a great reason to not talk about it, but if it was proven it would not be a myth about the world.

Race Information, The Kinn Page_b15



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4Race Information, The Kinn Empty Re: Race Information, The Kinn on Sun Feb 04 2018, 22:27

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Kinn Abilities
Race Information, The Kinn B0901e10Race Information, The Kinn 4166ec10Race Information, The Kinn A451ba10

Abilities used by the Kinn are very darkness/evil based abilities, they will be in a couple categorizes Defectum, Lesser, Starter, Advanced, Prime. Each category will state what kinn are able to use the abilities listed, and Kinn in a higher category can use everything UNDER them but nothing OVER them. Like a sinner cant use a primes ability but, it can use lesser Kinn abilities.  Some abilities will ONLY be available to some lines, this will be listed beside the ability.
Please note, abilities here are at many times in many places classed as too overpowered for many rooms on the imvu role play circuit, abilities that are viewed as to OP for others must be limited to our imvu room and when used in other places dimmed down for fairness of other  players. and to prevent bitching and crybaby antics, but if you want the crybaby antics to feel free to use to at full power when dealing with nooblets. Caliga approves.
Reminder Caliga can use ALL kinn abilitys


Caliga Only
Race Information, The Kinn Be25cd07d05c8276cbd63c2e009faf54


Cosmic Space Manipulation
The user can create, shape and manipulate the elemental force of space, allowing the user to control everything that space embodies; from aspects of celestial objects such as nebulas to natural cosmic energies, etc.

Nothingness Manipulation
The user can remove items from existence, either simply making things disappear, preventing energy from ever being conceived or some other way. They can delete an eternity, removing targets from all lineages of time in every dimension, alter, reverse, or negate energy, etc. This could also lead to the ultimate goal of "destroying matter", as in bringing it out of existence.

Completeness Manipulation
The user can add items from existence, either simply making things appear, allowing energy from ever being conceived or some other way. Not only can they create things such as matter, energy, and concepts, but they are also able to create pasts and futures for them as well, making it so that those things have always existed, to begin with.

Space-Time Manipulation
The user is able to manipulate, distort or bend the space-time continuum, the fabrics of reality in which all exist in. Space-time serves as the boundary of existence, separating different realities and timelines and keeping them flowing properly; distorting this boundary can cause devastating effects, causing timelines to become fluid, even destroying all the world.
Based on the general relativity, "manipulation of space" is synonymous with "manipulation of time", due to space and time exist as a single continuum.
Space-Time Attacks
Space-Time Distortion: Distort the space-time continuum for various effects.
Distortion Manipulation: any matter and energy that resides in the section of targeted space will be distorted accordingly.
Space-Time Rift: Rip through the space-time continuum for deadly rifts.
Wormhole Creation:
Black Hole Creation: Compressing space-time into a singularity, sucking in everything to completely annihilate matter and energy.
White Hole Creation: Reversing the space-time continuum direction to release a powerful shock wave.
Spatial Manipulation: Control the third-dimensional space within the four-dimensional space.
Space Generation: Produce space to increase distance, crush targets, enhance punches and kicks, and create constructs.
Space Depletion: Erase space to reduce distance, delete matter, and slice through targets.
Spatial Tuning: Control the various aspects within an area of space, such as matter placement, time flow, and many others.
Spatial-Temporal Lock: Place oneself at outside of the regular space-time to escape the effects of time flow.
Event Negation: Negate any event that has happened and reverts it back to the state that it was previously in.
Force-Field Generation: Produce a barrier out of the four-dimensional barrier to separate everything within its confines from the rest of the third dimension.
Omnipresence: Exist in all of space and time.
Subspace Travel: Warp through the subspace of space-time continuum into a dimensional void.
Dimensional Travel: Create or travel to a pocket dimension within space-time that is separated from the third-dimensional space.
Spatial Displacement: Shift an entire area of space-time from one location to another.
Teleportation/Remote Teleportation: Travel through the space-time continuum to move through space instantly.
Time Travel/Remote Time Travel: Move through the dimension of time and into another timeline.
Time Manipulation: Warp the dimension of time (the fourth dimension) and control its flow.
Age Manipulation
Flash-Forward
Temporal Looping
Temporal Teleportation/Remote Temporal Teleportation
Time Stopping/Reduction/Acceleration


Primordial Darkness Manipulation
The user can control the primal darkness that has existed before creation, and represents the darker aspect of primal creation alongside the Light, both being two halves of the same coin, yet stand opposite. Due to its primordial nature, it goes beyond concepts of good, evil or even neutrality.


