Category:Effigy of Danaokh
Contents
The Effigy of Danaokh
The Effigy of Danaokh would be granted to those who share in Danaokh's concern for life, and their boundless curiosity for the wonders that the living world possess. She most often marks those who remind her of Fei or Chrien (as she used to be) or Ufrek. Her friends from before the Shattering. She will rarely mark anyone who seeks to use her abilities in a way that renders uneeded destruction.
The Initial Manifestation
The initial manifestation manifests in colorful-finlike protrusions around the softer cartilaginous structures of the person's head, the nose, the ears, etc.. In addition, their feet and hands become webbed, with the same colorful pattern that fans out from each finger. The membrane formed is soft, flexible, and stretchy enough that it doesn't interfere with their manual dexterity, but does enhance their swimming capability as a natural course. Also, whatever color blood the person had before being given the Effigy, now it will become silver, like a biqaj's. They are also able to breathe underwater, and are capable of fully immersing themselves into the depths of the sea for prolonged periods.
Breath Power
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Breath Power | 1 | Water Breath | Free | The basic breath power of Danaokh's Effigy. Water Breath shoots out a pressurized stream of water, that typically is enough pressure to bruise flesh with blunt force and push objects, creatures, and people around whether above or below the surface of water. If aimed at the water, it can for the moment cause the water to shape itself in a way that the effigy-bearer desires, whether that be in the form of a tidal wave, or animals. Basically a strong form of elemental manipulation from their breath. Up to 2 tons of water can be manipulated in this way, which can in turn displace surrounding water, compounding the effect. |
The Branches
The Life Branch
The Sustenance Sub-Branch
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Tier 1 | 2 | Breath of Sustenance | 25 | This gives the watery breath of the effigy-bearer a far less violently pressurized version, that gently caresses the target of its waters with nourishing energies that feed and hydrate them fully upon contact. This can affect more than one target, as the breath is less a focused beam of the typical water breath of the Effigy, and more of a splash of lukewarm waters. In addition, it can heal moderate wounds with a short blast, and up to severe wounds with a concentrated blast. |
| Tier 2 | 12 | Fangs of Sustenance | 50 | This gives the Effigy Bearer the serpent-like fangs of Danaokh as a physical manifestation. In addition to this, when the fangs are manifesting, and the effigy-bearer uses this power to consume food or drink, they will find their needs (for food, drink and sleep) are satisfied for no less than seven trials from a single meal. This can be compounded with any effects of the food's quality or power. If a food would have a separate effect from sustenance, that effect's duration will be doubled (e.g. potion effects). |
| Tier 2 | 13 | Nourishing Venom | 50 | This gives the Fangs of Danaokh's dragonling mount (or the Effigy Bearer if they already have fangs) the ability to inject a substance that can keep any living being nourished and stable (as per the entire affect of Fangs of Sustenance), even if they're unable to move around. If the effigy bearer has the Fangs of Sustenance, they can also use this power. The effect lasts for up to seven days and milking the fangs can allow the affect to be offered to another person without being bitten. Enough to sustain up to five people can be generated per day per mount and effigy bearer and if 'milked' the venom will remain usable for up to seven days before it loses its properties. |
| Tier 3 | 20 | Vital Consumption | 75 | A passive ability that affects the digestive system of the Effigy Bearer. It can, when eating or breathing anything that it is possible to eat/breath (e.g. not lava, but rocks is fine), whether cooked or raw or otherwise, eat their food without fear of poison, disease, or other concerns that might arise from eating a tainted sample of food. Food can never hurt them. Further, when they eat something that possesses a disease or toxin, that would've otherwise been perfectly edible to their species without it, they can produce a cure or antidote by way of spitting an ichorous substance, that one afflicted with the toxin or disease can then ingest to be cured. |
| Tier 4 | 29 | Moment of Vitality | 100 | Once a day, the Effigy Bearer may designate one of their meals as one that empowers them with great vitality, strength, speed, or fortitude. As such, when having consumed one of these meals, they will be granted a moment of vitality for anyone of their physical skills (athletics, strength, endurance, resistance). This meal can be a simple snack, taken in a moment. But it must be recorded and tracked by the Effigy Bearer. This meal can only be consumed once a season, for one physical attribute chosen at the moment the vitality is needed and lasts an hour. Mechanically, this causes one of the affected's skills to increase by two levels for the duration of the power. |
