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The Races of Our World

There is only one playable race on Unseen Age: Humans. We Humans come in all shapes and sizes, as you would expect from any setting about our kind. What makes Humans different in this world, such as having "elf ears" or growing horns, is their magic. Their type of magic dictates any desired changes you would want in their physical appearance.

What dictates a persons magic is their "class" or "type." The classes below also dictate the theming of your character. From a telepath, to a werewolf, to an ice mage, pick your class based off of the type of magic you want your character to use. Keep in mind, that there are cultural implications of your chosen class. Your available classes are:

1. The Naturalist
2. The Mystic
3. The Bloodborne
4. The Ordained
5. The Evoker

Choose the magic carefully...


Last edited by Serenity on Mon Apr 15, 2024 3:38 pm; edited 1 time in total

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The Naturalist

A naturalist's magic comes from the world around them. Their body acts like a funnel for the natural energy of the world, allowing them to create specific effects based in nature. A naturalist can only funnel so much energy from the world at a time, so they become tired as their body is pretty much used as a floodgate for whatever magic they're attempting.

A naturalist can utilize one type of nature's magic. If you are a fire user, you cannot also control animals or ice. If you control stone, you cannot also control trees or take on the traits of a bear.

More powerful naturalists can utilize stronger forms of their magic. As in a water user can learn to use ice or an earth user can learn to use metal. This stronger control is unlocked at skill level "Proficient," and no earlier. There is no exception to this rule, so keep that in mind.

Elementalists:

One of the most popular focuses of Naturalists are the elements. Some elements have sub-types, or other elements that they can unlock as they grow. Not every element has one. Here are the elements used on Unseen Age and what Sub-type they possess at proficient:

Water [Ice]
Fire [Lava]
Air [Lightning]
Stone [Metal]
Plant [Acid OR Poison]
Light [None]
Dark [None]
Crystal [None]

Note: The elements you see here are also the types of elements that dragons use!

Physical Changes: Naturalists are commonly seen with scales, tails, animal ears, horns, and other features. They are not seen with traditional "elf" features. Whatever feature they do have does match with the theme of their power. So, if they hold the powers of a bear, they don't gain cat eyes. If they are a fire user, they're not looking like a mermaid.

The Skill Sheet: All of the classes will have one extra skill that comes special to their class. For the Naturalist, it is their "Nature's Bond" skill. This skill shows how strong their connection to their specific natural energy is. The higher it is, the less change of backfires or wild-magic. It also dictates how powerful your control is and is used as a comparison for combat threads.

For example, let's say your fire user is in combat with a water user. Your Nature's bond is at "Apprentice" and their Nature's Bond is at "Novice." Even though fire is considered weak against water, your fire would win in power because it is two levels above your opponent.

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Choose the magic carefully...


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The Mystic
A Mystic's magic comes from an inner well of energy, sort of how "mana" is used in many magic systems. They call upon this well and use it as a battery to fuel their magic. Once the battery runs out, they become tired and will need rest to recharge. A Mystics power comes off "eerie" in many ways. This is where your "mind-mages" are, such as telepaths or telekinetics. Another name for a mystic is "psychic," and these people use their power to manipulate the world, or people, around them through "invisible" means.

Here are examples of Mystic powers:

Aura or Emotion Sensing/Control
Illusions
Enchantments
Mind Control/Brainwashing
Telekinesis
Telepathy
Electromagnetism
Flight/Levitation
Life-draining

Physical Changes: A Mystic's physical appearance does not have to change at all. In fact, they often look more normal than other classes. However, they have been known to have more colorful outward appearances, such as unnatural hair or eye colors.

The Skill Sheet The Mystic's skill is simply named as "Mysticism." For combat threads, more often than not, their Mysticism skill will fight against another characters Willpower, or their mental ability to resist, but this may change in some cases.

For example: Your Mystic is trying to implant an illusion in another's head. Your Mystic has a Mysticism skill of Apprentice, but they have a Willpower of Proficient. This skill difference means that, unless they let you or have been weakened, you won't win this battle on a normal day.

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The Bloodborne
The Bloodborne's magic comes from an inner well of energy, sort of how "mana" is used in many magic systems. They call upon this well and use it as a battery to fuel their magic. Once the battery runs out, they become tired and will need rest to recharge. (Just like the Mystic, yes) The difference between a Bloodborne's magic and all others is that it is granted through genetics. Their father, mother, grandparents, and so on, have all had this same magic. It is due to this that Bloodborne's magic is often extremely unique and rare. In other words, you won't find a fire user here. When making a Bloodborne, we expect to see extremely unique abilities.

Bloodborne abilities can be claimed here: Click.

Physical Changes: There is little limit in how a Bloodborne character can look. No changes or extreme changes are up to you. However, we will not be allowing some fetishizing bull-crap. If it is clear the only reason you're making something is because it's some weird sexualized thing, we won't accept it on site. You know who you are... You know...

The Skill Sheet The Bloodborne's class skill is called "Bloodline." It is the potency at which their bloodline is activated within their own body. Sometimes it is diluted and needs to be trained up. A person can definitely train their Bloodborne's powers to higher levels. No character is stuck on site, unless that is what you have chosen for their development!

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The Ordained
The Ordained are those whose magic has been granted to them by a higher power: a herald, a deity, or a patron of some sort. These "higher powers" can be almost anything you want them to be. However, they cannot be another character, a human, or a regular animal. Any of these can be good or evil. Please, take note that Primordials are not listed here.

Here is a list of approved Patrons:

1. Gods - You can use any of the currently listed gods or one you make up. Please remember that a new or custom deity will not be strong because they aren't known. The gods on U.A. gain power by increasing the number that worship them.

2. Spirits - Occasionally, a spirit can make contact from Empyrea and make a pact with a human to grant them power. This is an uncommon occurrence, since most Spirits despise humankind.

3. Dragons - A dragon of at least 200 years old can grant some power, but it will based in their own element and strengths. A dragon patron grants power differently than the simple "here you go" with gods and Spirits. There is usually a ritual here that takes place, so have fun!

Physical Changes: Like other classes, changes can be minor and major. However, Ordained's usually have something that represents the power they've been granted. There is no requirement to show evidence of "good" or "evil," but you can if that is your choice.

The Skill Sheet An Ordained's class skill is called "Patron's Grace." This skill represents the strength and power of your Patron when it pertains to you. This means that if you have a high level in this, but your Patron is weak, then they are focusing a lot of their will through you. If you have a low level from a powerful patron, they're not focusing much of their will through you. And if you have a high level through a powerful patron, a strong patron is focusing on you.

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The Evoker
Essentially, the Evoker is a character whose magic is granted to them by a specific item, such as a book, a staff, or a weapon. If this item is lost, their power is lost. Every magic item with the power to grant specific abilities also grants the ability to increase stats, making sure their wielder does not stay a weak, normal human. These increased stats are grown, not automatically granted. The body has to be able to adjust to the power, so it is something that happens over time and with training. As the wielder grows, so can the weapon.

Physical Changes: Nothing special. This is your choice, but it will follow the theme of the chosen magic item. Little reason for a lightning necklace to turn your skin to scales.

The Skill Sheet An Evoker's class skill is called "Adaptation." It is the representation of the connection between person and item and how well they control it.

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