Tserai - Sixth Pentacle of Celestials

Celestials Tserai

There are four types of Tserai, also spelled Serai:
Tseraphir - hybrid born guardians of the Tsetar
Tsutaru - purebred born guardians of the Tsetar
Tseru - first born of the eternal flame.
Tserukai - first born of chaos

About Tserai: Serai are celestial deviations, which occur in one of three ways; they are either the offspring of a Tsetar adrogynous or female celestial and an immortal male, or are created (intentionally or accidentally) through the eternal flame or plane of chaos. Those which are created rather than born, either serve their maker's pantheon, or are independants who choose their own path of commitment. 

 

Tseraphir & Tsutaru

     The Tsutaru are born instictively as guardians of their Tsetar or Khorumal progenitors. These immortals can only be carried by an androgynous Tsetar of the first pentacles or their fallen Khorumal. Tseraphir occured when the Alamascan began killing off the Tsetar, and are protectors of their progenitors. They are got of two Tsetar as twins or higher multiple offspring, usually no more than six, out of their progen, or male celestial birth father. If these beings are killed and are restored, no memories are retained from their past life.

     All Tseraphir & Tsutaru have bat or bird-like wings when born which most learn to retract, are extremely intelligent in a very instinctive way, begin learning while in the womb, and mature at an excessive rate of one year per week. Their key strengths lie in their physical and mental prowess, as they do not command the arcane powers that their progen and sire do. The Tsutaru are only fertile if mated with a Tsetar, Alamascan or Sephiroth.

     The hybrid Tseraphir cannot produce offspring themselves while the Tsutaru offspring can only have children with other Tsetar, Alamascan or Sephiroth. This is very unlikely to happen however, unless their progen is killed, for they dedicate their lives to protecting their progen and sire. Some Tsutaru will even take their own lives if their parents are killed beyond hope of ever returning, while still others will seek other Tsetar to protect. If Tserai do have any offspring, they are born as Tserai Scions, which are quasi-immortal with 50% of all their Tserai sire's capabilities (choose half of any of their abilities and start with half of one parent's stats.)

Appearance: Most Tserai are born fantastically handsome in appearance and are androgynous with either or both male and female appearance. These immortals have bat or bird like like wings, clawed fingers, and fangs. They are often mistaken for vampires. Physical traits such as skin, eye, and hair color vary according to their parents genes. Tserai have very smooth, hairless skin. They sometimes develope facial hair, and all have thick, silky hair crowning their heads.

Alignment: Any but evil. Their comprehension and coping does not allow them to become evil, for allowing yourself to become corrupted by evil is not logical in their minds.

Tsutaru and Tseraphir Prowess

  • Strength: +10 strength
  • Haste: +1 mvm per success
  • Quickness: +10 strength
  • Vitality: +20 Stamina, +100-HP.
  • Valor: They can invigorate another by +1 Stamina per success, heal them +5-HP per success, +10-HP per ace, and shield them from magic +1 willpower per at double stamina cost to themselves, by sharing their arcane prowess with another.
  • Fortitude: 25-Fortitude, Impact Resistance-85%.
  • Utopian Temple: Like most celestials, Tsutaru can share euphoric tides with others through physical contact and intimacy.
  • Cold Rage: +2-HB, +10 stamina, +3 Reflexes and Dexterity, +10 Fortitude, Logic Penalty-0-Defense while enraged. +20-Willpower. +2 d6 haste bonus.
  • Planes Walk: Surpass Distance, LoD 1-same city, LoD 5-Same country. LoD 10-same world. LoD 15-same galaxy. LoD 20-any known world. LoD 30-any distance.
  • Shadow Walk: +1 stealth per success, LoD 1-same city, LoD 5-Same country. LoD 10-same world. LoD 15-same galaxy. LoD 20-any known world. LoD 30-any distance.
  • Regeneration: 25-Their blood also regenerates very rapidly.
  • Arcane Resistance: 80%
  • Trait Inheritance: One trait or inborn power is inherited from each parent.

Mental Prowess 

  • Tserai Comprehension: Unless something happens to prevent them from figuring out what they are made of, Paragons learn to master their trait powers and skills extraordinarily fast. They gain 1 Level each time they excercise an ability successfully, up to level 30. Learning becomes far more complex after this. In combat, winning a fight or spar constitutes a success.
  • Metaphysical Comprehension: Tsutaru can see inside of others, read them, learn from them, sense emotions in others, hear what they are thinking. Because of this, they are born with the ability to talk, they just have to practice forming words. Tsutaru children mimic what they hear very adeptly.
  • Logical Coping: Tsutaru cope with their environment and what they sense or gather from others with an innate understanding of cause and effect. They also comprehend consequences in relationship to actions very well.
  • Seraphic Presence: they can influence the emotions and will other others. They can also dominate and command the will through mental influence. Willpower vs. Willpower. Possession is also possible but unless it serves the greater good and does not pray on the innocent they won't practice this.