| Tier 4 | 30 | Sustaining Waters | 100 | Given that the Effigy Bearer is able to live in the water as effectively as in their native environs now, they probably spend a decent amount of time immersed in the watery environments that surround Idalos. As such, they're able to form a sustaining bubble around themselves, that allows them to sustain all of their physical needs at will when in the water. This offers a minor healing affect and is a preventative measure against afflictions and natural hunger and thirst and disease that protects the Effigy Bearer while in the water. They can extend this protection to all around them, as well as water-breathing effects for a radius of 40 meters. This bubble travels with the effigy bearer while in the water, and for no more than a few bits outside of the water. |
| Tier 5 | 37 | Feast or Famine | 125 | The Effigy Bearer no longer requires anything to survive, no food, water, air or rest/sleep. They are not immune to becoming exhausted by effort, but in this regard they can be considered to have +1 Competence Level in Endurance (at GM they can indeed be considered to be immune to becoming exhausted by effort). With this, the effigy bearer can be considered to achieve personal tasks/project that don't depend on others in a third of the time it would otherwise normally take and they can wander through a vacuum or poisonous environment as if it were nothing. Note that they are not immune to heat, etc... just the needs of their body.
Further to this, their Nourishing Venom also now offers this same effect to anyone consuming the venom for as long as the venom typically lasts. |
The Creation Sub-Branch
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Tier 1 | 3 | Child of Creation | 25 | Upon the acquisition of this power, a Child of Creation is birthed from the life all around the Effigy-Bearer. Containing traits of no more than three types of life (plant or animal, land, air, and sea bound examples of life, typically), the creation will follow faithfully the Effigy-Bearer, as a youngling would their own parent. This Child is vulnerable to all forms of harm that might come to one of its embodied species traits. However, it's granted more and more autonomy and independence with every other power acquired in the Creation Sub-Branch, and in some of the other Branches.
If it dies, it's corpse (or whatever is left of it) turns into an egg that produces a creature of the same description, but effectively a new individual Child. It needs to be biologically viable, but there's a lot of leeway here as it can draw on many of the dependencies of its main traits whether plant/animal/etc.. It can be as large as an average bear, and as small as a mouse. The Child of Creation shares its experience and acts as a separate set of eyes and ears for the effigy-bearer, like any familiar and it can also use Water Armory if this power is held by the Bearer. |
| Tier 2 | 14 | Claws of Creation | 50 | A physical manifestation that transfers to the Effigy bearer as well as its Child of Creation. The Claws of Creation give the Effigy-Bearer a set of sharp claws that are able to make precise cuts. The claws, when used in combat, are effectively bladed weapons, and use Combat: Blades skill in their use. Interestingly enough, they double as surgical tools, as they are only able to make clean cuts. |
| Tier 2 | 15 | Sprites of Creation | 50 | Small versions of the Child of Creation spring forth from the Child when it's in danger, and can generally be helpful to whatever situation it or the Effigy Bearer finds themselves in. No more than a dozen of these sprites are able to be summoned at one time, and there's a cooldown of five bits between each summoning, and each summoning lasts five bits. For every sprite (and there can be no fewer than two) the sprite is that much smaller than the Child of Creation. For instance, if a Child of Creation creates three sprites, they each will be a third of their size. Five sprites will result in sprites a fifth of the size of the Child of Creation. |
| Tier 3 | 21 | Breath of Creation | 75 | The Effigy Bearer can take any sample of matter of a living creature, whatever it's condition (whether dead or alive, plant or animal), and then breathe a new, perfectly cloned life from that matter that is the same species in its infancy. This is effectively a new individual. Furthermore, one cannot produce a regenesis of a unique creature of supernatural nature, like a Mortalborn, Immortal, Dragon, or Leviathan. It's effectively a new person, with its own developing personality from the moment of creation. |
| Tier 4 | 31 | Grandchildren of Creation | 100 | The Effigy Bearer can impart the ability to the Child of Creation to procreate asexually, typically by laying a single egg which produces a single child per Cycle. They can have at any one time, no more than five living children, which grow to measure within a few cycles. But these children all bear the same enhancements of the Child of Creation. |
| Tier 4 | 32 | Breath of Regenesis | 100 | The Effigy Bearer is able to breathe into being a complete and healthy copy of any mortal being (not unique creature, like an Immortal, Dragon, or Leviathan). The new 'copy' is in every single way the same individual, with all their abilities, powers, marks and everything else, with the exception that they are now (regardless of the state of the individual previously) a perfectly healthy/healed version of themselves, with any physical ailments and/or scars gone.
