Kotoru's Vesj'vakar

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Kotoru
Posts: 140
Joined: Thu Aug 08, 2019 2:09 pm
Location: Currently - Atinaw
Character Sheet: https://ranserarp.com/viewtopic.php?f=43&t=94
Plot Notes: https://ransera.com/viewtopic.php?f=78&t=351
Character Secrets: https://ransera.com/viewtopic.php?f=20&t=220

Tue Dec 17, 2019 2:22 am


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  • The Vesj'vakar that Kotoru summon are those of the deep and mythical. Mostly ones with cephalopod characteristics or deepsea serpents of yore. Majestic yet terrifying in strength, the Vesj'vakar that a summoned forth are ones fit for a summon soon to become a Heral of the Abyss.

KOTORU'S VESJ'VAKAR

Index
1. NAHL -
  • Sah'viirdost
  • Nil'qolaas


2. VRANNIK -
  • Qumado'harroc
  • Wuld'vith


3. TYRID -
  • Tahrovin Lovaas
  • TBA


4. QE'ZHOD -
  • Okaaz Monah


Last edited by Kotoru on Sun Aug 16, 2020 5:54 am, edited 13 times in total. word count: 187
☵ Sometimes it's not the people that change, its just their mask that falls off ☵
User avatar
Kotoru
Posts: 140
Joined: Thu Aug 08, 2019 2:09 pm
Location: Currently - Atinaw
Character Sheet: https://ranserarp.com/viewtopic.php?f=43&t=94
Plot Notes: https://ransera.com/viewtopic.php?f=78&t=351
Character Secrets: https://ransera.com/viewtopic.php?f=20&t=220

Tue Dec 17, 2019 10:45 pm


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Sah'viidost

Description
Found within the deepsea reaches of the waters of ransera are the endir known as Sah'viidost. Seen as a small, jellyfish-like creature, It has a light blue, clear body ranging one foot in diameter with a large, transparent skull in the center of its body. Their entire form including their tentacles radiate with an almost spectral like mist about them, giving them a ghostly visage.

Despite how it appears on the outside, its entire body is made of 99% water and the remaining 1% contains an organ that generates Sah'viirdost's debilitating mist. It feeds by trapping prey, usually small fish, in its mist to slow them down, using its tentacles to drain prey of their blood. Its tentacles are laced with vampiric tubes to suck the blood from prey as a leech would. The tentacles break off occasionally but can regenerate. Using the currents in the oceans, these endir travel too and from across Ransera.


Temperament
These summons communicate by the color glowing within skull. Each color discerns a different emotion or response of the Sah'viirdost.
  • Green = Yes
  • Blood Red = No
  • Blue = Fright
  • Purple = Confusion
  • Dark Orange = Anger



Contract
Sah'viirdost are among the Nahl-class making relatively cheap in ether cost, but ultimately weak as well. They tend to contract with a Summoner for 2 1/2 days, after which point they will return to the depths in a burst of water. This also occurs if they withstand a lethal blow.


Abilities
  • Debilitating Miasma:
    Their main ability is releasing a miasma of slate-blue fog. The fog has the tendency to latch onto victims[excluding the summoner] within a 20ft radius of their summoner, as they will float above the summoner's head like a halo. Any caught in this miasma will find that their movements will slow if only slightly, and will feel the sensation of being lethargic. It is also able to manipulate this miasma within its range.


{These are for public use}

Last edited by Kotoru on Sat Dec 28, 2019 3:05 pm, edited 2 times in total. word count: 466
☵ Sometimes it's not the people that change, its just their mask that falls off ☵
User avatar
Kotoru
Posts: 140
Joined: Thu Aug 08, 2019 2:09 pm
Location: Currently - Atinaw
Character Sheet: https://ranserarp.com/viewtopic.php?f=43&t=94
Plot Notes: https://ransera.com/viewtopic.php?f=78&t=351
Character Secrets: https://ransera.com/viewtopic.php?f=20&t=220

Tue Dec 17, 2019 10:47 pm


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Nil'qolaas

Description
These spirits appear like cephalopodic creatures of the deep varying in form between what mortals know as octopi, squids, and cuttlefish. These summons range from rich blues, to purples and even browns. They sport 8-10 tentacles and range in length from 2-4ft, but as far as their body size is concerned they are as big as an average mortal abdomen. They are unique in that they have glowing crystals protruding from their heads and are used to attract prey into their grasp.


