I want to add more weaknesses to oricenta and expand on some of their species abilities. I bolded what was changed.
Air oricenta can no longer walk on air, which will be pushed onto Archard as a sub-ability to their Air Manipulation. Water oricenta can no longer walk on water, which will be pushed onto Béatrice as a sub-ability to her Water Manipulation. Since this applied to a few of my characters, I'll just edit the line referencing them walking on air (Archard, Béatrice, and Arjean) or water (Archard, Béatrice, Arjean, Ade, and Oluremi). I can just respond here when I edit it out so I don't have to copy and paste the same thing here and you guys can know I didn't miss a character.
As a note, for the regarding the Second Heart, Longevity, Healing, and Death section, I took the paragraphs addressing character specific healing styles and deaths to avoid confusion since nothing changed there.
Air oricenta can no longer walk on air, which will be pushed onto Archard as a sub-ability to their Air Manipulation. Water oricenta can no longer walk on water, which will be pushed onto Béatrice as a sub-ability to her Water Manipulation. Since this applied to a few of my characters, I'll just edit the line referencing them walking on air (Archard, Béatrice, and Arjean) or water (Archard, Béatrice, Arjean, Ade, and Oluremi). I can just respond here when I edit it out so I don't have to copy and paste the same thing here and you guys can know I didn't miss a character.
As a note, for the regarding the Second Heart, Longevity, Healing, and Death section, I took the paragraphs addressing character specific healing styles and deaths to avoid confusion since nothing changed there.
Old: Béatrice is capable of creating 200 gallons of water and manipulating water and ice equivalent to that of an Olympic swimming pool for long periods of time before getting tired. She can cool the temperature of water until it turns into ice, but she cannot turn the ice back into water. Her ice manipulation allows her to control various types of ice, including snow, pellets, hail, rime, icicles, solid, slush, discs, and pancakes. Lastly, she can shift ice into other types of ice, as long as they are of equal temperature or colder than their previous form.
New: Béatrice is capable of walking on water, creating 200 gallons of water, and manipulating water and ice equivalent to that of an Olympic swimming pool for long periods of time before getting tired. She can cool the temperature of water until it turns into ice, but she cannot turn the ice back into water. Her ice manipulation allows her to control various types of ice, including snow, pellets, hail, rime, icicles, solid, slush, discs, and pancakes. Lastly, she can shift ice into other types of ice, as long as they are of equal temperature or colder than their previous form.
New: Béatrice is capable of walking on water, creating 200 gallons of water, and manipulating water and ice equivalent to that of an Olympic swimming pool for long periods of time before getting tired. She can cool the temperature of water until it turns into ice, but she cannot turn the ice back into water. Her ice manipulation allows her to control various types of ice, including snow, pellets, hail, rime, icicles, solid, slush, discs, and pancakes. Lastly, she can shift ice into other types of ice, as long as they are of equal temperature or colder than their previous form.
Old: Having many years to train, Archard is a master in air magic. They are capable of levitating two large trucks filled with heavy items, boosting their speed during flight by manipulating the air around them, creating and erasing air, controlling air pressure, and creating mini tornadoes (about the size of a big truck). They're also able to use air during combat, usually by creating invisible constructs that only they can see and using sneak attacks. They can also create air, but they have not found an especially useful way to use the ability other than inflating objects. They can create up to about 53.5 cubic feet of air before getting tired and needing a break.
New: Having many years to train, Archard is a master in air magic. They are capable of walking on air, levitating two large trucks filled with heavy items, boosting their speed during flight by manipulating the air around them, creating and erasing air, controlling air pressure, and creating mini tornadoes (about the size of a big truck). They're also able to use air during combat, usually by creating invisible constructs that only they can see and using sneak attacks. They can also create air, but they have not found an especially useful way to use the ability other than inflating objects. They can create up to about 53.5 cubic feet of air before getting tired and needing a break.
New: Having many years to train, Archard is a master in air magic. They are capable of walking on air, levitating two large trucks filled with heavy items, boosting their speed during flight by manipulating the air around them, creating and erasing air, controlling air pressure, and creating mini tornadoes (about the size of a big truck). They're also able to use air during combat, usually by creating invisible constructs that only they can see and using sneak attacks. They can also create air, but they have not found an especially useful way to use the ability other than inflating objects. They can create up to about 53.5 cubic feet of air before getting tired and needing a break.
