Oricenta Upgrade: Smokey

Keen

Clown Town
Nov 23, 2016
4,470
keens-bakery.carrd.co
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Agender
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They/He
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Ash and Smoke Breath - Unlike other Fire oricenta, who breathes fire, Smokey can turn her breath into smoke or ash about 20ft feet in front of her. If she takes a deep breath in, then lets it out, she can send out into a large stream of ash or smoke that can spread out and conceal her. She can control the temperature of the ash and smoke, ranging from warm to unbearably hot. She can make an unlimited amount of smoke and ash as long as she can breathe. The smoke and ash can be made harmless at will. When using them to harm, the first 10 minutes are the most harmful, but after every five minutes, it becomes significantly less harmful. Eventually, it will become so harmless that anyone could breathe it in with no harm whatsoever. She can somewhat control the direction of the smoke, but she does not have full control over it and even the gentlest blow of wind or rain can mess her up.
  • Fireworks - Smoke can cause a spark in her ash and smoke to cause it to explode into fireworks, which can range from almost harmless (small burns to a small grenade. She can only make about 30 of the near harmless sparks a day, but the stronger they are, the less she can use them, with 10 being her max for small grenades. Unlike the rest of her palette, the explosions take on various neon colors. These explosions can be modified to be different shapes, one neon color, or many.
Healing - Smokey can heal both herself and others. By blowing smoke on her, she can heal from bruises, deep scars, or injuries caused by excessive cold. Her ability to heal people is moderate. She can heal bruises, minor scratches, or injuries caused by excessive cold.

Smoke Oricenta Abilities - As a combination of Air and Fire, Smoke oricenta are creatures of the skies and the heat, and their natural habitats are the skies and hot/dry environments.
  • Fire: Fire Breathing - Fire oricenta can breathe fire about twenty feet in front of them. Smokey cannot do it, with it being replaced by their smoke and ash breath.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.
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.
  • 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.
Charm: Heat Bracelet - The person wearing this charm will be kept hot when in cold areas. The charm can only handle temperatures 10 degrees Celsius and higher. Anything above that will disable the charm. The charms need no charging, but while worn, the wearer cannot benefit from their species' thermal immunity abilities. They will also not gain strength from being in the heat. The charm takes the shape of a bracelet that forms firmly around, but comfortably around their wrist, making it easy for the wearer to carry it around without worrying that they will lose it.

Smoke Oricenta Abilities - As a combination of Air and Fire, Smoke oricenta are creatures of the skies and the heat, and their natural habitats are the skies and hot/dry environments.
  • Air: Fast Fliers - Air oricenta excel at flight for extended periods of time, can fly at about 60 to 70 miles per hour, and can easily adapt to high altitudes. Compared to other oricenta, they have very large wings, which makes flying through wooded areas difficult, so they stick to clear areas.

  • Air: Air Sensitive - Air oricenta can detect vibrations in the air to get a general sense of the area around them, like if something is nearing them and its size.

  • Air: Lightweight - Air oricenta are very light. When they fall, they float slowly like a feather, and in water they are buoyant.

  • Air: Acrobatic - Air oricenta are supernaturally agile, flexible, and steady like they were born to be gymnasts. They can contort their bodies in unnatural ways and are naturally good at balancing themselves on any platform.

  • Fire: Thermal Immunity - They are completely immune to thermals and fire. They can survive in the hottest of heat and set themselves aflame with no damage whatsoever.

  • Fire: Warm - Fire oricenta have naturally warm bodies, and when they become emotional, touching them can range from hot to melting.

  • Fire: Dry - Fire oricenta can survive without water longer (but still needing to drink it eventually). They do not sweat, and when they cry, their tears will either be very hot or turn into steam, depending on the extremity of their emotions.
Oricenta Physiology - Oricenta have both the traits of an owl and deer, as well as other traits unique to their species. For their owl traits, oricenta are able to adapt to high environments, adapt to atmospheres for flight, grow sharp and strong nails for hunting, night adaption (seeing well in the night, functioning better during the night, etc.), and have a predatory instinct (enhanced tracking and hunting). 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.

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.

Supernatural Physique - Oricenta can lift up on average 2,000 pounds and run and fly at about 40-50 miles per hour.

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.

Elemental Bonding - If an elementalist and oricenta feel like they have a strong enough connection, an oricenta can bring their elementalist to Ilada to bond together. This will make the elementalist the oricenta's Guardian and the oricenta their Companion. Any commands the Guardian gives will override any other commands and there will be a constant and mild empathy effect. Both the Guardian and Companion can mentally call to each other. This call can be comparable to having a strong feeling that someone needs you and knowing where to find them. They can also tell where the other is without sending a call. If a Guardian and Companion decide the bond is not working out for them, they can return to Ilada to get it broken, immediately removing all of the magical effects. Oricenta can only bond with elementalists that can control at least one of the same element they are.