With this ability, it is possible to resurrect recently dead people (that have died within the past 10-15 minutes). If used on a living being, their 'previous self' dies, painlessly, as their soul transitions from one body to the next. This can be performed only one per season. |
| Tier 5 | 38 | True Genesis | 125 | From their own imagination, the Effigy Bearer is capable of producing an entirely new, non-sentient life form. The possibilities of this new life form are broad but must fit into the ecology of whatever environment it's released to, but once released will propagate until there are enough of its kind to sustain a population. If the lifeform is entirely new, then it needs to be developed as its own dev entry, wherever it is introduced it is subject to the same amount of scrutiny as any dev entry and may only be used once per cycle.
If the effigy bearer is just creating a new lifeform that has already been deved, i.e. they are just creating a new creature of type X where X has already been deved and approved, then a PSF is not reacquired and the Effigy Berer need only have met (and made contact with) one of its species before. This power cannot be used to create unique creature, like an Immortal, Dragon, or Leviathan (sentient or otherwise). |
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Tier 6 | 46 | Eternal Life | 150 | A passive ability and the culmination and consequence of all the life-giving energies infused into one who has mastered the Life branch of Danaokh's Effigy, this grants her effigy bearer boundless life energy, to where they cannot age, and neither disease, nor starvation, dehydration, nor toxins or any other ailment will find permanence in their body. They simply cannot affect them. So they don't need to eat or drink, but they can. They regenerate wounds at a rapid rate to where things that wouldn't have immediately killed them in a single stroke won't, but things that would instantly kill them will still do so. This means they could effectively walk through lava, but doing so would still be just as painful as one might expect. Getting crushed in the grip of a large creature or under a heavy object or someone stabbing the Bearer and leaving the weapon in the wound would work to kill the effigy bearer. Cumulative injuries, however, will heal too fast to cause their immediate death. In the event of a dismemberment, as long as the Effigy Bearer is able to survive it (beheading means death), then the limbs can either be retrieved and reattached or very quickly regrown. |
The Motion Branch
Stasis Sub-Branch
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Tier 1 | 4 | Preternatural Balance | 25 | The Effigy Bearer can maintain their stillness, even in the midst of gravitational forces, gale winds, churning water, or quaking earth. Nothing can disrupt their balance so long as they engage this power, which they can do indefinitely as long as they remain still. No one can disrupt their posture or balance and tipping the world upside down wouldn't disrupt their balance, as long as they aren't' moving. |
| Tier 1 | 5 | Paralytic Stasis | 25 | Gives the Dragonling the ability to produce a venom from their fangs that puts another living being into a static state of paralytic sleep. While in this state, they are stiff as a wooden board, and about as durable. This paralization lasts about a break, and can be ended prematurely by any form of anti-venom. If the Effigy Bearer has fangs of their own or manifested from another part of this Effigy, they also can produce this venom. |
| Tier 2 | 16 | Slow Breath | 50 | Alters the breath weapon of the Effigy-Bearer, so that it produces a gentle spray of water that slows anyone caught in its cone by half speed for as long as they remain wet by this breath. The slowness will fade fast if they wash off the breath water in another body of water where this breath hadn't been released. This has the same effect underwater In a cone of 25 degrees, 100 yards from the effigy bearer. |
| Tier 3 | 22 | Clawed Clutch | 75 | The Dragonling's claws are able to maintain an indomitable hold over any other being. While this doesn't prevent the clutched from moving, their own grip over the subject cannot be disturbed in any way while engaging this power. If the Effigy Bearer has claws, whether their own or manifesting from another part of this Effigy, they too will be able to perform this power. Their grip can be disrupted by seriously damaging the hands of the Effigy-bearer, or else by forms of coercion whether conventional or supernatural. This typically overrules escape-based powers such as rupturing and Loshova's Broken Shackles, but only while the effigy bearer has a firm grip on the person trying to escape their grasp. |