  • Darkness Manipulation
  • Absolute Darkness
  • Dark Aura Manipulation
  • Dark Chi Manipulation
  • Dark Element Manipulation
  • Dark Energy Manipulation
  • Life Darkness Manipulation
  • Dark Weather Manipulation
  • Darkside View
  • Conceptual Darkness Manipulation
  • Light Absorption
  • Omniverse Manipulation
  • Absolute Force Manipulation
  • Absolute Will
  • Cosmic Manipulation
  • Nether Manipulation
  • Omnificence
  • Prime Source
  • Reality Warping
  • Primordial Darkness Generation
  • Antimatter Manipulation
  • Antimatter Stabilization
  • Concept Manipulation
  • Concept Disruptor
  • Conceptual Attacks
  • Creation
  • Matter Manipulation




Prime
Race Information, The Kinn 6f99417ef71632fa07539df75ac663bf
Listed here only Prime Kinn and the Evincar can use

Dark Energy Manipulation
The user can create, shape and manipulate dark energy, usually drawn from inter-dimensional or other similar sources. It can be channeled to a variety of effects as an absence of light, a solid, gaseous and/or liquid substance that can be shaped/manifested in various ways.
Unlike Darkness Manipulation, which draws from the similar source, dark energy focuses on direct, destructive and violently outwards directed aspect of the spectrum.
Universal Difference
In physics, dark energy is a hypothetical energy that permeates space, similar to dark matter, and makes up for about 68.3% of the universe


  • Dark Energy Absorption
  • Dark Energy Amplification
  • Dark Energy Assimilation
  • Dark Energy Attacks
  • Dark Energy Constructs
  • Dark Energy Conversion
  • Dark Energy Force-Fields
  • Flight by riding dark energy.



Dark World Manipulation
The user can create, shape and manipulate the darkest areas of a mystical world and every aspect of the shadow world from elements to mythical beasts. Darkest areas that hold ancient secrets, mysterious creatures, legendary powers that no one of the mortal planes can comprehend. The user can go to other worlds that are classed as “Dark worlds” and be able to use this ability to shape and take over dark worlds

Diabolic Darkness Manipulation
The users can generate and manipulate the mystical darkness of Ulon, which can completely destroy anything. The color of the darkness varies, but may be green, black, blue, white, etc, Sometimes, the darkness isn't generated, but instead is summoned from the planes of Ulon itself.
Unholy Darkness can cause excruciating pain upon contact, or cause instant death, but can possibly be used for relatively beneficial purposes, such as summoning spirits of the deceased temporarily back to the world of living from Ulon. Some users can even use Reanimation or Resurrection via Summoning the damned and/or Kinn Beasts.

Umbrakinetic Constructs
The user can turn darkness into tools, objects, weapons and other items, create semi-living constructs and/or create structures/buildings of varying permanence. Users who have mastered this ability can use it for almost any situation, creating anything they need.

The user can create any item they have seen or can imagine and have a good idea of how it functions. A short list of possibilities includes:


  • All Umbrakinetic Constructs are capable of Shadow Generation.
  • Animating the darkness for various purposes.
  • Appendages
  • Elemental Limb Generation
  • Umbrakinetic Wing Manifestation
  • Armors
  • Barriers
  • Dark Shield Construction
  • Dark Wall Generation
  • Building Creation
  • Fortifications
  • Duplicates of oneself.
  • Golems
  • Entities
  • Platforms
  • Restraints
  • Darkness Imprisonment
  • Shadow Web Creation
  • Vehicles
  • Weapons
  • Dark Bow Construction
  • Natural Weaponry
  • Umbrakinetic Claws
  • Umbrakinetic Blade Construction
  • Umbrakinetic Polearm Construction
  • Umbrakinetic Whip Generation


Limitations
Light is particularly effective against the constructs.
Light may destroy the constructs.
Construct structural strength may be limited by the user's will.
In most cases, constructs will return back into their original state if the User becomes unconscious, leaves the proximity or otherwise loses contact/control of the item.

Shadow Erasure
The user can permanently eliminate darkness/shadows, erasing them from the environment to make the area more visible and erasing shadow/darkness based weaponry and creatures.

Dimensional Travel
The user can travel between different dimensions and universes and cross over different planes of existence or travel across various forms of reality.


  • Afterlife Traveling
    Alternate Reality Traveling
  • Dimension Shifting
  • Dimensional Independence
  • Dimensional Manipulation
  • Dimensional Transformation
  • Distance Manipulation
  • Planeswalking
  • Portal Creation
  • Reality Shifting
  • Realm Connection
  • Spatial Slicing
  • Teleportation
  • Time Travel
  • Time-Window Alteration


Limitations
May not have control over when they travel between worlds.
Initiating the transportation may take the time or have other specific recommendations.
May only be able to travel to a specific dimension.

Darkness Transmutation
The user can transform matter and objects, including living beings, into darkness/shadows.
Limitations
Effects may be temporary or irreversible.
May require constant contact with the object/person to prevent it from returning to its normal form.
May require eye-contact, touch or some other action.
Maybe limited on how much matter can be changed at once.
Some targets may be immune.
Absolute Restoration can undo the transmutation.

Dark Element Manipulation
The user can create, shape and manipulate the elements of a darker, detrimental nature; that which damages, destroys, and consumes anything/everything they come across, representing the hazardous destructive side of nature, which in turn ignores most of the limitations and weaknesses of the normal elements. In essence, this is about solely controlling the negative powers of nature itself.