 

Tseru

Appearance: called appearance determined by the eternal flame or forces of chaos and the commands of the maker. They can look human, be monstrous, have bestial shifts, have retractable bat-like or feathered wings, retractable claws and fangs, or look more animal than human. They can be any gender, morph or bi-gendered. They are often mistaken for vampires or demons. Physical traits such as skin, eye, and hair color, whether they are scaled, furred, or bestial, varies according to how their maker and the eternal flame created them.

Alignment: Any, called by the eternal flame.

Pantheon: Called by the maker or the eternal flame.

Path of Commitment: Called by the eternal flame or chosen by the Tseru if they are an independant.

Tseru Prowess

  • Strength: +10 strength
  • Vitality: +20 Stamina, +100-HP.
  • Touch of Valor: They can invigorate another by +1 Stamina per success, heal them +5-HP per success, +10-HP per ace, and shield them from magic +1 willpower per ace at double stamina cost to themselves, by sharing their arcane prowess with another.
  • Touch of Wrath: They can drain another by -1 Stamina per ace, damage them +5-HP per success, +10-HP per ace, and lower MR by -5% per ace, while assimilating the energies they drink to improve 3 of their own physical checks by +1 per ace, boost their health by +5 HP per success, and resist magic by +10% per ace, for duration of one day.
  • Fortitude: 25-Fortitude, Impact Resistance-85%.
  • Planes Walk: Surpass Distance, LoD 1-same city, LoD 5-Same country. LoD 10-same world. LoD 15-same galaxy. LoD 20-any known world. LoD 30-any distance.
  • Shadow Walk: +1 stealth per success, LoD 1-same city, LoD 5-Same country. LoD 10-same world. LoD 15-same galaxy. LoD 20-any known world. LoD 30-any distance.
  • Regeneration: 25-Their blood also regenerates very rapidly.

 

Tseru Paths

Inborn Powers: these vary according to what the flame chooses for them to have; Choose from Inborn Powers, or create unique feats.

  • Resistance: 80% resistance vs. all direct powers.
  • Enchanter of Flame Lore: the creation of arcanum as items, weapons, scrolls, artifacts, runes, talismans, and glyphs which protect, aid, or cause harm through symbols scored into the material used to contain and radiate each called power. Each arcanum is powered by the Eternal Flame. Power of each arcanum is determined by level of the Enchanter and what level arcanum they apply. Spell Book of 1 called Arcanum per level. The symnols of each arcanum determine the conditions, effects and activation triggers of each arcanum. When path is mastered, (with 1 arcanum per level) Arcanist can create additional arcanum in each level (as further levels are gained).


Tserukai

Appearance: called appearance determined by maker and how they are created. They can look human and have bestial shifts, have retractable bat-like or feathered wings, retractable claws and fangs, or look more animal than human. They can be any gender, morph or bi-gendered. They are often mistaken for demons. Physical traits such as skin, eye, and hair color, whether they are scaled, furred, or bestial, varies according to how their maker created them.

Alignment: Any, called by maker.

Pantheon: Called by maker.

Path of Commitment: Called by maker or chosen by the angel is they are an independant.

Tserukai Prowess

  • Strength: +10 strength
  • Vitality: +20 Stamina, +100-HP.
  • Touch of Valor: They can invigorate another by +1 Stamina per success, heal them +5-HP per success, +10-HP per ace, and shield them from magic +1 willpower per ace at double stamina cost to themselves, by sharing their arcane prowess with another.
  • Touch of Wrath: They can drain another by -1 Stamina per ace, damage them +5-HP per success, +10-HP per ace, and lower MR by -5% per ace, while assimilating the energies they drink to improve 3 of their own physical checks by +1 per ace, boost their health by +5 HP per success, and resist magic by +10% per ace, for duration of one day.
  • Fortitude: 25-Fortitude, Impact Resistance-85%.
  • Planes Walk: Surpass Distance, LoD 1-same city, LoD 5-Same country. LoD 10-same world. LoD 15-same galaxy. LoD 20-any known world. LoD 30-any distance.
  • Shadow Walk: +1 stealth per success, LoD 1-same city, LoD 5-Same country. LoD 10-same world. LoD 15-same galaxy. LoD 20-any known world. LoD 30-any distance.
  • Regeneration: 25-Their blood also regenerates very rapidly.

Tserukai Paths

  • Inborn Powers: these vary according to what their maker chooses for them to have; Choose from Inborn Powers, or create unique feats.
  • Arcane Resistance: if they do not weild magic, they have 80% MR and Elemental resistance.
  • Chaos Weaver: manipulate the path of chaos to cast any spell (that does not oppose alignment or path of commitment) in the Chaos Aspected spell book at or up to current level as called.
  • Chaos Weaver Penalty: full backlash damage if spell fails; double backlash damage if no aces are rolled.