| Tier 3 | 23 | Chained Hold | 75 | The Effigy Bearer can transfer the benefit of any of their Motion Branch abilities by merely maintaining contact with any other being. Any being that that one is also in contact with will be similarly effected, creating a chain effect. The contact can be indirect, but only if the others are holding the same contiguous object/chain/thread as the effigy bearer with their hands. |
| Tier 4 | 33 | Indomitable Wrap | 100 | The Dragonling with its lengthy tail, can cause another creature or thing to cease its movement entirely if it can wrap its tail all around the object or creature. This ability persists on as many things as it can wrap its tail around entirely, until it releases those subjected to it. Destroying the tail can however free those caught in its grip. Tier 2 feats of strength or agility can also result in escape, however. If the tail is long enough, one can wrap multiple people up in it. If the Effigy Bearer has a tail through the Swishy Tail power in the Conflux Branch of Movement, they too can use this power. |
| Tier 5 | 39 | A Moment of Permanence | 125 | The ability to create "moments of permanence" - turning fleeting states into enduring conditions. Rather than simply freezing things in time, this power allows the Effigy Bearer to take temporary states and make them persist indefinitely. Make an illness permanent (this might effectively 'pause' a deadly disease in it's current progressive state, preventing death, or make a simple cough last forever), preserve food in its current fresh state forever, lock a memory in someone's mind so it is crystal clear forever, make someone feel happiness or sadness forever, etc.
Limitations: ~ The anchored state must be physically possible in the first place (if a thing cannot float, it cannot be made to do so by pausing it mid fall) and is a 'state' not a complex series of events. ~ Requires direct physical contact to establish. ~ The Effigy Bearer can only lock one state into place per season. |
| Tier 5 | 40 | Wave of Stasis | 125 | With a spin of their body, the Dragonling and Effigy-Bearer can cause all objects and beings around them to slow their movements to a quarter of their speed. This extends into a radius of 100 meters around them, and persists as long as the Dragonling and Effigy-Bearer are capable of maintaining balance in their spinning. This slowness stacks with the Slow Breath power. |
Conflux Sub-Branch
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Tier 1 | 6 | Swishy Tail | 25 | The Effigy-Bearer grows another draconic manifestation, in the form of a lengthy, serpentine and prehensile tail. This often resembles the tail of their dragonling companion, and is tough enough to be used as a Unarmed weapon in combat. It can replace a tail if the effigy-bearer already has one. The tail is quite long, at about fifteen feet long, but can be retracted to be smaller, if the Effigy-Bearer wishes. Or even toggled on or off. |
| Tier 1 | 7 | Slippery Treacle | 25 | The Effigy-Bearer is able to produce a slippery secretion from their body or skin that allows them to escape almost any hold or confinement. They can no longer effectively be held in place while secreting this substance. The exception would be if the confinement has an opening that would require them to shrink or compress. |
| Tier 2 | 17 | Accelerating Breath | 50 | Turns the breath weapon of the Effigy-Bearer into a watery splash that causes anyone touching or touched by the waters of that breath to move at twice the speed. This also impacts areas underwater that the breath touches. In a cone of 25 degrees, 100 yards from the effigy bearer. |
| Tier 3 | 24 | Fast Travel | 75 | All modes of travel become trivial for the Effigy-Bearer, as any journey that would take longer than 5 days now would only take them 5 and no more. This only affects long-distance travel, not travel within the immediate area and affects anything they are traveling in/on also (cart/ship/etc.). |
| Tier 3 | 25 | Labyrinthine Escape | 75 | While they maintain a state of motion, the Effigy-Bearer is capable of moving in and out of tight and convoluted spaces with full range of movement. Unless the area that contains them has no openings and is water-tight they can find their way out of it, if they can fit through the opening. |