Death Shadow
User possesses a shadow that can kill anyone and possibly even destroy anything caught within it. The form of death that this shadow can cause can range from a slow death to an outright cessation of existence.

Gravity Manipulation
The user can create, shape and manipulate gravity, a natural phenomenon by which all physical bodies attract each other, and gravitons, hypothetical elementary particles that mediate the force of gravitation.
The user can bend gravity to make the environment very “heavy” or “light”, cause objects to “fall” toward another object instead of the earth (“nexus inducing”), flatten objects, and generate miniature black holes to compress objects into oblivion. They can repel and attract matter and energy regardless of its mass or move objects in a manner similar to telekinesis.
Offensive uses of this power include repulsing people or objects with such force to shatter practically anything, increasing gravity to crush or immobilize opponents, decreasing it to render them defenseless, or surrounding one's body in a gravitational field to amplify physical strength. Defensive uses include creating a gravitational force-field to repel all manner of attacks or anchoring oneself to the ground.




Advanced
Race Information, The Kinn 053476ebd52d48b36023a3015dda7ad0


Sacred Darkness Manipulation
Glass Eye only Ability
The user can create, shape and manipulate holy darkness that's highly effective against the supernatural, such as demons and/or angels. The effectiveness, in question, can range from trapping and/or immobilizing to outright banishing or killing supernatural threats. Furthermore, divine elements may have other properties and abilities, such as healing, Resurrection, summoning angels and/or spirits of the deceased from Heaven to the material plane.

Lunar Manipulation
Glass Eye only Ability
The user can create, shape and manipulate all aspects of a moon/moons, including its gravity and the effects it has on the planet, reflective surface, time-keeping, etc. and use its lunar energy.
Given that it is the brightest object in the sky after the Sun, Moons prominence in the sky and its regular cycle of phases have, since ancient times, made the Moon an important cultural influence on language, calendars, art, and mythology. The Moon's gravitational influence produces the ocean tides and the minute lengthening of the day. The Moon's current orbital distance, about thirty times the diameter of Earth, causes it to appear almost the same size in the sky as the Sun, allowing it to cover the Sun nearly precisely in total solar eclipses.

Twilight Manipulation
Glass Eye only Ability
User can create, shape and manipulate twilight, mixed essence of light and darkness.
In some worlds twilight is also an access to the Twilight Realm, an alternate dimension of the sort which can also be considered a "Shadow World", of which has some mirror-style influence on the "Light World" depending on what happens in the Twilight Realm, as it is a world between light and dark. Any objects or area covered in twilight may also be transformed based on the nature of the said objects.

Fear Inducement
The user can evoke and increase fear and horror in others causing the target’s brain to release fear-inducing chemicals. The target’s perception may be altered, causing them to see their environment as ominous and the user as dark and foreboding, or even seen as a monster.

Mental Manipulation
Occuli Only Ability
The user can manipulate, modify and control the thoughts, mindsets, and upper brain functions, allowing the ability to render others unconscious, suppress their memories, and negate the use of abilities, increase/decrease mental capacity, modify minds to be agreeable, control minds, sway sensations to induce altered perception, bestow/heal mental disorders, create/penetrate mental barriers, etc.

Darkside View
Occuli Only Ability
The user can force the target to face their inner evil, either in a mental struggle or bring the victim's dark side into the world as a physical being. When a darkness is faced, it's arguably more powerful than the good half of the being. They're basically a physical manifestation of the being's past wrongdoing, or currently doing. They know the being as they know themselves, and that's a frightening thought. Victims are either corrupted, driven insane, or outright killed by the sensation of this ability.

Shadow Magic
Vesser only Ability
The user is able to perform a legendary form of magic that allows the user to cast magical spells and feats derived from shadows and darkness.
Must have Vitalis Tome to be able to cast
unlocks shadow spell list


  • Benign Projection
  • Dark Way
  • Claws of Darkness
  • Dark Way
  • Dead End
  • Fantastic Machine
  • Fantastic Machine, Greater
  • Hound of Doom
  • Ice Assassin
  • Legion of Sentinels
  • Net of Shadows
  • Net of Shadows
  • Nightmare Terrain
  • Project Image
  • Shadow Binding
  • Shades
  • Shadow Cache
  • Shadow Conjuration
  • Shadow Conjuration, Greater
  • Shadow Evocation
  • Shadow Double
  • Shadow Evocation, Greater
  • Shadow Form
  • Shadow Guardians
  • Shadow Hand
  • Shadow Landscape
  • Shadow Mask
  • Shadow Radiance
  • Shadow Spray
  • Shadow Tentacle, Lesser
  • Shadow Tentacle, Greater
  • Shadow Walk
  • Shadow Well
  • Shadowfade
  • Shadowy Grappler
  • Simulacrum
  • Skull of Secrets
  • Spectral Weapon
  • Triple Mask
  • Wall of Gloom



More Can be added if interested
Also able to be unlocked is Necromancy spell list
Witch spell list
unholy spell list

more information ask Anaya

Pure Darkness Manipulation
Vesser and Occuli only Ability
The user can create, shape and manipulate darkness of beneficial nature; that which strengthens enhances and causes anything/everything it comes across to flourish, representing the sustaining and preserving side of darkness, which in turn ignores most of the common limitations and weaknesses of its normal elemental variety. In essence, this is about solely controlling the positive powers of darkness.