Temperament
The Nil'qolaas are social summons, always curious about the going ons of their summoner. They like to hover or cling to their summoner, observantly watching their movements and mannerisms. Communicating with them is rather simple. A positive answer comes from their right tentacle, and negatives are on their left. It's also of note that they respond to "yes or no" type of questions, but will follow commands as they hold enough intelligence to distinguish between a question or command.


Contract
The Nil'qolaas are among the Nahl-class making relatively cheap in ether cost, but ultimately weak as well. They tend to contract with a Summoner for 2 1/2 days, after which point they will return to the depths in a burst of water. This also occurs if they withstand a lethal blow.


Abilities
These summons are very squishy and susceptible to brute force, be it physical or arcane. They don't last long in close combat as they are more long-range combatants. Ability wise the Nil'qolaas are able to open small portals in front of their eyes and fire abyssal beams in short bursts. Their range reaches up to 40ft and they can fire every five minutes until they are dispatched in combat or sent away by their summoner. The abyssal beams cause a painful burning sensation and can pierce exposed flesh well.

Last edited by Kotoru on Sat Dec 28, 2019 4:02 pm, edited 2 times in total. word count: 385
☵ Sometimes it's not the people that change, its just their mask that falls off ☵
User avatar
Kotoru
Posts: 140
Joined: Thu Aug 08, 2019 2:09 pm
Location: Currently - Atinaw
Character Sheet: https://ranserarp.com/viewtopic.php?f=43&t=94
Plot Notes: https://ransera.com/viewtopic.php?f=78&t=351
Character Secrets: https://ransera.com/viewtopic.php?f=20&t=220

Tue Dec 17, 2019 11:59 pm


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Qumado'harroc

Description
An amalgamation of tentacles, claws and gelatinous form, the Qumado'harroc come from the nightmares one has of the unknown waters of Ransera. This archetype stands as tall as an average man{5'7"} and a width of two and a halft feet. Terrifying to behold by non-summoners, these devils of the depths are adepts swimmers as well as agile on land and can chase down the average man with ease. Their black oil like skin allows them to hide within the deep & murky waters allowing for stealth kills of unsuspecting prey.


Temperament
Volatile and extremely territorial, these spirits borderline feral but retain some sliver of intelligence. They can be an ultra-aggressive creature that is rarely survived if attacked in packs. They communicate with a style of clicking sounds, the faster the clicking the less aggravated it is, but slower clicks indicate it is moments away from snapping into a full rage.


Contract
As Vrannik-class they require an adequate amont of ether to sustain them, and contract with a summoner for roughly 18 hours


Abilities
The Qumado'harroc are agile attackers, able to move around with relative ease on both land and sea. These vicious summons have two specific abilities that make them close to mid range enemies.

  • Weaponized Body: The tentacles and claw-like appendages that it can extend and protrude from any part of its body in melee combat. Given its form, it can become a whirling mass of tentacles and claws which adds to the versatility in its combat style.
  • Abyssal Blast: By opening a portal in their mouth, they are able to project bolts of abyssal energy and control the intensity/power of their projectiles, the bolts aren't weak but they aren't as powerful as a full-powered attack. While not nearly as powerful as other magical energy attacks, but, thanks to its composition, its firing speed is very quick, allowing it to be fired with somewhat of a consistent frequency. In addition, it possesses a more concussive force than a typical blast does.

Last edited by Kotoru on Sat Dec 28, 2019 4:05 pm, edited 3 times in total. word count: 430
☵ Sometimes it's not the people that change, its just their mask that falls off ☵
User avatar
Kotoru
Posts: 140
Joined: Thu Aug 08, 2019 2:09 pm
Location: Currently - Atinaw
Character Sheet: https://ranserarp.com/viewtopic.php?f=43&t=94
Plot Notes: https://ransera.com/viewtopic.php?f=78&t=351
Character Secrets: https://ransera.com/viewtopic.php?f=20&t=220

Wed Dec 18, 2019 1:14 am


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Wuld'vith

Description
Reminescent of the sea serpents of yore, the Wuld'vith appear as serpentine sea monsters, with angler like tendrils & tentacles sprouting from the back of their heads along with a horn on their forehead. They are as large as an average shark and sport dorsal arms with razor sharp talons. These majestic summons range between seven to nine feet in length, their bodies at maximum four feet in diameter. None to float around their summoner this archetype can move realitively quickly.


