Upgrading Henghai from a full Earth to an Earth and Water. I'll be up for using vouchers for this.
Healing - Junchi can heal both himself and others by using flower petals and merging them into a person's body, or by creating flowers for people to either touch or consume, though consuming them will lead to a more effective outcome. With his flower petals, he can heal bruises, deep scars, and scars that haven't healed up completely or left a mark. By touching or consuming his flowers, he can rid someone of minor nausea, headaches, coughs, or other similar ailments for at most a day.
Humanoid, Cervitaur, and Peryton Shape-Shifting - Whenever an oricenta shapeshifts their body glows and turns into a cell-like form to make morphing easier with no pain. No matter the oricenta’s form, their markings stay on their face. When an oricenta is shifting, they are vulnerable. Depending on how far they are, being interrupted can force them out of the shifting process into a half-shifted and disfigured form. Their aolin is also visible in this form and can be attacked to strip the oricenta of most, if not all, of their magic.
Child oricenta have bodies that are more malleable to prevent disfiguration when shifting. They have trouble staying in one form and often shift from intense emotion or lack of focus. Frequent shifting will leave them tired and magically drained, but the older they get, the easier it is for them to stay in one form.
Humanoid, Cervitaur, and Peryton Shape-Shifting - Whenever an oricenta shapeshifts their body glows and turns into a cell-like form to make morphing easier with no pain. No matter the oricenta’s form, their markings stay on their face. When an oricenta is shifting, they are vulnerable. Depending on how far they are, being interrupted can force them out of the shifting process into a half-shifted and disfigured form. Their aolin is also visible in this form and can be attacked to strip the oricenta of most, if not all, of their magic.
Child oricenta have bodies that are more malleable to prevent disfiguration when shifting. They have trouble staying in one form and often shift from intense emotion or lack of focus. Frequent shifting will leave them tired and magically drained, but the older they get, the easier it is for them to stay in one 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 placed on their back.
- Cervitaur Form - The oricenta has the upper body of their humanoid form, but the lower body of a deer. Their hind hooves are replaced with talons, and their wings are moved to the sides of their deer body to better support them during flight. They are around 8-11 inches taller than their humanoid form.
- Peryton Form - The oricenta's body is similar to a peryton: a deer with owl wings and hind hooves replaced with talons. They can only speak to oricenta in this form and make a sound like a mix of a deer and owl. They are around the same height as their humanoid form and shoulder-height as their cervitaur form.
Earth Oricenta Abilities - Earth oricenta's natural habitats are rough terrains and the ground in general.
The physique (strength, speed, durability, etc.) of oricenta children will not be nearly as strong as their fully grown counterparts, though they will still be supernaturally stronger than their normal human peers.
For traits unique to themselves, oricenta can emit a sound that is a mixture of a deer and owl. They all have horns instead of antlers. Generally, they have blunt teeth with very sharp canines, but some have teeth that are all sharp.
Immortality - 24-years is when oricenta hit their prime and stop aging. They are still vulnerable to sicknesses and wounds; however, they have a passive healing ability that allows them to recover faster than a human. If injured, as long as their aolin is safe and fueled, they will automatically heal as much as their magic is capable of. Fatal damage will force their body into an "emergency mode" that puts all of its resources into healing, leading to the oricenta becoming fatigued, and if pushed too hard, unconscious. The use of their own specialized healing abilities allows them to quicken the recovery process and push themself further in exchange for more energy.
The physique (strength, speed, durability, etc.) of oricenta children will not be nearly as strong as their fully grown counterparts, though they will still be supernaturally stronger than their normal human peers.
- Earth: Supernatural Physique - Earth oricenta are the strongest of oricenta, with them being very durable, lifting on average 4,000 pounds, running at about 60 to 70 miles per hour, and jumping about 300 feet into the air.
- Earth: Earth Sense - Earth oricenta can detect vibrations in the ground to get a general sense of the area around them, like if something is nearing them and its size.
- Earth: Diggers - Earth oricenta have studier nails and talons for digging and hunting that can be used to burrow holes in the ground to hide in.
For traits unique to themselves, oricenta can emit a sound that is a mixture of a deer and owl. They all have horns instead of antlers. Generally, they have blunt teeth with very sharp canines, but some have teeth that are all sharp.
Immortality - 24-years is when oricenta hit their prime and stop aging. They are still vulnerable to sicknesses and wounds; however, they have a passive healing ability that allows them to recover faster than a human. If injured, as long as their aolin is safe and fueled, they will automatically heal as much as their magic is capable of. Fatal damage will force their body into an "emergency mode" that puts all of its resources into healing, leading to the oricenta becoming fatigued, and if pushed too hard, unconscious. The use of their own specialized healing abilities allows them to quicken the recovery process and push themself further in exchange for more energy.
Earth Oricenta Weaknesses -
Using magic draws energy from their aolin, which can be restored through eating and resting. Overusing their magic can lead to damage to their aolin. Aolins can only be repaired by magic strong enough to recover an organ. In the case of an oricenta who has begun aging, they will not revert to their previous state, but will not age any further.