Life In Darkness
Vesser and Occuli only Ability
Also called Life Darkness Manipulation
The user can create, shape and manipulate creative/life darkness, shadows capable of creating/giving/granting life. This allows them to not only create and give life with their darkness but even grant it sapience/sentience and possibly even free will/soul of its own. Some users may even have enough skill to heal/restore others with their shadows.

Conceptual Darkness Manipulation
The user can manipulate the abstracts (or concept) of darkness. This can have many feats, such as darkness that can prevent light from existing, darkness that makes things more visible rather than less, produce darkness/shadows that can exist without light, harm things that can absorb or are immune to darkness, produce shadows/darkness that can consume or negate other forms darkness/night/shadows, and much more.

Grim Darkness Manipulation
The user can create, shape and manipulate the darkness/shadow of a darker, detrimental nature; that which damages, destroys, and consumes anything/everything they come across, representing the hazardous destructive side of darkness/shadow, which in turn ignores most of the limitations and weaknesses of the normal darkness/shadow. In essence, this is about solely controlling the negative powers of darkness/shadow.

Shadow Mutilation
The user can inflict damage to the opponent through their shadow, which may kill the target and potentially destroy the body in the process.

Darkness Empowerment
Ursa Only Ability, Sinners can use at low strength
Users become stronger, faster, more durable, etc. when they come in contact with darkness or shadow, possibly unlocking abilities related to the affinity and enhancing the existing powers. Some users may be able to draw sustenance from the darkness or even slow or stop aging.
Limitations
Light Manipulation is highly effective against this power.
Being in light may weaken the user.
Being out of the dark may cause damage to users body.

Shadow Mimicry
The user is made up of or can transform their body completely into shadows. Users' transformed form is either anatomically identical to their normal form, aside of being made of shadow, in which case, it contains all organs and is somewhat vulnerable to attacks. Alternately, the user can transform into homogenous matter, without any part of their form being more important than the other.
The user can assume a two-dimensional form, extend outward to become a larger shadow, blend into shadows completely, or even teleport through them.
Although not part of Energy Physiology, this power shares much with it:
Nigh Formed Shadow Beings are or can change into mostly physical beings, with the shadows flowing through their being, fortifying their cells, bones, and muscles. Their power is mostly focused on their bodies and while they gain some amount of energy-attacks, the changes and applications are mostly internal.
Full-Formed Shadow Beings are completely formed of shadows, without anything truly left from their physical form. They gain impressive control over their form and vast capacity to expel energy in various ways.

Umbrakinetic Combat
Sinner and Ursa Only Ability
The user can fuse manipulation of darkness with physical combat to create a devastating form of martial arts. They can use both direct and indirect attacks, utilizing every patch of darkness or shadow available or create tools and weapons as needed.

Dimensional Storage
Vesser and Ursa only Ability
The user can put items/beings into a separate dimension for safe keeping, and can summon them back with relative ease.
Users have different methods of "Pocketing": some have holes or areas on their body that "suck" objects in, some use a "Bag of Tricks" or "Magic satchel" to hold infinite amounts of objects inside. Others can create a "floating" portal or simply reach behind/in anything and pull out the wanted item. Some users can even use the style of "Trade In/Out" for any items that they have right now and the items that they want from their dimension, ex. trading a pistol for a shotgun or one's clothing for a new tier set.

Shadow Marionette
The user takes control over motor functions of others against their will as if they were a marionette via shadows, subjects are still conscious, but can’t resist the user's puppet control. This can be executed by infusing one's shadow into the shadow of the target, physical contact, or simply having shadows touch.

Darkness Weaponry
The user can create or wield weaponry with power over darkness, which grants the user a wide variety of darkness-based abilities. This ability is not only specific to mystic weapons but also technologically advanced weapons. The power of the weapons depends on what they were created for or what level of darkness-based ability they possess.
All Artifact weapons must be soul forged and can not be made with the ability


Light Absorption
Occuli only Ability
Also Called Delamination, Light Absorbance, Light Drain, Photon Ingestion
The user can absorb visible light or its partial wavelengths, while removing it from the source, into their body and use it in various ways, gaining some form of advantage, either by enhancing themselves, gaining the drained power, using it as power source etc., either temporarily or permanently.