Owl and Cervid Physiology - For their owl traits, this includes being able to adapt to high environments, adapt to atmospheres for flight, growing sharp, strong nails for hunting, night adaption (seeing well in the night, functioning well during the night, etc.), and have a predator instinct (enhanced tracking and hunting). On the other hand, for their deer traits, oricenta have enhanced speed, jump, and agility. Despite taking on most features of owls and deer, they lack the prey instincts of deer and have the full predatory instincts of owls. They all have the urge to hunt that they need to release regularly, just some may be more violent or pacifistic in their approaches. Lastly, oricenta can emit a sound that's a mixture of a deer and owl, but cannot make a one that's completely one or the other.
Humanoid, Cervitaur, and Hybrid Shape-Shifting - Whenever an oricenta shapeshifts their body glows and turn into a cell-like form as they morph into their different forms. No matter the oricenta’s form, their markings stay on their face (if they were on before shape-shifting), but those markings do not have any extra magical properties. When an oricenta is shifting, they are vulnerable, and depending on how far they are, if interrupted they can be forced out of the shifting process and leave in a half-shifted and disfigured form.
- Oricenta are omnivores, and any food they eat goes to either fuel their physical or magical energy. Just like owls, anything that's hard for them to digest and turn into energy (bones, fur, feathers, etc.) or their body detects as poisonous will cause them to go into an automatic healing mode or throw up their food in pellets, as they lack the parts to release themselves through pooping or peeing.
- Curiosity - Oricenta are a naturally curious species. From birth to death, absorbing knowledge is always on their mind, making them a quick learning and intelligent species. While they focus more on magic overall, their curiosity can lead them to try out activities outside of their field. When they don't learn something new for a long time, they begin to feel agitated and uncomfortable, seeking out whatever will make them experience the joy of learning once more. This can become a problem for oricenta who have lived for many years—as compared to younger oricenta—because their lives will begin to feel more repetitive and empty unless they continue to seek new things at a consistent rate. Another thing that can become a problem about this constant desire to learn is that this curiosity can push oricenta to risky behavior for the sake of knowledge.
- Second Heart, Longevity, Healing, and Death - Oricenta are born with a second heart located on the right side of their chest which they refer to as their aolin. This heart is the core of all of their species magic, but depending on the extent of damage it takes it can lead to them becoming extremely tired with their magic becoming unstable and weaker, or non-existent. This affects their immortality too: as the damage worsens they will begin to age normally and die from old age at about 100 years old. The only way to heal their second heart is by having someone else with healing powers strong enough to recover an organ heal them. In the case of an oricenta who already aged higher than 24, because of their damaged second heart, they will stay that age while continuing their semi-immortal life.
- All oricenta will stop aging at 24 years, the year they hit their prime and continue to live forever, but they are still capable of being harmed and killed. They are vulnerable to sicknesses, wounds, and whatever their weakness is depending on their oricenta type; however, they have a passive healing ability that allows them to recover from scars, bruises, and sicknesses faster than that of a human. If injured, as long as their aolin is safe, and they have enough magical energy, they will go into an automatic healing mode where they will try to heal themself as much as their magic is capable of. Depending on the extent of the damage, this can force their body into an "emergency mode" that puts all of its resources into healing any wounds or diseases, leading to the oricenta to becoming fatigued, and if pushed too hard, unconscious.
Humanoid, Cervitaur, and Hybrid Shape-Shifting - Whenever an oricenta shapeshifts their body glows and turn into a cell-like form as they morph into their different forms. No matter the oricenta’s form, their markings stay on their face (if they were on before shape-shifting), but those markings do not have any extra magical properties. When an oricenta is shifting, they are vulnerable, and depending on how far they are, if interrupted they can be forced out of the shifting process and leave in a half-shifted and disfigured form.
- Humanoid Form - The oricenta only has two legs of a deer, but where the hooves should be are the talons of an owl. Their wings are also placed on their back.
- Cervitaur Form - The oricenta’s upper body still looks the same as their humanoid form, but their lower body takes the form of a four-legged deer. Their hind legs are that of an owl, and their wings are also moved down from their humanoid back to the sides of their deer body to better support them during flight.
- Hybrid / Peryton Form - The oricenta has both aspects of a deer and owl, making them look similar to perytons. Their body is that of a deer, but they have owl wings sprouting from their back, and their hind legs are that of an owl. They are incapable of speaking in this form, only able to make a sound that sounds like a mix of a deer and owl. When compared to their humanoid and cervitaur forms, their bodies are also only shoulder-height.