When an oricenta dies, any unique abilities they had are contained inside their Aolin. Anyone who possesses it is capable of accessing and using their abilities by either keeping it on their person or by consuming it raw.
Nocturnal - Oricenta must wear special glasses or contacts to see in daylight hours. They require more sleep and take short naps throughout the day.
Diet - Oricenta consume a massive amount of food and are almost constantly eating. They can eat anything an owl, deer, or human could eat, and also produce pellets of undigestible material.
Death-Aligned People - As elementals, oricenta magic leans more towards "life" on the spectrum. As a result, attacks by death-aligned people (reapers, undead, gods of death, etc.) have double the effect on them. When oricenta try to fight death-aligned people, they are not as strong.
Elementalist Trust - Oricenta are made to serve the elements, and as a result, will feel compelled to trust and serve elementalists. To an oricenta, any elementalist immediately feels like a close friend. In particular, elementalists of their specific element are also capable of giving commands to an oricenta. The greater the elementalist's control of their element, the more compelling the command will be. Likewise, the greater the elementalist's connection with the oricenta, the more compelling the command will be, with the possibility of it overriding a stronger elementalist's commands.
An expert at a given element will find that their commands are effectively mind control, requiring a strong will for the oricenta to overcome. The more out of character or large a task is, the better a chance the oricenta has of fighting the command. Abuse of this power by repeatedly making an oricenta do things they would choose to fight can destroy the bond, freeing the oricenta from its effects. Similarly, an elementalist who harms or kills an oricenta will find that they have no access to the bond with any oricenta. Other serious taboos include using an oricenta's stolen aolin or having commanded an oricenta to kill another of their species.
Oricenta who attack elementalists will find their abilities (both physical and magical) halved in strength. This effect is highly based on intent and only works for elementalists who still have the effects of the elementalist trust active.
Oricenta are not compelled to take orders from other oricenta but do feel an instinctive trust in each other.
- Earth: Creatures of the Earth - Earth oricenta feel an almost irresistible pull to be in environments full of rocks, dirt, and flora. They will have dips in their mood that can range from "sad" to "depressive" and become physically weaker the longer they are away.
- Earth: Heavyweight - Earth oricenta are very heavy, so when they fall, they are quick to land roughly, and when they are in water, they are quicker to sink. Earth oricenta can barely fly, with their wings only being useful for gliding.
- Earth: Stamina - Earth oricenta's supernatural physique makes them quicker to expend energy and become weary. Earths practically need to eat a buffet, drink gallons, and sleep a lot more in just a day. In battle, this forces them to give short bursts of power, fall back to refill, then return.
- Earth: Air Magic - Earth oricenta take double the damage from Air magic.
Using magic draws energy from their aolin, which can be restored through eating and resting. Overusing their magic can lead to damage to their aolin. Aolins can only be repaired by magic strong enough to recover an organ. In the case of an oricenta who has begun aging, they will not revert to their previous state, but will not age any further.
When an oricenta dies, any unique abilities they had are contained inside their Aolin. Anyone who possesses it is capable of accessing and using their abilities by either keeping it on their person or by consuming it raw.
Nocturnal - Oricenta must wear special glasses or contacts to see in daylight hours. They require more sleep and take short naps throughout the day.
Diet - Oricenta consume a massive amount of food and are almost constantly eating. They can eat anything an owl, deer, or human could eat, and also produce pellets of undigestible material.
Death-Aligned People - As elementals, oricenta magic leans more towards "life" on the spectrum. As a result, attacks by death-aligned people (reapers, undead, gods of death, etc.) have double the effect on them. When oricenta try to fight death-aligned people, they are not as strong.
Elementalist Trust - Oricenta are made to serve the elements, and as a result, will feel compelled to trust and serve elementalists. To an oricenta, any elementalist immediately feels like a close friend. In particular, elementalists of their specific element are also capable of giving commands to an oricenta. The greater the elementalist's control of their element, the more compelling the command will be. Likewise, the greater the elementalist's connection with the oricenta, the more compelling the command will be, with the possibility of it overriding a stronger elementalist's commands.
An expert at a given element will find that their commands are effectively mind control, requiring a strong will for the oricenta to overcome. The more out of character or large a task is, the better a chance the oricenta has of fighting the command. Abuse of this power by repeatedly making an oricenta do things they would choose to fight can destroy the bond, freeing the oricenta from its effects. Similarly, an elementalist who harms or kills an oricenta will find that they have no access to the bond with any oricenta. Other serious taboos include using an oricenta's stolen aolin or having commanded an oricenta to kill another of their species.
Oricenta who attack elementalists will find their abilities (both physical and magical) halved in strength. This effect is highly based on intent and only works for elementalists who still have the effects of the elementalist trust active.
Oricenta are not compelled to take orders from other oricenta but do feel an instinctive trust in each other.