Darkness Attacks
Sinner and Ursa only Ability
also called Darkness/Shadow Projection, Shadow Attacks, Umbrakinetic Attacks
The User can do a wide range of attacks made out of darkness/shadow

Dark Beam Emission: Release beams of a darkness/shadow.
Dark Bolt Projection: Release many low powered projectiles of darkness/shadow.
Dark Pillar Projection: Project darkness/shadow pillars.
Darkness Blast: Release darkness/shadow over a specific target area.
Darkness Bomb Generation: Create bombs/explosions of darkness/shadow.
Darkness Bullet Projection: Fire in short sequence over a wide area.
Darkness Cutting: Use darkness/shadow to cut opponents.
Darkness Infusion: Empower and energize anything touched or used (usually a weapon) with darkness/shadow.
Darkness Slash: Release darkness/shadow when slashing.
Darkness Spike Projection: Project darkness/shadow spikes.
Dark Vision: Emit darkness/shadow from one's eyes.
Darkness Vortex Creation: Create spiral/vortex of darkness/shadow.
Darkness Wave Emission: Send out a wave of darkness/shadow that repels everything.
Expanding Darkness Bolts: Project darkness/shadow that expands rapidly on contact with an object.
Formulated Darkness Blasts: Release blasts of darkness/shadow in a form of a creature or object.
Hand Blasts: Release darkness/shadow blasts from hands.
Hidden Attacks: Channel attacks through a medium.
Missile Generation: Create missiles of darkness/shadow.
Omnidirectional Darkness Waves: Send out a wave of darkness/shadow in all directions.
Reflective Attacks: Release attacks of darkness/shadow that can bounce off of any surface.
Scatter Shot: Release darkness/shadow blasts that split into multiple fragments.
Shadow Ball Projection: Create and launch spheres of darkness/shadow.
Shadow Breath: Discharge darkness/shadow blasts from the mouth.
Sword Beam Emission: Release darkness/shadow blasts from swords and other such bladed weapons.
Wave Motion Blast: Launch a massive wave of darkness/shadow.
Zap: A tiny short release of darkness/shadow to cause pain or discomfort, usually too low-powered to be destructive.
Limitations
Opponents with Umbrakinetic Immunity.
Firing may be the involuntary reaction or released in a constant stream.
Users may be over-charged/wounded if too much energy is used at once. Only happens to lessers who try this ability and can not control it at all.
Users need control to avoid unnecessary destruction.

Darkness Solidificatio
The user can solidify or give solid-like properties to darkness/shadows with the level of solidity going from loose jelly to metal-like hardness or beyond.
Limitations
Light Generation may counter this ability.
Usually, the change is temporary and short-lived.
May be unable to revert subjects/objects if melted to original form.
May need to stay in physical contact.

Occuli’s Curse
Occuli only Ability
Each Occuli is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at creation, and once made, it cannot be changed. The Occuli's curse cannot be removed or dispelled without the aid of a deity. An Occuli’s curse is based on her Occuli power Each Occuli must choose one of the following courses.

Click to Open Available Curses:

Accursed (Curse of Corruption)
You are cursed with misfortune and sorrow, and you cannot gain benefit from morale bonuses.

Blackened
Your hands and forearms are shriveled and blackened as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.

Clouded Vision
Your eyes are obscured, making it difficult for you to see.

Cold-Blooded Lizardfolk
Your blood turns sluggish without sufficient heat, and you must seek warmth and shelter earlier than most. This Occuli curse is common among lizard styles beings and other Occuli with the reptilian subtype. You can survive without food four times longer than a typical creature of your species before you begin to starve.

Covetous
You find yourself drawn to the luster of wealthy living.
You must wear fine non-magical clothing and jewelry worth at least 50 GP + 100 GP per character level you have beyond 1st. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 25 GP × your character level or more is taken from you against your will.

Deaf
You cannot hear and suffer all of the usual penalties for being deafened.

Deep One
The lure of the ocean tugs at your soul.

Ghoul
While your actual dietary needs don’t change, you crave the flesh of sentient creatures.

Haunted
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences such as unexpected breezes, small objects moving on their own, and faint noises

Hive

You were exposed at a young age (perhaps even before you were born) to the alien species known as the hive, but this exposure did not result in a full-blown infestation by these otherworldly monsters. Others (including animals) find the unsightly spines and rough growths that periodically emerge from your flesh to be disturbing and distracting.

Hunger
Ravenous hunger wracks your body in stressful situations. You gain none of the benefits from spells or magic items that provide nourishment You also gain a bite attack that deals an amount of piercing damage appropriate for your size as a secondary natural attack. You begin each combat with the sickened condition until you deal damage with your bite attack.

Infested
Insects, spiders, grubs, and other vermin plague you constantly. They crawl in your hair, fill your clothes, and fly or crawl into your mouth, nose, and ears.

Lame
One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.

Legalistic
The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile.

Lich (Curse of Corruption)
Every living spellcaster hides a secret in their flesh—a unique, personalized set of conditions that, when all are fulfilled in the correct order, can trigger the transformation into a lich. Normally, one must expend years and tens of thousands of gold pieces to research this deeply personalized method of attaining immortality. Yet, in a rare few cases, chance and ill fortune can conspire against an unsuspecting spellcaster.