Temperament
Calm and collected, the Wuld'vith is a proud and majestic beast as they see most if not all mortals as beneath them and are cautious towards those they encounter, including their summoner. One would note that they always feel as if the Wuld'vith is judging their every action, which in most cases they are. Communicating with these spirits can be frustrating at times as they seldom speak, and when they do, its in cryptic tones and riddles.


Contract
Wuld'vith are classic Vrannik-class Archetypes costing an adequate amount of ether to contract, and will contract with the Summoner for thirty hours.


Abilities
  • Abyssal Vortex: The Wuld'vith can generate vortices composed of abyssal energy that causes moderate to severe damage depending on the duration one is caught within the vortex. The vortex can be projected as a long-ranged attack or as a tornado for both offensive and/or defensive purposes. Though these vortexes are versatile in implication they can only be created sparsely throughout a fight, which the Wuld'vith will relay on bludgeoning foes to death with its tail.
  • Bludgeoning Tail: The Wuld'vith uses its powerful tail as a bludgeoning weapon against enemies. Its tail is incredibly strong, also being shown to be prehensile, curling around limbs of opposing beasts.
  • Soft Underbelly: The one crippling weakness of the Wuld'vith is the fact that they have soft underbellies and a well-placed slash will most certainly put them down. The scales on the topside of their bodies are strong enough to handle most bladed weaponry, though it will give way under enough strikes from blunt and bludgeon weapons as well.


Last edited by Kotoru on Sat Dec 28, 2019 4:11 pm, edited 2 times in total. word count: 461
☵ Sometimes it's not the people that change, its just their mask that falls off ☵
User avatar
Kotoru
Posts: 140
Joined: Thu Aug 08, 2019 2:09 pm
Location: Currently - Atinaw
Character Sheet: https://ranserarp.com/viewtopic.php?f=43&t=94
Plot Notes: https://ransera.com/viewtopic.php?f=78&t=351
Character Secrets: https://ransera.com/viewtopic.php?f=20&t=220

Fri Apr 03, 2020 2:30 am


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Okaaz Monah

Description
Describe the Archetype's appearance and anything else worth mentioning, such as how it typically interacts with the world.


Temperament
The Archetype's personality and temperament; their relative threat level or behavior, etc.


Contract
The tier of the Archetype - such as Nahl, Vrannik, Tyrid, Qe'zhod - as well as their duration. The amount of ether expended by the archetype depends solely on their tier; their duration is what matters.


Abilities
Their abilities, and weaknesses, if any. Lower level Archetypes are more likely to have more weaknesses. These don't need to be anything special; they can be simply that they're fragile or have a soft underbelly.

Last edited by Kotoru on Fri Apr 03, 2020 3:20 am, edited 1 time in total. word count: 178
☵ Sometimes it's not the people that change, its just their mask that falls off ☵
User avatar
Kotoru
Posts: 140
Joined: Thu Aug 08, 2019 2:09 pm
Location: Currently - Atinaw
Character Sheet: https://ranserarp.com/viewtopic.php?f=43&t=94
Plot Notes: https://ransera.com/viewtopic.php?f=78&t=351
Character Secrets: https://ransera.com/viewtopic.php?f=20&t=220

Fri Apr 03, 2020 2:31 am


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NAME HERE

Description
Describe the Archetype's appearance and anything else worth mentioning, such as how it typically interacts with the world.


Temperament
The Archetype's personality and temperament; their relative threat level or behavior, etc.


Contract
The tier of the Archetype - such as Nahl, Vrannik, Tyrid, Qe'zhod - as well as their duration. The amount of ether expended by the archetype depends solely on their tier; their duration is what matters.


Abilities
Their abilities, and weaknesses, if any. Lower level Archetypes are more likely to have more weaknesses. These don't need to be anything special; they can be simply that they're fragile or have a soft underbelly.

word count: 178
☵ Sometimes it's not the people that change, its just their mask that falls off ☵
User avatar
Kotoru
Posts: 140
Joined: Thu Aug 08, 2019 2:09 pm
Location: Currently - Atinaw
Character Sheet: https://ranserarp.com/viewtopic.php?f=43&t=94
Plot Notes: https://ransera.com/viewtopic.php?f=78&t=351
Character Secrets: https://ransera.com/viewtopic.php?f=20&t=220

Fri Apr 03, 2020 2:33 am


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Tahrovin Lovaas

Description
With the visage of a priestess or cleric, Tahrovin Lovaas are known among certain Vesj'vakar summoners as the "Siren of Death". To those that meet them, many recount that their appearance is what many would call unsettling. They have the body of an alluring woman, though one that was mutilated.