| Tier 4 | 34 | Unbreakable Stride | 100 | While moving any part of their body as fast as they can, the Effigy Bearer cannot be slowed down by any effect that would normally slow them down. They can still be stopped, deflected or manipulated, but their general speed of their motion cannot be slowed. Any obstacle, structure, person or feature strong or sturdy enough to prevent their movement will require them to find a way around it/them as usual, but their movement cannot be disrupted within a given space. |
| Tier 5 | 41 | Ambient Alertness | 125 | Within a radius of 100 yards, the Effigy-Bearer is able to detect motion of any kind without regard for their other senses ability to perceive such motion. This ability is fully passive but can be toggled. |
| Tier 5 | 42 | Serpentine Flight | 125 | The Effigy-Bearer can move with the agility of a sea serpent, moving through the air or water with as much adroitness as any native swimmer or flier, although this is more of a floating action in the case of flying. They can engage this flight for as long as they have the endurance to do so. This effectively doubles their short-range speed in air, water, or land while they move. It can only be enhanced by athletics/flying/swimming skills. This power does not require the innate ability to fly, but grants the ability to fly. |
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Tier 6 | 47 | Mimic Memory | 150 | With their draconic gaze the Dragonling of the bearer as well as the Effigy Bearer themselves can mimic the motions of anyone or anything they see. They can keep step with them, answering every other motion of the other with a counter motion, or a synchronized motion. This has great utility in combat and in other physical contests, as every motion the other person makes it equally and perfectly countered or met with the required leverage and force to counter their motion. |
Solitude Branch
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Tier 1 | 8 | Personal Domain | 25 | As the great dragon once did, the Effigy Bearer is able to create a small bubble dimension, into which they and they alone (with the personal belongings upon their person) can enter to gain some respite. While inside the domain, they cannot be harmed and can remain in there for as long as desired while time passes normally around them and their pocket domain.
The entrance can take any thematic form, (a floating portal, or replacing an open door or achaway) as long as it makes sense to do so, is always obviously something a bit odd on entry and will always exit to where it was entered from (though this location can change between uses as long as the Effigy Bearer is not inside). The domain is a simple underwater cavern that is no larger than 3 meters cubed. When leaving the domain and closing the door, the Bearer is always completely dry and anything left inside the domain is ejected harmlessly onto the floor around where the door was. |
| Tier 1 | 9 | Domain Permanence | 25 | The Effigy Bearer's Personal Domain now has object permanence. Between uses, anything left in the domain, will remain in said domain if left behind for future use. Thing taken into the domain, can be removed again at will.
The Effigy Bearer is also able to create small, permanent pocket dimensions, attached to items or bags that can be used for storage. These specific, permanent pocket dimension can only be created once per cycle and work as per the Domain Bag for all rulings. Note that this 'Pocket Domains' are distinctly separate from the Effigy Bearer 'Personal Domain', of which there can only be one. |
| Tier 2 | 18 | Invitation to Solitude | 50 | The Effigy Bearer's Personal Domain can now accomodate other people and doubles in size (this stacks with other volume modifiers from this Effigy, but is always applied last), by way of implicit or explicit invitation, i.e. the Effigy Bearer only needs to want to allow or disallow a person to have access to be allowed it. Further to this, if the invitation is revoked, then the target of said desire is instantaneously repelled from the domain and returned, unharmed, to an available space just outside the door. No mundane attempts to resist this (grabbing at things, etc) is possible and any attempt to avoid being ejected through non-mundane methods would be met with impossible resistance, to the point that the very existence of the person is an affront to the physics of the domain itself, causing pain, harm and eventually death. Note that the Effigy Bearer cannot choose to cause these affects and if the person simply leaves, then no harm is done and that the most significant limitation of the personal domain is that if someone wishes to leave, then they simply do, preventing people from becoming trapped in the domain against their will.