Lycanthropy (Curse of Corruption)
You suffer from a minor form of lycanthropy.
The exact animal your body and mind are aligned with can vary, but you should choose an animal that matches your faith thematically. In times of stress or unease, you cannot speak—only growl and snarl like an animal. This ability works similarly to the tongues curse, but whenever you are in combat, you cannot speak at all. This does not interfere with spellcasting but does apply to spells that are language dependent.

Plagued (Curse of Corruption)
You suffer from minor ailments and sicknesses. While you struggle to resist new diseases, you have grown accustomed to the many inconveniences of sickness.

Possessed (Curse of Corruption)
Another mind shares your body, interfering with your control, and it’s more difficult for you to concentrate as a result.

Powerless Prophecy
You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for flash of insight  In the absence of a surprise round, you are staggered for the entire first round of combat.

Pranked
Capricious fey constantly bedevil you, playing pranks on you such as tying your shoelaces together, hiding your gear, making inappropriate noises or smells at formal events and mimicking your voice to tell embarrassing lies.

Promethean (Curse of Corruption)
Your body is falling apart, forcing you to rely on mechanical augmentations or replacements to keep yourself alive.

Reclusive
You are reclusive and paranoid to the point that your allies cannot easily help you in times of stress or unease.

Shadowbound (Curse of Corruption)
Your pigmentation is oddly colorless, and your eyes are highly sensitive to light.

Site-Bound
You bond with a particular 10-foot square and must remain within 1,500 feet of that site or immediately become sickened.

Tongues
In times of stress or unease, you speak in tongues.
Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.
Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

Wasting
Your body is slowly rotting away.
You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease.

Wolf-scarred Face
Your face is deformed, as though you were born with a wolf’s muzzle instead of an ordinary nose and jaw. Many mistake you for a werewolf, and in areas plagued by lycanthropes, you must take pains to hide your face.
You have a severe speech impediment, and any spells you cast with a verbal component have a 20% chance of failing, wasting your action but not expending the spell. You gain a natural bite attack that deals 1d4 points of damage if you are a Medium creature or 1d3 points of damage if you are Small.

Wrecker
The destructive power of Ulon and its teeming hordes of demons seeps from your very pores and into your belongings and surroundings.
Held objects gain the broken condition when you use or equip them but regain their actual condition if employed by anyone else. If a held item is restored to unbroken condition, it becomes broken again the following round. Disable Device becomes a class skill for you and you can make Disable Device checks to destroy non-magical traps as a move action without the need to use tools or take any action beyond simply touching it.

Wrecking Mysticism
A divine entity has blessed you with a source of eldritch power that erodes your fortitude, increasing by 50% the duration of any poison, sickened condition, or nauseated condition affecting you.


Starter
Darkness Embodiment
The user can act as the physical manifestation or personification of Darkness, the all-encompassing void which acts as the counterbalance to light. The darkness manifested is made of pure negativity/Dark Energy and/or lack of illumination. The user of this ability is essentially tapping into the core of different forms of darkness itself to assert their dominion.

Umbrakinetic Regeneration
also known as Umbrakinetic Healing Factor
The user can use darkness/shadows to regenerate their bodies with the amount of
darkness used defining the speed of healing.

Darkness Healing
The user can heal themselves or others by using darkness.

Shadow Stealth
The user places self within the shadows of others and remain undetected from whoever's shadow they happen to be hiding in. They can use this technique to spy on individuals without leaving behind physical evidence.

Umbra-Telekinesis
The user can manipulate matter using darkness/shadows.
Telekinesis using darkness/shadows.

Absolute Darkness
Also Called Blinding Darkness, Eternal Darkness
The user is able to create a field of absolute impenetrable darkness that completely negates sight and may also dull or even completely negate the other senses. They are potentially able to generate darkness so intense it can completely obliterate objects in its path.
Limitations
Beings who can see in the darkness, such those with Night Vision, are highly resistant.




Lesser
Race Information, The Kinn 09fb2bc1376af943b3ee1f7f78152e25

Animated Shadow  also called Shadow Animation, Shadow Puppeting
The user can transform their or others shadows into living beings. As the rule of anything happening to the real body happens to the shadow, this ability may allow the user to manipulate the shadow and cause damage in reality by using it to attack. This means anything that happens to the shadow will be reflected in the true body; in short, a form of "reverse" shadow puppetry.

Limitations
User's shadow may have a mind of its own.
Maintaining the shadow may be draining to the user.
May require light to create a shadow.
Shadow may be impaired or even destroyed as the normal shadow.



Defectum
Race Information, The Kinn 2a1e5de794c7e4bc6ea32fdb23b1275a

Shadow Camouflage
The user is able to become undetectable as long as they are in darkness or shadow.
Limitations
May be unable to become completely invisible.
May only be able to remain hidden for a limited amount of time.
Darkness is needed to remain hidden.

Night VisioThe userb]
The user has excellent night vision, the ability to see in low light conditions or even total darkness. Whether by biological or technological means, night vision is made possible by a combination of two approaches: sufficient spectral range, and sufficient intensity range.

Umbrageous Teleportation
The user can teleport via shadows/darkness, merging into shadows/darkness and appearing anywhere else from the same element.