Severed arms and covered gouged eyes, the Tahrovin Lovaas though uneasy to look at, exudes a level of elegance only seen by the nobility. From the tip of their crown to the ends of their tentacles, the Lovaas reach lengths up to 40ft{10ft longer than a Humbackwhale}. They sport six main tentacles that act as arms and a multitude of tentacles at the base of their body, each one tipped with razor-sharp bladed ends


Temperament
Being an Aldir, the Tahrovin Lovaas is nearly as ruthless and nurturing to both the summoner & their enemies, having no qualms with claiming the lives of their victims. She derives a demented form of satisfaction from others' suffering. When dealing with their summoner, these aldir are very motherly, coddling their summoners like a newborn babe. Retaining an impressive amount of intelligence, they are able to advise their summoner, be it for their benefit or not. When they speak, it is heard as a melodic tone in the summoner's mind.


Contract
These elusive & overbearing Aldir are Tyrid-class Archetypes, who will remain at the Summoner's side for a period of a single day. As Tyrid, they demand a considerable amount of aether to contract, though it would take no less than an expert to do so successfully.


Abilities
  • Sonet of Chaos
    - This song is used to cause confusion among a group of enemies. When sung, a heavy fog rises covering a radius of 100ft around the aldir. This fog hinders visibility for those caught in it, all except for the summoner who is able to see the aetheric outlines of targets within the fog.
  • Abyssal Edge
    - By coating their bladed tentacles in abyssal energy, the Lovaas can send abyssal slashes at targets


word count: 436
☵ Sometimes it's not the people that change, its just their mask that falls off ☵
User avatar
Kotoru
Posts: 140
Joined: Thu Aug 08, 2019 2:09 pm
Location: Currently - Atinaw
Character Sheet: https://ranserarp.com/viewtopic.php?f=43&t=94
Plot Notes: https://ransera.com/viewtopic.php?f=78&t=351
Character Secrets: https://ransera.com/viewtopic.php?f=20&t=220

Sat Aug 08, 2020 4:54 am


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Nil-Vokun {Void Shadow}

Description
The Nil-Vokun, known as the Void Shadow, appears as an emaciated, gangly humanoid entity. It stands roughly at 2.5ft tall, though from head to tail is about 6ft all together. Sporting two skeletal jaws, its head is that of a deep-sea eel, a translucent body with spindly clawed limbs. Protruding from its body is a variable number of twitching tentacles extending from its upper back and a long spindly tail. As time progresses, their summoner advancing in the art of the magic, the Nil-Vokun will transform in order to accommodate their liege and attune to the Patron's they connect with before blending harmoniously between all six at the apex of its evolution.



Advancement
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Apprentice: At the apprentice level the Nil-Vokun is suited for stealth and recon to allow it to spy on others, as due to its inherent size and fragile body, it would not last in a direct conflict long if at all. Where it lacks it combative capabilities it makes up for with support and tactical ones. As an apprentice Vestige, Nil-Vokun is able to cloak itself by employing an optical camouflage using the chemicals and aether of its translucent body.

This natural camouflage is able to render the user invisible, or nearly invisible, to the naked eye. This form of camouflage warps light around the Nil-Vokun's body in such a fashion that surfaces behind the creature are visible through the translucency of its body. The effect is not perfect, often leaving a visible silhouette similar to heat haze, but in certain environments or when the Vestige remains motionless, it can effectively help the Nil-Vokun to hide in plain sight. Camouflage use is very common during a "Hunt", due to stealth being a major facet of what it is capable of at this level.

