| �Shadowpath� Shadowpath are the disciplines Demons use to travel,bend reality,or hide in some way. The power was created by the Diabolos bloodline itself and is reletively new to the whole Daemon culture. People invoking Shadowpath should keep in mind the dangers and even the advantages of this power. Level (1) Plain Endurance- de b(5) Using this during a rift walk or plain shift, the Daemon is able to endure the reality he's in, wether its a blackhole, the arctic, or the center of the earth. This works on altered realitys as well, but does not allow one to endure a banishment or exile. Level (2) Exile- de B(8) The being attacked with Exile is constantly torn from this plain and sent to another of the daemons choosing, unable to sustain a presence here or there despite all attempts. This continues until a third turn, then the being is thrown from this plain intirely. If the daemon has enough knowledge of plain travel, he can send his target great distances or into harsh terrains. Level (3) Stop Pendalum- Stop Pendalum is the time warp Discipline which causing time to stop for seconds, not minutes or hours just seconds. This is usually used in hand to hand combat just to slip a few tough hits in. Stop Pendalum doesnt reset or speed up time. The time the Discipline stops time depends on the Daemons strength. Level (4) Double Time- de B(6) Almost like swiftness, the power isn't time based, but reality based. This grants the user the ability to act just after an action is used and just before the action is finished, despite the use of celerity or speed increasing powers. Level (5) Rift Walk- de B(1) The ability to open a rift, a tear in the fabric of reality, to walk between plains or across vast spaces. Rift Walk can also be used to transport objects or store them, keeping them safe in a private rift. Level (5) Seventh Sign- de B(7) The Seventh Sign is one of the strongest level of Morchete to date. It ceases the travel of a being for two posts by ANY means including portals, rifts, obfuscation, etc. The Seventh Sign which is outside description is seared into the flesh of the person in question and its curse provents them from leaving their present realm. If a person does leave the realm after the Seventh Sign is invoked, the realms of their travel will merely tear them into nothing, thus causing a suicide post(since the person knew that if they left they would die). Also the person with the Seventh Sign cannot be "Carried" out by another being(s). Level (6) Collapse of the Void- With a hand and a shift in both reality and the current plain the Daemon resides, he can distort the very area using a small/large dark orb, which can grow or shift as neccesary, either destroying the area or warping it(e.g. turning it into water, glass, plantlife) Level (7) Merge- Merge is a typical Shadow discipline which simply lets the Demon travel through Shadows by merging with them and actually becoming them. Also Merge allows the Demon, once per fight, to turn into pure shadow so that he can dodge one attack. Level (7) Disburst- de B(2) Disburst allows the Demon to rid the room he's in of shadows thus making it so that assassins who use the shadow as a cloak no longer have the element of surprise and those beings that use Shadows to attack can no longer do so. If a being is caught inside a shadow while disburst is used, they take aggravated damage throughout their body and are tossed out of the shadows. Level (8) Merger of Realms- Only Daemons of the first and second generation, in their bloodline, can use this Discipline. With the Merger the Daemon can create a crossing between their current plain of existance and the Shadowplains(the area of the Shadowplains the Daemon and his family dominate)thus giving them a slight advantage by having the ability to change their surroundings, dispell certain magic, and if their fighting against a holy creature the merger will cause them to become weak from the overpowering darkness. Level (9): Armor of Radiance-de B(4) No shadow or shadow based creature may hold its form within five feet of the daemon, as his body begins to emit a purplish glow, much like a dark light. This act's as a defense against shadow based attacks as well as netherbeasts, creatures made up of shadows themselves. When invoked, it remains in effect until dropped, and costs five vim to activate. Level (9) Banishment-de B(9) If a daemon casts this he can banish a being that teleports or shifts plains later on in the scene, preventing return to the plain of existance. When this takes effect, the being is sent to a null reality in the form of a cube that the daemon keeps, marked with the runes of the watcher, preventing escape by any means. �Emergix� Emergix is the discipline that harnesses the energies that are within each Demon. With it Demons can channel their dark essences into many different methods. Some to heal others to cause serious damage. Level (1) Dark Ties- When a Demon uses Dark Ties he/she uses it like a bola to bind the enemy (this power works best against vampires or other Demons) and disable their disciplines. This only lasts for one post or turn but after it still keeps them bound which can be good in some scenario's. Level (2) Dark Hale- This is good for when the demon is cornered and being attacked by multiple enemys or if he cannot get a lock on the enemy to use a projectile attack. The demon summons up dark forces from the sky and forms black clouds that fill the roof of the room then black shards of ice fall and explode upon contact with the specified enemy's flesh(only the enemys are injured everyone else in the room is not) Level (3) Soul Geyser- This is one of the strongest Disciplines. The Demon channels his energies into the ground and using his mind he directs it to his enemy until its under them then the guyser erupts with soul energy and tears away at the enemys skin until it does enough damage to severly injure them then it comes back down and finishes the job, the water like soul energy that came up out of the ground solidifys into the same shards as Dark Hale(above)and exlodes against the enemys flesh. Level (4) Ensnare- An unseen web of energy will build around the daemons body exactly five feet from his form, letting him use projectile attacks but limiting his movement drastically. Anything caught in this web will experience the same afflictions are Dark Ties, but will be so entangled that escape would be impossible. The daemon can also use Ensnare to put around his targets body. Level (5) Chaos Fists- Ever feel the need for a little touch of chaos? Well, this discipline will be good for you then. Every Daemon can feed off the essence of Chaos, but only with this discipline can they harness the natural being of chaos into their hands, giving them the ability to make a person feel the fury of chaos. A Daemon in their human form will be able to do serious damage but when in their Daemon body, some Daemons have been known to rip a persons body in half with a single punch. Level (6) Discharge- Storing electrical energy in ones body isnt a hard thing, mortal monks managed to do that. But to amplify that energy one hundred fold to short out both electrical components and nerves, not to mention causing general lightning to distribute through the body, is a whole different state of power. This discipline allows the daemon to do such, in either large variables such as city blocks or smaller ones, like an eyelash. Depending on the daemons level of intellect. Level (7) Mask of Fate- A truely magnificant power,the Mask of Fate channels through a Daemons face, in the shape of a gray skull, and as it hits it creates a distortion in the time line, fast forwarding the victom to the time of their death, and gives the Daemon the ability to actually change that fate to make it as gruesome as they see fit. Level (8) Soul Snatch- Be they magic beings, or the lowest form of darkness, no matter what all creatures have souls, and The Daemons can take them using Soul Snatch. This discipline uses the Daemons hands, to tear through a persons image on the Shadowplains and take their soul from their bodys. Level (9) Aura of Dauthi- Conjuring the powers of Dauthi, a dark knight known for his suit of armour that prevented his harm during the holy war, the daemon may radiate an aura of equal power a foot in width around his form. The aura is reddish, and takes on the visage of Dauthi's spiked armour. The key use of this power is the fact is redirects exactly four attacks, of the daemons choice. Level (10): Dead Light- A series of dark purple lights will shine and fill the area of the daemon, causing his target(s) to have their skin torn from their bodies due to a sort of passive halioreactivity forced upon them. Soaking the damage will prove useless, as will altering forms to fight the light. The only true way to envade this power is for the target to change his plain of existance. |