Darkness Aura
The user can release and surround themselves in/with darkness/shadow for defensive and/or offensive purposes, possibly becoming almost untouchable. The aura may also give the user enhanced physical capabilities such as speed, strength, and durability.

Ink Manipulation only on black ink
The user can create, shape and manipulate ink, including moving ink, consistency/viscosity between solid and liquid, etc., even if the ink is printed/written/tattooed. They can write/scribe/tattoo without tools by manipulating ink.

Umbrakinetic Immunity
All Kinn Hold this Even the Lowest levels
The user is immune to all darkness/shadow, being completely invulnerable to direct and indirect effects.




Race Information, The Kinn B9c3a36e5ae79e155c422adb543bde67
See You In The Darkness



Last edited by Anaya on Wed Oct 03 2018, 17:17; edited 3 times in total

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5Race Information, The Kinn Empty Re: Race Information, The Kinn on Sun Jun 10 2018, 16:54

Anaya

Anaya
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Kinn Quirks and Point Form Informathion
Please Note Some information May Be Repeated From The Posted Knowledge Over Head, Keep This In Mind Wall Reading.  


Race Information, The Kinn 219dd184a73035a25025a8ff35d1266a
"Destruction and creation are both primordial intentions born in the mind of the creator Caliga that promoted it to create a certain object of inanimate nature, animate nature, and the highest creature, The Kinn”



  • Understand that every iota of the Sinn race revolves around sin, souls and darkness. It is a driving force within them, their nature demands sinful behavior even before it becomes nourishment. And remember the pocket hell they are subjected to, while often no more than a few minutes to the proprietor, often was hundreds if not thousands of years. This being done to "condition" the dominant persona. Making them zealous jovial torture experts often. A number of the stigmas come from such things. Such as the revulsion of flesh. Through a greater understand they come to hold it as “weak, hopelessly flawed, decaying, disgusting "....ect ect.

  • Oddly enough manners are inflicted as well, certain composure. This due to particular tortures and considerable extensions of time when losing composure. Mind you though if one is perceived as rude, etiquette only saves that person just so long...this often being what prompts Sinns to attack...as failure to do so often is perceived as rude as well. It would be perceived along the lines as presenting themselves, and thusly their brethren as weak...unacceptable. Though keep in mind that's only concerning themselves. They may well instigate heckling of others.

  • The common need to spread sin is more ironically a “sharing is caring" sort of thing. After all, sin is magnificent to them, a sort of freedom...and later in existence nourishment. So, of course, they would spread it around as much as possible...more food...more power.

  • The despising of the Christ god. Why? Simple, hypocrisy, thievery, blatant lies, Numerous atrocities. And the sheer morbid ignorance it spreads. The restrictions against basic instincts and desires. It’s actually a long list but I will leave it at that lest I begin "preaching"

  • Kinn all find pleasure in seeing a good bible burning, seeing their subjects dancing around a fire in a joyful sinful sexual pagan dance. the kind that you see in old styles art of a massive orgy around a fire at summer or winter solstice, that is a wonderful thing for a kinn to watch or even partake in, there are stories of Caliga its self even partaking and fueling events like this, this can not be proven but you never know.  

  • Addressing other "Shades" often is interesting. Sinns call anything resembling your more common shades as ignorant spawn. Often addressing them as a younger sibling of themselves...a distant relative of sorts.

  • Being called demons or "legion" (a type of demon) is almost always infuriating. Sinn seeing themselves as higher relate it to being compared with some form of a wild beast, or insect.

  • Almost always extremely Vain, this comes from a need to reflect glory and perfection in all aspects. This also indicative of pride stemming from vanity. They hold themselves as pinnacles of creation, with few or no equals.

  • Endearment to Caliga and his infallibility concerning kinn of Sinn is its creation and being. A Sinn rebelling simply is not possible. They are manifestations of shadows occasionally some Umbra, in reality, even the most powerful kinn of Sinn are little more than appendages... manifesting and given reign over a small bit of flesh. Caligas desire, their wish. Aside from dominion over their manifestation is the dominion of countless souls within, their personas among them. No kinn of Sinn despite the souls it posses ever possesses its own, hence their seeming immortality. The only being capable of circumventing this is "The Cardinal Sinn", whom has long been removed from play according to storyline but is still said to exist someplace hidden from even Caligas eyes.


  • I wish to take a moment to...perhaps more clearly define something concerning the race. Now, when "birthed" it’s very important to remember your body is no more it has been changed. After your soul is conditioned and made "dominant" it is placed in an "Umbral" body which was once the old body now changed and warped into the new kinn body.

  • Umbra here, is a bit different than in the actual realm, though it pretty much behaves accordingly. You can look it up in wiki if need be, or accept my explanation in saying "the shadow of a shadow" a complete lack of light.
    Now take into account that even the most basic of Sinn are incredibly gifted in its manipulation. So much so that their abilities concerning this are infallible in their manifestations, which are made of Umbra.
    Remember though your manifestation will also cast a shadow, that’s concentrated Umbra an infinitely finite piece of Caliga, the true source of the races power.