Journeyman: At this level, Nil-Vokun doesn't really change much in terms of appearances, save for gaining 3ft in height, making it 5.5ft tall as well as allowing for its optical camouflage to allow it to be active while moving. Once its summoner reaches Journeyman in talent, Nil-Vokun gains an ability that draws from the favored patron of its summoner, Veravend, granting it combative capabilities. The Nil-Vokun can project and retract razor-sharp talons of abyssal energy around its claws. With these appendages, as the energy of the claws aren't weak but they aren't as powerful as a full-powered abyssal energy bolt. These abyssal claws can be used to slice, burn, injure, or even penetrate/stab the enemy. The power and force behind them are considerable though the wave of energy it slashes can only reach up to 40ft, and most can be deflected or shattered greater magical force.

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Expert: Upon its summoner reaching expertise in Summoning, the Nil-Vokun transforms into something new. Almost avian in appearance, if not alien in species, it takes on an otherworldly bird. Standing at 7' 3", with a wingspan of 10ft, its feathers reminiscent of tendrils, ones that match the tendril mouth that adorn its face. It retains the same iridescent translucency as its original form. Upon its back, is a large fin where most of its magical power is stored. The new form of the Nil-Vokun augments its abilities exponentially from its original form.

The changes that accompany this form are impressive for this Vestige, as it allows for a variety of combinations, making it a terror in the field. For starters, it is given the ability of flight, more so akin to levitation through manipulating aether with its tendril wings. This allows the vestige to glide and hover over the battlefield while raining death down upon its summoners enemies in coordinated strikes. With this form come a few new magical abilities. The first of its new powers is the ability to disperse abyssal bomblets across a radius of 80ft. The bomblets, disregarding accuracy and with no intent on actually hitting the enemy, scattered around the radius like a floating minefield. With efficient aether control, the multiple abyssal bomblets are set in the area covering the 80ft radius, nearly surrounding enemies. Finally, the Nil-Vokun can detonate the bombs, filling the designated space with explosions having a blast radius and force equivalent to that of hand grenades. The second ability comes in the form of the Nil-Vokun's capability to discharge powerful bolts of abyssal energy. This is don't by gathering aether into the large spine on its back to which it can fire from any part of its body; its wings, tentacle mouth, tail, eyes, etc. These bolts take the form of black electrical strikes, fast in nature.

Master: Though the appearance of Nil-Vokun never changes from its expert one, the abilities it obtains shift as from what has been bestowed up till now. These powers at the master level are heavily influenced by Veratelle and her Tar'haen children as that is among its summoner's top three patrons. The first ability revolves around the Vestige secreting an ooze that is corrosive to the touch. At first, it starts as merely a skin irritation if left alone for mere moments, though if the subject is ensnared in the goo for longer periods of time they suffer other health issues ranging from caustic burns, muscle spasms, etc.

The second ability comes in this form of allowing it to manipulate the very ooze it secrets, covering a wide radius of 100ft around it. The ooze that it releases is thick and vacuous in its consistency. With this, it is able to produce more dark energy constructs and also give him an upper edge in battle. Those stuck inside this sludge-like ooze are slowed and feel severe pressure from it that intensifies as they remain inside of it. Nil-Vokun is able to move through this ooze effortlessly while immobilizing those unfortunately in it.


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Eidolon: Finally reaching this stage, the Nil-Vokun assumes its final incarnation, melding and attuning with all six patrons of the Elven Pantheon. Its form grows exponentially, making it bigger, far more durable, and more agile compared to its predecessor forms. Nil-Vokun's body gains an opaque hue though there are bioluminescent hues of blue and pale green running through it in intricate patterns periodically. It gains a beard of writhing tentacles and the wings double in size. its physique is muscular, yet squishy to the touch. In terms of stature, it stands as tall as most Eidolons that have reached the pinnacle of their evolution. Upon reaching this level of harmony with them, the Vestige is able to switch between shells that draw upon the power of each one of the Eldhan Weald, causing the Nil-Vokun shift in color to match the patron it's drawing from.

Vesj'vakar:
  • With the shell of the Vesj'vakar, Nil'Vokun takes on a pitch-black appearance, its eyes bright golden amber and glowing, and a large demonic eye at the center of its chest. In this shell, one that is favored by its summoner, Nil-Vokun is gifted with the ability to draw on the portals used by the Vesj'vakkar in order to destroy its master's enemies. With these portals, Nil'vokun can summon forth lances made of the energy of the void, with the only difference being the energy flowing off of each end in a fashion similar to flames, making it look more arrow-shaped. These lances can be launched from the portals as singular projectiles from floating portals midair around Nil-Vokun or burst out of the ground as a clustered patch from a portal. The void lances cost its summoner a fraction of their aether with each one fired or summoned. Even after they have been launched or sprouted from the ground they remain on the battlefield as barriers that limit its prey's movements, or until Nil-Vokun is dismissed. It can launch or erupt them with enough precision to skewer and disable opponents without killing them. Nil-Vokun can also wield these lances as a weapon if it wishes, these energy weapons have incredibly cutting/slicing potential.