If the Effigy Bearer has the Ambient Alertness power, then this applies to all things and people within their Personal Domain at all times. |
| Tier 3 | 26 | Elemental Domain | 75 | The Effigy Bearer now has control over the substance within their Personal Domain and the domain's size increases by a factor of 10. With this, the Effigy Bearer can summon and control fire, earth/stone, water and air. Within their domain, they can control the elements without restriction, which could include removing all air from a section on it or moving walls in to squish someone. |
| Tier 4 | 35 | Comfort in Solitude | 100 | The Effigy-Bearer can now summon any mundane physical 'thing' within their domain. Nothing generated within the domain can leave said domain, but while inside, it is in every possible way 'real'. The term "any mundane physical 'thing'" refers to the inability to create magical items etc. Anything from a table to a house, with simple or complex design can be created at the speed of thought. |
| Tier 5 | 43 | Personal Ecosystem | 125 | The Effigy Bearer's Personal Domain can now take on the environmental ecosystem of any known (to the Effigy Bearer), natural ecosystem. Dense jungle, the ocean, a desert, even a city. The sky will appear above them and the limits of the domain are now bound only by impassable and mysterious forces rather then simple physical walls, leaving an endless continued vista to enjoy (even if you cannot visit it). With this power comes an increase of domain size by a factor of 10. Further to this, powers from the Creation Sub-Branch are considered almost unlimited specifically within the Personal Domain (if you have them). This means that creatures can be created, wired and wonderful as they might be and with the only limitation being that nothing created within the Domain in this way can leave the domain (ever and for any reason) the wildlife of the domain can literally be born from the imagination of the Effigy Bearer and will obey their every whim at all times. |
| Tier 5 | 44 | Fortress of Solitude | 125 | The Effigy Bearer's Personal Domain and everything within it is now optionally (at the Effigy Bearer's discretion) totally undetectable by any means. No one and nothing (with the notable possible exception of the great beings of Idalos themselves, like Immortals and Dragons) can locate the domain or anything within it. Further to this, while inside the fortress, if the door to the outside world is closed, time can pass more slowly or quickly inside the domain than it does outside. Time can move a quarter as fast inside (relatively time moves four times as fast outside as inside) or twice as fast (time moving slower on the outside by about half) and affects everyone and everything inside the domain equally. To be clear, this affects the flow of time inside only, and the effect on the outside is only a consequence of relativity. |
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Tier 6 | 48 | Soliloquy of Danaokh | 150 | The forces of creation within the domain of this Effigy Bearer's Personal Domain are now theirs to play with. Time can be literally stopped for anything up to a trial in any global or localise area of the domain (passing normally outside the domain, but preventing things like the dying from doing so). The final and most pressing limitation of this domain now becomes removed, that should someone wish to leave, they now need your consent! |
Water Branch
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Tier 1 | 10 | Conjure Water | 25 | The Effigy-Bearer can conjure an amount of water equal to a small lake, around 100 meters in diameter, and 25 feet at its deepest. Furthermore, if the Effigy Bearer has any of the following powers, while a being is immersed in these waters, a person can benefit from the effects of them: Breath of Sustenance, Fangs of Sustenance, Nourishing Venom, Accelerating Breath, Slow Breath as desired by the Bearer and the Bearer can apply their Ambient Alertness to anything within these water regardless of range (if they have this power). |
| Tier 1 | 11 | Solid Water | 25 | Any water conjured by the Effigy-bearer, or directly surrounding them in a radius of 50 meters, can be made as solid as flesh, creating either a barrier or an extension of their natural/unarmed weapons. |
| Tier 2 | 19 | Water Denizen | 50 | As an embodiment of Danaokh, not only the source of creation itself but a denizen of the sea, this passive ability allows the Effigy Bearer to project enough of the great dragon's presence to earn the respect of anything that swims the seas. It might be awe, respect or fear, whether they want to worship, eat or run from the Bearer, but creatures of the sea will recognize the Bearer as 'one of them' on some level.