  • Now it breaks from reality with the fact that this particular substance can be made tangible. Normally speaking this simply is not possible, which is why the shadows are so important. Concentrated Umbra...now if Umbra is a complete lack of light, if you were to magnify that effect exponentially...aka concentrated it...it would logically "consume" light. You might think that’s impossible but allow me then to point out black holes. These only visible as their edges pass in front of stars appearing as distortions in the light. This being due to the fact that the gravimetric are so mind-boggling not even light can escape them. Again, you can cross reference that fact. Destroying everything down to sub-molecular levels....insane.

  • Now imagine being able to exert influence over something like that. A "solid" shadow seems a hell of a lot more plausible and is how it is done.
    In the interest of fair play, I have limited that ability quite heavily despite its still rather ludicrous scope...most people tend to take a while to get used to that line of thought. You can pretty much copy whatever your little black heart desires...nearly. Right down to genetic coding, though you will never actually have any of your own ever again.

  • A lot of people seem to get hung up playing Sinns, it’s understandable. They are damn hard to grasp at first and why our numbers grow slowly. Here at the core, those with authority and power earn such. Both as a player, and as a character. This is quintessential as the race is very complex and I insist on exemplary performance and players always.

  • The aura acquired as a Sinner is another tricky aspect of Sinn. Sinners initially have little control over their aura, learning first to reign in the area of effect. Usually, this aura extends thirteen feet from the character in all directions, with practice this area may be "shaped" though its total area of effect remains the same.

  • The initial effect at its weakest tends to go unknown, as it usually only weakens inhibitions. The closer a person gets to the Sinner the more intense this effect becomes naturally. With time and practice, Sinners may learn to focus on particular targets as well as refine the inspired sin in said targets.

  • No matter the Sinn skill and potency regarding this quirk it may never be a declared effect. All a player may do is declare the aura and the intensity of its effect. It is up to you the player to convince those around you with words just how powerful the effect is. More often than not an elaborate well worded description is rewarded.
    Eventually, with experience, a Sinner begins to understand the more complex natures of particular sins and acquires greater skill in manipulating their aura. Able to go so far as to "inspire" more complex behaviors, and chose specific targets. The first specifically inflict able sin often being the "vice" of that particular Sinner.

  • A Sinner of experience may actually completely reign in this aura; at that point, the effect is incredibly compounded. Also, I would like to note that when a Sinn of ANY caliber is touched it inspires and brings out the "darker qualities" in a person. Another thing of note is that the "flesh" of a Sinn is cold as you can describe, this effect lessened immensely when "manifesting skin" though always cold.

  • Allllllrighty break down..."tangible" means your ass is there. You got the whole "who, what, when, where," shit going on. You can touch people AND be touched....or maybe "touched"... Aaaaaaaaany way when you do this as a Sinn you can be a huuuuuuuge asshole. Because initially....your manifestation is “intangible"...I mean shit....caaaan you touch a shadow? Nope, not less you're on some good shit...in which case GIMMIE.
    So hopefully you got that last bit....not rocket science. The hard part....or "fun" part is you get to play with that state of being. So yeah you can choose to not be solid, solid, order somewhere in between. REMBER you can't change that at the drop of a hat though, you do...your godmoddin....annnd a Sinn doesn't do that shit...outside of home -wink-

  • OK,OK,OK....now this part here is....kinda tricky. You know you can be intangible....but your still a shadow. So if some one's smart enough to go after you with fire, it’s gonna ruin your day....if not banish you right from the start. You gotta have at least half your shadow IF you are manifested....if you’re not then you require the shadow you’re in to be at least half the size it was when you went into it...excluding chronological change.

  • Now there are some "cheap" things I should elaborate here for help in whooping ass... I can be vague...
    Remember YOU chose your density....though, you do fun shit....like diamond, you’re gonna need a few counters/preps when in combat. Oh and uhhhh obviously, you can't change immediately. Well...kind of, more you can't switch mid mêlée round. You do have to mention in your intro that you “can influence the density and shape of Umbral matter".....shit you not, say it that way and save yourself a headache. That statement right there...."blanket statement", aka covers the whole shebang....as far as umbra is concerned.

  • There are more “quirks" to be sure. These just some of the more simple of them. By all means feel free to ask questions, propose other quirks, and so long as it has to do with behaviors of Sinn feel free to place it within this thread. Mind you, if a player is acting "out of character" this would be addressed here as well. One of the position will state the nature of the infraction, state why it would be an infraction, and then the guilty party given chance to explain the behavior. If a legitimate reason is presented then all is well, if not the action taken will be voided and all consequential actions of those affected by the error. This being one of the better reasons we have here for slow limited acceptance. I insist on accurate play concerning my Sinns.


Race Information, The Kinn 96faa19f5b13c67f4385ef8191ce2a8f
The whole secret of existence is to have no fear. Never fear what will become of you, depend on no one. Only the moment you reject all help and truly walk upon your own two feet are you freed.

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