Irothar:
  • With the shell of the Irothar, Nil-Vokun turns ashen grey thermal cracks etched along its form like cooling lava, its eyes and wings becoming emblazoned with flames. In this shell, Nil-Vokun uses its summoner's aether as a fuel source as it erects multiple pendulums shaped shards of blazing obsidian glass around itself, orbiting the Eidolon. These shards are capable of creating burning glass orbs, making them akin to a chain of aetheric projectile explosives. Using its summoner's aether as a catalyst, the fiery glass bulges out and erupts the burning shrapnel. The impact of the blast is able to pierce most less dense bodies in the range of the explosion of 40ft, while not being able to outright blow out limbs. For reference, 1 blast would push the targets' body away, based on their position. 4 blasts chained together on Nil-Vokun's command would make limbs caught unusable or incapacitate the victim riddled with shards, were 8 or more would rip their limbs or even themselves to shreds.


Tar'haen:
  • With the shell of the Tar'haen, Nil-Vokun skin takes on the appearance of an aged and ancient tree, the bark of his skin a pale shade of green and withered. Sprouting from its back is a towering tree, one that resembles a large oak tree. By enrooting itself into the ground, Nil-Vokun release pollen from the large tree on its back, wafting it over an area of a 100ft radius. This pollen acts as a deterrent to those deemed as hostiles as it will cause a corrosive reaction to the exposed skin of those caught in it. Anyone deemed as an ally will find that this pollen heals minor to moderate wounds and cuts. To do this Nil-Vokun uses its summoner as a catalyst, drawing off their aether in order to stream the pollen within the area, last for as long as the summoner can manage to supply aether to it.


Mirdun:
  • With the shell of the Mirdun, Nil-Vokun skin will become moldy and dingy, patches of the stuff sprouting all over its body. This shell grants the Eidolon the ability to hurl a sphere of spores{roughly the size of a small boulder} in the direction his opponent, that separates into a scattershot in hopes of covering the entire body or a limb if they dodge. These spores are coated in a sticky mold, and if these spores land on a living target there is no getting them off, not entirely anyway unless burned off. What makes these spores dangerous is that they release airborne toxins that when inhaled cause the victim to experience hallucinations. These vary in degree, of course, the worst and most severe cases coming from the prolonged exposure from the moldy spores.


Cordreyn:
  • With the shell of the Cordreyn, Nil-Vokun takes on a more avian appearance, feathers replacing the webbed membrane on its wings, and its tentacle beard sharpening and forming something akin to a birds beak. In this shell, Nil-Vokun is able to disperse its body into tiny parasites, afflicting itself on the wounded and assuming control of the body be they mortals or common animals. Those turned by the Eidolon will take on different characteristics of Nil-Vokun; tentacles from the mount, sickly pale skin, wings, etc. These hosts have no offensive capabilities, but allow Nil-Vokun to scout out locations at its summoner's request. Nil-Vokun can not handle a multitude of bodies as its consciousness is split between them and too many will cause the host bodies to go into disarray or force Nil-Vokun to eject from its host and reform.


Viddashan:
  • With the shell of the Viddashan, Nil-Vokun is able to liquefy its own body in a variety of ways. By this, it causes any physical attack on the Eidolon virtually ineffective, save for attacks of magical origins. This essentially allows them to survive strikes or impacts that would easily dismiss most archetypes. Aside from the heightened defensive capabilities gained with this ability, Nil-Vokun's physical prowess can also be increased. By absorbing the moisture in the air around it, it can add additional water to its muscles, mainly the ones in its oversized right arm, allowing them to temporarily increase their physical strength. This allows for it to go toe-to-toe with opponents three times their size.



Abilities
As it grows to the penacle of its growth, Nil-Vokun, like all Vestiges retains the abilities and experiences as it advances alongside Kotoru

As Koto's Vestige, this archetype is solely for his use.
word count: 2339
☵ Sometimes it's not the people that change, its just their mask that falls off ☵
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