This is not to say the Bearer is someone to 'obey', however unless there is good reason for creatures not to do so, the Bearer is usually allowed to pass through the seas, interact with creatures and go about their business unchallenged, trusted by default and considered 'not food' by predators, etc. In a combat situation, whee a fish might usually just run, they still would, but where sharks might frenzy around blood, they would still avoid biting the Bearer. Where intelligent denizens of the sea are concerned (including other PCs), these would be aware of a pressing aura of some kind, something akin to 'they are a friend of the sea' and what effect this has would depend on the narrative, but usually sets the Bearer off on a good standing even in the chaos of battle. |
| Tier 3 | 27 | Whispers of the Sea | 75 | Using this, the Effigy Bearer is able to speak into any body of water, from any point connected to said body of water (however tenuous that may be) and ensure the echoes of their message are heard by the intended target(s). One or more recipients can be chosen, to a limit of a few hundred. The message can be easily ignore if desired, but not easily missed by the recipient. By detecting the movements upon the water's surface, the Effigy Bearer, while focusing on doing so, can also hear the replies, allowing for actual conversation to occur if desired. If the Effigy Bearer has Mother of the Sea this allows them to send the summoned creatures out into the distant seas on a mission without limit of range.
If the Effigy Bearer has Invitation to Solitude, this allows the Bearer to send an invitation to a singular individual at a time and open a door into their Personal Domain for them to enter. |
| Tier 3 | 28 | Mother of the Sea | 75 | Distinct in nature from Water Denizen, this ability allows the Effigy Baeer to summon creatures to their aid. Unlike Water Denizen, which is subtle, passive and not likely to prevent creatures from running for danger, this active power enforced the will of the Bearer for a short period of time. Mechanically, this allows the PC to call on the aid, even in a life and death sacrifice, of the life in the sea. Any currently approved creature that resides in the area of water the Bearer finds themselves can be assumed to come to their aid. This effect will last a singular break and can be used only once a day, but there is no limit to the number of creatures that would answer the call. Anything within a 100 meter range will instinctively here the call and move to protect the Bearer without regard for their own safety.
This power is only effective against non-sentient creatures. Also much like a child objecting to a mother reading a their diary, it does not allow the Bearer to actively harm them or their own kind without cause (e.g. in self defence). To have this level of trust to do as you please to a sea creatures eggs (for example) you should use Water Denizen. |
| Tier 4 | 36 | Water Armory | 100 | The Effigy-Bearer is capable of imbuing their existing weapons/armor/tools, or else conjuring weapons/armor/tools of pure pressurized water. These are capable of bringing to bear, or protecting from major injuries using high pressure cuts and bludgeons against those they find themselves fighting or working on. The blades/hammers are capable of shearing through most average-grade metals, and certainly flesh and bone as well. The weapons/armor/tools can take any form the Effigy Bearer chooses and can be changed as desired, but may only be used by the Bearer themselves.
If the Effigy Bearer has Razor Breath, then even ranged weapons such as bows can be created and apply the effects of Razor Breath to its victim(s). If the Effigy Bearer has any of the following powers, their effects can also be delivered by use of their Water Weapons: Paralytic Stasis, Slow Breath, Accelerating Breath and any other Venom/Fang-based power they have. |
| Tier 5 | 45 | Fathom’s Folly | 125 | The Effigy-Bearer gains an uncanny knack for the strange little truths lurking in watery places. When in or near any body of water (100 meters), they can “listen” to its memories—whispers of things that happened in its depths, like a well-meaning but forgetful gossip. This water-bound knowledge comes in curious fragments... A murmured secret from a fish here, a hint of a lost treasure on the waves there, or a bemused recollection of someone having fallen in with a particularly spectacular splash. These watery memories reveal odd insights about the creatures, objects, or energies that passed through the waters.