Healing - Junchi can heal himself, other oricenta, other earth elementalists, and other water elementalists. He does this by merging flower petals into a person's body, or by creating flowers for a people to either touch or consume, though consuming them will lead to a more effective outcome. With his flower petals, he can heal bruises, deep scars, and scars that haven't healed up completely or left a mark. By touching or consuming his flowers, he can rid someone of minor nausea, headaches, coughs, or other similar ailments for at most a day.
Shifting - Oricenta can change shape between three forms: Human, Cervitaur, and Peryton. This can be done at will. Oricenta can shift their hands and feet to be hooves or talons as well depending on their needs. Shifting makes the part changing glows and turn into a cell-like form for easier and painless morphing. Depending on how far they are, being interrupted can force them out of the shifting process into a half-shifted and disfigured form.
Child oricenta have bodies that are more malleable to prevent disfiguration when shifting. They frequently shift from intense emotion and lack of focus, leaving them magically drained easily.
Shifting - Oricenta can change shape between three forms: Human, Cervitaur, and Peryton. This can be done at will. Oricenta can shift their hands and feet to be hooves or talons as well depending on their needs. Shifting makes the part changing glows and turn into a cell-like form for easier and painless morphing. Depending on how far they are, being interrupted can force them out of the shifting process into a half-shifted and disfigured form.
Child oricenta have bodies that are more malleable to prevent disfiguration when shifting. They frequently shift from intense emotion and lack of focus, leaving them magically drained easily.
- Human - Looks human. Can parts from. their Peryton and Cervitaur forms.
- Cervitaur - Hybrid between Peryton and Human forms.
- Peryton - Winged deer with back legs like an owl.
Plant Oricenta Abilities - Stats are debuffed due to being a child, but they are still enhanced for their age.
- 70% deer / 30% owl.
- At best, wings can be used to control falling.
- Average run speed 30 mph, top run speed 50 mph
- Average swim speed 12 mph, top swim speed 24 mph.
- At best, wings can be used to control falling.
- Can lift 700 lbs.
- Enhanced durability, agility, and jumping.
- Enhanced smell and vision.
- Okay night vision.
- Strong nails for quick and efficient digging.
- Immune to intense cold and freezing.
- Can breathe and speak underwater.
- Below average body temperature.
- In a 15' radius, the environment is more prone to growing plants.
- In a 15' radius, the environment is more prone to catching on fire.
- 30’ radius aura boost earth and water magic by 25%.
- Predatory instincts (enhanced tracking and hunting).
- Requires more sleep/naps throughout the day.
- Must consume massive amounts of food in a day.
- Horns.
- Blunt teeth with very sharp canines.
- Passive healing allows them to recover from wounds and sickness faster than a human.
- If injured, as long as their aolin is safe and fueled, they will automatically heal as much as their magic is capable of.
- Fatal damage will force their body into an "emergency mode" that puts all of its resources into healing, leading to the fatigue, and if pushed too hard, unconsciousness.
- Active healing abilities allow them to quicken the recovery process in exchange for more energy.
Plant Oricenta Weaknesses - Stats are debuffed due to being a child, but they are still enhanced for their age.
- Feels an almost irresistible pull to be in rocky, flora, cold, and wet areas. The longer they are away, the more their mental and physical health degrades. Must take a mud bath or submerge themselves in water for 20 minutes daily to not healthy.
- Can only safely interact with cool, or more preferably, freezing cold water.
- Can only digest raw and dense food; plants, meat.
- Can only digest moist food; drinking is ideal, watermelon
- Heavyweight: Rough falls, sinks in water
- Quicker to expend energy and must refill with plenty of water, food, and naps.
- Heat halves movement speed. Being in the heat for 30 minutes to an hour can lead to death by dehydration. Mild heat (25°C Celsius or slightly above) will not kill them.
- Takes double the damage from air and fire magic.
- Damage to their aolin makes their magic weak and unstable. Severe damage or removal leads to the loss of their elements, magic, and will to live.
- Oricenta do not age. However, an oricenta who has overused their magic, or who has a severely damaged aolin will begin to age quickly. This aging does not revert.
- Upon death, an oricenta's unique abilities are contained within the aolin. Those possessing it can harness those powers, or consume the aolin to gain the power for themselves. Aolins without owners will be transported back to Ilada for absorption.
- When their No Element enchantment is activated, they can digest anything an owl, deer, or human could eat. If they turn off the enchantment, food that strives too far from their element will still turn off their powers until it is out of their body. They produce pellets of undigestible material.
- Non-bonded oricenta are always affected by this, bonded ones are only affected by eating things that are too much of the opposite; Fire oricenta eating soup, Air oricenta eating something really dense
- Elementalists of their element can give comments to an oricenta, with the degree of force being connected to their control of their element, their relationship with the oricenta, and how uncharacteristic a task is. This ranges from a slight nudge to mind control.
- Asking an oricenta to do things they'd fight against, using a stolen aolin, commanding an oricenta to murder, or bringing harm to an oricenta can damage the bond, either with the specific oricenta or with all oricenta as a whole.
- Oricenta who attack elementalists who still have the trust will find their abilities halved in strength. This effect is highly based on intent and would not include playful/consensual fighting.