Owl and Cervid Physiology - For their owl traits, this includes being able to adapt to high environments, adapt to atmospheres for flight, growing sharp, strong nails for hunting, night adaption (seeing well in the night, functioning well during the night, etc.), and have a predatory instinct (enhanced tracking and hunting). On the other hand, for their deer traits, oricenta have enhanced speed, jump, and agility. Despite taking on most features of owls and deer, they lack the prey instincts of deer and have the full predatory instincts of owls. Lastly, oricenta can emit a sound that's a mixture of a deer and owl, but cannot make a one that's completely one or the other.
Predatory / Sadism Instinct - As a predatory species, oricenta must hunt regularly to keep their mind from degrading until they are no more than a feral animal. After hunting and catching up on any missed hunting trips, they will return to their usual mental state. Changes in their personality can range from barely noticeable to being a completely different person depending on how often they fulfill the quota for their hunt. Lack of hunting or inconsistent hunting times will lead to them going from slightly more aggravated and impulsive than usual to outright sadistic, hard to control, and animalistic. Oricenta usually hunt once or twice a week on average. Some have less of a need to go hunting and can push it off for longer, while others need to hunt more frequently a week.
Hunting is primarily a sadistic act. They have no need to hunt for food, so they hunt, capture, and torture their prey to let out their instinctual aggression and sadism. This can also mix with their curiosity instinct by compelling them to torture to learn more about an animal and the structure of their body.
Curiosity Instinct - Oricenta are a naturally curious species. From the day they are born, absorbing new information is always on their mind, making them a quick learning and intelligent species. While they focus more on magic overall, their curiosity can lead them to try out activities outside of their field. Not learning anything new for a long time will make them feel agitated and uncomfortable, compelling them to seek out whatever will make them experience the joy of learning something new. This can become a problem for very old oricenta, as compared to younger oricenta, their lives begin to feel more repetitive and empty unless they continue to seek new things at a consistent rate. This constant desire to learn can also push them towards questionable behavior, risky behavior, or invading the spaces of others for the sake of knowledge.
Social Interaction - Oricenta are very social creatures. Emotional bonding is something they value to an extreme, and a breach of that can mean serious consequences. This is not only a cultural thing, but also a psychological one as well. Oricenta need social interaction. A lack of social and physical interaction leaves them very uncomfortable and makes them way more touchy and personal. Loneliness comes to them faster, and an oricenta kept alone will have mental degradation much quicker. Even if they had all the books to sate their curiosity and animals to hunt, the loneliness from not being able to do the most basic of talking and cuddling will make them more depressed, anxious, and agitated. It takes them about a week and a half of complete solitude before the effects begin settling in. The social aspect can be helped by the use of the internet or texting, but the physical aspect is just as important.
Sexless - As a sexless species, oricenta lack any signs of genitals, nipples, and navels. They are incapable of breeding through sexual means, and instead craft their children from magic. Because they are all asexual, magic specifically targetting sexuality has a different effect on them. Sexual magic will be pushed onto whatever is closest to sex for an oricenta's libido, which is their need for social and physical interaction and predatory instinct. It may give them intrusive sexual thoughts, but they are incapable of feeling and truly understanding libidos and sexual attraction. An aura that makes someone more sexually promiscuous will instead, at best, make the oricenta more cuddly and touchy, and at worst, make them more sadistic and forceful. Any magic regarding romantic, platonic, physical, or any other attraction excluding sexual attraction still works on oricenta.
Second Heart, Longevity, Healing, and Death -
Elementalist Trust -
Alternate Realm Portals - Oricenta inhabit an alternate realm called Ilada. Through the use of the markings on their body, they can summon portals. These portals can send them to Illada or the human realm, but when going to their realm, their portal leads them to the capital Lehora, while going to the human realm leaves them in a deserted area best suited for their element or a deserted area closest to their destination. Only oricenta of 24 years or older are capable of receiving the enchantment to open portals, and those who are not oricenta will not be able to follow unless they are given permission and have an oricenta accompanying with them. They are only allowed to make one portal every two weeks, and it takes them about 10 to 15 minutes of complete focus to make a stable portal. At best, a lack of focus and rushing the portal will send them to the wrong destination in the realm they are going to, and at worst, the portal will be unstable, ripping their body and mind apart painfully before they die with no trace of their body left behind.