Smokey is bonded to Roa Asiel.

Smoke Oricenta Weaknesses -
  • Air: Creatures of the Sky - Air oricenta feel an almost irresistible pull to be high up in the skies. They will have dips in their mood that can range from "sad" to "depressive" and become physically weaker the longer they are away.

  • Air: Fragile - Air oricenta are physically weaker and easier to damage. Their bodies are naturally delicate and are prone to bruises from normal physical interaction and broken bones from being held roughly, but their physical strength as an oricenta still remains.

  • Air: Slow Runners - Air oricenta have weak legs, and when running, they can only go as fast as about 10-15 miles per hour for short bursts of time.

  • Air: Earth Magic - Air oricenta take double the damage from Earth magic.

  • Fire: Creatures of the Flames - Fire oricenta feel an almost irresistible pull to be in hot and dry environments. They will have dips in their mood that can range from "sad" to "depressive" and become physically weaker the longer they are away.

  • Fire: Fire Bathing - Fire oricenta must submerge themselves in flames once a day to prevent cooling off and weakness in both the mind and body. They can only drink and bathe in warm, or more preferably, burning hot water.

  • Fire: No Cold Resistance - The cold halves Fire oricenta's movements and discomforts them. Staying in the cold for more than 30 minutes to an hour will cool them until they freeze and die. Mild chilliness (15 degree Celsius or slightly below) will not kill them.

  • Fire: Water Magic - Fire oricenta take double the damage from Water magic.
Second Heart: Aolin - Oricenta are born with a second heart on the opposite side of their chest, known as an aolin. The aolin is the core of all their magic, as well as holding their soul. Damage to their aolin will lead to weak and unstable magic, and extreme damage or removal of their aolin will lead to a complete loss of their magic, as well as leaving them in a barely-functional stupor. They will begin to age normally and will waste away over time.

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.

Smoke Breath - Smokey can breathe smoke out to a range of 20'. They can choose the temperature of this smoke, up to 65°C. This smoke can obscure the area around them. They can choose whether the smoke is harmful to breathe or not. They can also make the smoke explode into fireworks, ranging from basically harmless (small burn flecks) to the explosive quality of a grenade. Smokey can make up to 10 grenade level explosions a day, or 3 harmless explosions per single grenade level explosion.

Healing - Smokey can heal themself, other oricenta, air elementalists, and fire elementalists. They do this by breathing smoke into the wound. They can heal bruises, deep scars, and injuries caused by cold.

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 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.
  • 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.
Enchantment: No-Element - Oricenta have enchanted markings that, when turned on, can take away all of their elemental abilities and weaknesses.

Smoke Oricenta Abilities - Stats are debuffed due to being a child, but they are still enhanced for their age.
  • 30% deer / 70% owl

  • Average flight speed 30 mph, top flight speed 50 mph

  • Can lift 300 lbs

  • Enhanced agility, flexibility, and balance

  • Owl Senses: hearing; sight, only at night

  • Relatively buoyant: More buoyant than humans, less fall damage

  • Immune to intense heat, fire, and electricity

  • Above average body temperature. Can survive 5 days without water

  • In a 15' radius, the environment is more prone to gusts of winds.

  • In a 15' radius, the environment is more prone to catching on fire.

  • 30’ radius aura boost air and fire magic by 25%
Oricenta Physiology - Oricenta have the traits of an owl and deer, but the exact mixture of those qualities range based on their elemental type.
  • 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.
Immortality - Oricenta hit their prime at 24 and will not die until fatally injured.
  • 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.

Smoke 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 high up in the skies, windy areas, hot areas, and dry areas. The longer they are away, the more their mental and physical health degrades. Must set themselves aflame, be in windy areas, or fly for 20 minutes daily to not degrade.

  • Can only digest light and fluffy food; bread, bird meat

  • Can only digest burnt food; firewood, burnt meat.

  • Very fragile. Cannot take a hit, and normal interaction easily bruises them.

  • Average run speed 5 mph, top run speed 10 mph.

  • Can only safely interact with warm, or more preferably, burning hot water.

  • Cold halves movement speed. Being in the cold for 30 minutes to an hour can lead to death by freezing. Mild chilliness (15°C or slightly below) will not kill them.

  • Takes double the damage from earth and water magic.
Second Heart: Aolin - Oricenta are born with a second heart on the opposite side of their chest called an aolin. It is the core of their magic and soul.
  • 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.
Diet - Oricenta have difficulty processing foods not attuned to their element. If they consume a food too far from their elemental affinity (which is most human foods), it gives them painful stomachaches and takes around an hour for them to digest. During this digestion period, they're incapable of activating any elemental abilities but still have normal elemental weaknesses.
  • 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
Elementalist Trust - Oricenta are compelled to trust and serve elementalists. Oricenta see elementalists as close friends or masters, and elementalists see oricenta like close friends or people who need protecting and caring.
  • 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.
 

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