If combined with Whispers of the Sea, the range can be effectively considered to be unlimited, though the larger the distance, the more vague and less reliable the insight. Within the Effigy Bearer's own Personal Domain, this power work to make ti effectively impossible for anything to go on inside their domain without their intimate knowledge of it. If the Effigy-Bearer is patient enough, Fathom’s Folly can reveal deep, timeless knowledge of the water’s oldest memories—though it’s never quite clear if it’s truth, legend, or just the water reminiscing fondly about the good old days. Mechanically, this power would make it almost impossible to hide in the waters from the Bearer. |
| Tier 5 | 45 | Razor Breath | 125 | The Effigy-Bearer is capable of mimicking the same deadly pressurized water breath of Danaokh herself. The watery breath can shear through bone and flesh, and even some softer metals, causing Major wounds to individual targets at will. The likelihood of a successful hit depends entirely on the Effigy Bearer's Range Weapon skill. |
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Tier 6 | 49 | Know Your Place | 150 | If there is anywhere in creation outside the Effigy Bearer's own Personal Domain that embodies their home, it is in the waters of the realms. As such, at this level there is almost nothing in or of the sea/water that will harm them. As a result of this any form of water manipulation or creature that might affect the Bearer is halted but a few feet from their presence. Whether Domain Defiance, or that of Marks that affect water, while the mailstron of Chrien's followers might rage around them, they themselves can wander amongst it unharmed. Further to this, while within the waters of Conjure Water, they can turn the effects of such things entirely back upon the caster, ignoring any immunities they might usually have against such things.
The will of the Bearer is such now that they are able to deny a single creature the right to exist in the waters around them. If used on a single target (which can be done once per day) that creature must leave the water in the vicinity (1000 meters) of the Bearer immediately or find they cannot breath, or begin to melt like the water is acidic, wherever their biology might need it to be to evict them from what is no longer a place they can survive. If the Bearer has Conjure Water, then this affect will always be applied to the entire body of water created by the Bearer. |
The Transformation Power
The apex of all the powers in Danaokh's Effigy, this power shows the Bearers mastery over all that Danaokh has given them.
| Power Tier | Power Number | Power Name | Power Cost | Power Description |
|---|---|---|---|---|
| Transformation Power | 50 | Form of Danaokh | 250 | The apex of all the powers at the Bearers disposal, this power allows the Bearer to take on the form of the Indomitable tide herself. When this power is used, the Bearer becomes a dragon that is identical to Danaokh in appearance, but about a fifth as long and as wide. The only difference, is that they maintain the same face of their original form. So a cadouri otter that becomes an Effigy-Bearer would look in all other ways like Danaokh, except with a otter head. Finally, 4 powers are also unique to this form and can be activated at will while the Bearer is transformed.
-The Bearer passively can quarter long-range travel in water. This stacks with Fast Travel. So they can travel at 1/8th time in water. -All water that touches an area around 10 miles from the form of the Bearer, at any point of their body (which is quite a large area all told), answers the commands of the Bearer, as an ascended form of Elemental Manipulation. -The Bearer can bring anyone back to life, if a piece of their body is presented to them. This ability can be invoked once an arc. They do this by shedding a single salty tear on the body part, which instantly regenerates them to the point life. They do not retain any memories of their time in any afterlife, however. - The Bearer can encircle any group of individuals with their massive serpentine body, and in that circle form a temporary bubble of their Personal Domain (that covered the Effigy Bearer also), able to apply all applicable powers to said small area (including Fortress of Solitude) until the Bearer breaked the circle. |
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