- Oricenta are omnivores, and any food they eat goes to either fuel their physical or magical energy. Because they have to store energy for both their physical and magical needs, oricenta require double the amount of food humans need. Just like owls, anything that's hard for them to digest and turn into energy (bones, fur, feathers, etc.) or their body detects as poisonous will cause them to go into an automatic healing mode or throw up their food in pellets, as they lack the parts to release themselves through pooping or peeing.
Predatory / Sadism Instinct - As a predatory species, oricenta must hunt regularly to keep their mind from degrading until they are no more than a feral animal. After hunting and catching up on any missed hunting trips, they will return to their usual mental state. Changes in their personality can range from barely noticeable to being a completely different person depending on how often they fulfill the quota for their hunt. Lack of hunting or inconsistent hunting times will lead to them going from slightly more aggravated and impulsive than usual to outright sadistic, hard to control, and animalistic. Oricenta usually hunt once or twice a week on average. Some have less of a need to go hunting and can push it off for longer, while others need to hunt more frequently a week.
Hunting is primarily a sadistic act. They have no need to hunt for food, so they hunt, capture, and torture their prey to let out their instinctual aggression and sadism. This can also mix with their curiosity instinct by compelling them to torture to learn more about an animal and the structure of their body.
Curiosity Instinct - Oricenta are a naturally curious species. From the day they are born, absorbing new information is always on their mind, making them a quick learning and intelligent species. While they focus more on magic overall, their curiosity can lead them to try out activities outside of their field. Not learning anything new for a long time will make them feel agitated and uncomfortable, compelling them to seek out whatever will make them experience the joy of learning something new. This can become a problem for very old oricenta, as compared to younger oricenta, their lives begin to feel more repetitive and empty unless they continue to seek new things at a consistent rate. This constant desire to learn can also push them towards questionable behavior, risky behavior, or invading the spaces of others for the sake of knowledge.
Social Interaction - Oricenta are very social creatures. Emotional bonding is something they value to an extreme, and a breach of that can mean serious consequences. This is not only a cultural thing, but also a psychological one as well. Oricenta need social interaction. A lack of social and physical interaction leaves them very uncomfortable and makes them way more touchy and personal. Loneliness comes to them faster, and an oricenta kept alone will have mental degradation much quicker. Even if they had all the books to sate their curiosity and animals to hunt, the loneliness from not being able to do the most basic of talking and cuddling will make them more depressed, anxious, and agitated. It takes them about a week and a half of complete solitude before the effects begin settling in. The social aspect can be helped by the use of the internet or texting, but the physical aspect is just as important.
Sexless - As a sexless species, oricenta lack any signs of genitals, nipples, and navels. They are incapable of breeding through sexual means, and instead craft their children from magic. Because they are all asexual, magic specifically targetting sexuality has a different effect on them. Sexual magic will be pushed onto whatever is closest to sex for an oricenta's libido, which is their need for social and physical interaction and predatory instinct. It may give them intrusive sexual thoughts, but they are incapable of feeling and truly understanding libidos and sexual attraction. An aura that makes someone more sexually promiscuous will instead, at best, make the oricenta more cuddly and touchy, and at worst, make them more sadistic and forceful. Any magic regarding romantic, platonic, physical, or any other attraction excluding sexual attraction still works on oricenta.
Second Heart, Longevity, Healing, and Death -
- Oricenta are born with a second heart located on the right side of their chest which they refer to as their aolin. This heart is the core of all of their magic, but depending on the extent of damage it takes it can lead to them becoming extremely tired with their magic becoming unstable and weaker, or non-existent. They will barely be able to function, with death being a mercy than their constant depressed and half-asleep (or comatose) state. This affects their immortality too: as the damage worsens they will begin to age normally and die from old age at about 100 years old. The only way to heal their second heart is by having someone else with healing powers strong enough to recover an organ heal them. In the case of an oricenta who already aged higher than 24 and had their aolin recovered, because of their damaged second heart, they will stay that age while continuing their semi-immortal life.
- All oricenta will stop aging at 24 years, the year they hit their prime and continue to live forever, but they are still capable of being harmed and killed. They are vulnerable to sicknesses, wounds, and whatever their weakness is depending on their oricenta type; however, they have a passive healing ability that allows them to recover from scars, bruises, and sicknesses faster than that of a human. If injured, as long as their aolin is safe, and they have enough magical energy, they will go into an automatic healing mode where they will try to heal themself as much as their magic is capable of. Depending on the extent of the damage, this can force their body into an "emergency mode" that puts all of its resources into healing any wounds or diseases, leading to the oricenta becoming fatigued, and if pushed too hard, unconscious. The use of their own specialized healing abilities allow them to quicken the recovery process and push themself further in exchange of more energy.
- Humanoid Form - The oricenta only has two legs of a deer, but where the hooves should be are the talons of an owl. Their wings are also placed on their back.
- Cervitaur Form - The oricenta’s upper body still looks the same as their humanoid form, but their lower body takes the form of a four-legged deer. Their hind legs are that of an owl, and their wings are also moved down from their humanoid back to the sides of their deer body to better support them during flight.
- Hybrid / Peryton Form - The oricenta has both aspects of a deer and owl, making them look similar to perytons. Their body is that of a deer, but they have owl wings sprouting from their back, and their hind legs are that of an owl. They are incapable of speaking in this form, only able to make a sound that sounds like a mix of a deer and owl. When compared to their humanoid and cervitaur forms, their bodies are also only shoulder-height.
Elementalist Trust -
- Oricenta are made to serve, protect, and fight for the elements, and as such, elementalists within the four elements (Air, Earth, Fire, and Water) seem significantly more trustworthy to them. Their words will sound much more compelling, and an oricenta will feel little to no reason to not trust whatever they say. Elementalists will seem like a close friend to all oricenta. If that elementalist does something that an oricenta will otherwise view wrong, that oricenta would be more inclined to believe that whatever the elementalist did was not as bad or could be forgiven. That is, unless the elementalist goes too far. If they try to hurt or kill an oricenta, oricenta will lose all trust of that elemantlist and consider it a betrayal of a close friendship.
- When an elementalist wields the same element as an oricenta, that oricenta will feel compelled to follow their commands. A fire elementalist will be able to order a Fire oricenta, and that oricenta will feel compelled to comply. If a fire elementalist tried that on a Water oricenta, there would be no effect. This also works on hybrid elements, as a Smoke (Fire and Air) oricenta would be just as vulnerable to a fire elementalist. For an elementalist who wields all four of the elements (Air, Earth, Fire, and Water), they can potentially command all oricenta, though the skill at which they wield each specific element will determine how compelling their words sound to the oricenta. For example, the elementalist who is average at wielding air magic but can wield earth magic like a professional will be able to give out stronger commands to an Earth oricenta.
- The stronger the elementalist, the more compelling these commands will sound until it borders into mind control. Elemental gods have the strongest effect on oricenta. At that point, an oricenta will need a very strong and firm sense of will to break out of whatever commands the elementalist gives them. They practically become slaves under the commands. After their task is completed, they may or may not feel like they did something out of character. The more in character or smaller the task is ("Buy me a blanket from the store") the less likely the oricenta will try to reject the command. It would be like helping out a close friend. If the command is very out of character for them or extreme ("Attack your friend"), the oricenta will try much harder to fight against it. That would be like being betrayed by a close friend.
- Repeatedly giving an oricenta a command that they would later find questionable or hurt by (like how someone may feel hurt after being forced to do a bad thing by a friend) will eventually culminate into an absolute breach of trust. Once the trust has been fully broken, that oricenta will no longer feel compelled to treat the elementalist in a friendly matter or follow their commands. Elementalists cannot command an oricenta to hurt or kill another oricenta, as that would be too much of a breach of trust. The same goes for an elementalist hurting or attacking an oricenta. The attacked oricenta and any oricenta witnesses will lose their trust towards the elementalist. Commands also extend to notes and internet conversations. If an elementalist loses their abilities or become weaker, their ability to give commands will also disappear or become less effective. Oricenta are not compelled to listen to other oricenta but are compelled to trust them.
Alternate Realm Portals - Oricenta inhabit an alternate realm called Ilada. Through the use of the markings on their body, they can summon portals. These portals can send them to Illada or the human realm, but when going to their realm, their portal leads them to the capital Lehora, while going to the human realm leaves them in a deserted area best suited for their element or a deserted area closest to their destination. Only oricenta of 24 years or older are capable of receiving the enchantment to open portals, and those who are not oricenta will not be able to follow unless they are given permission and have an oricenta accompanying with them. They are only allowed to make one portal every two weeks, and it takes them about 10 to 15 minutes of complete focus to make a stable portal. At best, a lack of focus and rushing the portal will send them to the wrong destination in the realm they are going to, and at worst, the portal will be unstable, ripping their body and mind apart painfully before they die with no trace of their body left behind.
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