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	<updated>2026-05-11T13:04:21Z</updated>
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	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Combat_System&amp;diff=2580</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Combat_System&amp;diff=2580"/>
		<updated>2026-02-20T19:14:42Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Overview===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Ephimoria uses a strict RPG and roll-based approach to combat following a 20-sided die (d20). The three main elements that dictate everything are health points (&#039;&#039;&#039;HP&#039;&#039;&#039;), special points (&#039;&#039;&#039;SP&#039;&#039;&#039;), and movement distance (&#039;&#039;&#039;MVT&#039;&#039;&#039;). Your race, type of special ability, special events, and any artifacts or relics will all affect your character and their resource maximums.&lt;br /&gt;
&lt;br /&gt;
Damage is based on the damage type &#039;&#039;(e.g. fire, frost)&#039;&#039; and will have an optional damage dice attached to it - you may choose to either use the average damage or roll. If you choose to roll you must take the rolled result. The standard hit DC in Ephimoria is DC10. In order to land a hit in most circumstances, players must meet or exceed a 12 on a d20. On a &#039;natural&#039; 20, a character does not roll and instead delivers their maximum damage to the target, ignoring armor and resistance. In RP, you are considered to have struck a weak point such as an armor joint or soft spot.&lt;br /&gt;
&lt;br /&gt;
If a character&#039;s &#039;&#039;&#039;HP&#039;&#039;&#039; hits 0, they are knocked unconscious. &#039;&#039;&#039;SP&#039;&#039;&#039; represents your individual resource pool for magical abilities. Certain creatures, races, and other things have natural resistances, immunities and/or vulnerabilities. To find these, they have to be researched and field tested to learn the truth. &lt;br /&gt;
&lt;br /&gt;
For DM&#039;s looking for a place to start, much of how the system works exists in our [[DM&#039;s Guide &amp;amp; Regulations for Dummies|DM&#039;s Guide &amp;amp; Regulations for Dummies]].&lt;br /&gt;
&lt;br /&gt;
Outside of combat, the combat system is passive and serves no purpose.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Game Modes===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
In events, the game mode is determined by the DM, and can comes in one of two different flavors.  Ephimoira&#039;s combat system is not written with PVP as its primary focus as it is primarily a PVE server. When possible and feasible, it is discouraged to initiate rolled combat.&lt;br /&gt;
&lt;br /&gt;
====Story Mode==== &lt;br /&gt;
In a story mode event, the combat system is used as a backup, and a more honor based way of combat takes precedent; combat is fast paced and fluid to keep the story moving. Dice rolls and mechanics are limited, giving players more agency over their emotes as well as any damage their character takes. However, players should be encouraged to still suffer wounds when appropriate and act fairly in regards to their ability to dodge or resist damage. If a disagreement arises or if the situation calls for it, story mode combat ends. Story mode events are prevalent where combat isn&#039;t expected, isn&#039;t high-intensity or is only for narrative purposes.&lt;br /&gt;
&lt;br /&gt;
====Standard Mode==== &lt;br /&gt;
In standard mode, the combat system takes center-stage and all rules are enforced. In this mode, almost everything comes down to dice rolls and numbers. Though the mechanics of the system take precedence, very creative emotes and replies can lead to special bonuses given by the DM, much like in story mode. You are encouraged to still emote your attacks and act in a manner that is both sensible and believable, however damage and wounds are dictated by clearly defined rules. These events generally have more combat or higher intensity where strategy, decision making and cooperation is key to survival. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Turn Order &amp;amp; Actions===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
====Turn Order====&lt;br /&gt;
Combat scenarios have an established turn order. In PVP, turn order is agreed upon by participating parties, otherwise turn order is determined by the DM. &#039;&#039;(Turn order may be established in any number of ways that is agreed upon by all parties, but unless something changes, such as combat ending, it generally will not change once it is established.)&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Actions====&lt;br /&gt;
Each turn you may take up to one of each of the following action types in any order.&lt;br /&gt;
&lt;br /&gt;
===== Primary Action =====&lt;br /&gt;
A flexible action you may use to perform an &#039;&#039;&#039;attack&#039;&#039;&#039;, magical or mundane. You may only take one attack action per turn. Alternatively, you may also use this action to perform an additional secondary action or movement action (see below). When two allied characters are standing on opposite sides of an enemy their hit DC has a -2 modifier. &lt;br /&gt;
&lt;br /&gt;
*Disengage: Move away from a hostile target without taking an opportunity attack.&lt;br /&gt;
&lt;br /&gt;
*Defend: A character may spend their primary action to bolster their defence. The next attack directed at that character has a DC +3 modifier. Subsequent attacks reduce the DC modifier by 1 each time until racial base. (+3, +2, +1, 0)&lt;br /&gt;
&lt;br /&gt;
=====Secondary Action=====&lt;br /&gt;
A lesser action that covers interactions with the world around you. &#039;&#039;(e.g. opening doors, removing an item from your inventory, pulling a lever (Wrong lever!), consuming a consumable).&#039;&#039; You may forgo a secondary action to move half your &#039;&#039;&#039;MVT&#039;&#039;&#039;. &lt;br /&gt;
*Removing an item from inventory and consuming an item each require their own secondary action, however, this does allow you to continue fighting while prepping a consumable. To do both in one turn would require the use of your primary action.&lt;br /&gt;
*Attacking with an off hand weapon after using your primary action to attack uses a secondary action, but does not get any of your normal bonuses you inherently possesses.&lt;br /&gt;
&lt;br /&gt;
=====Movement Action=====&lt;br /&gt;
A movement action allows you to move the number of blocks determined by your race’s &#039;&#039;&#039;MVT&#039;&#039;&#039;. You may spend both your primary and secondary action for additional movement. If all actions are spent on movement you are considered to be sprinting.&lt;br /&gt;
*Getting up from being prone takes half your movement.&lt;br /&gt;
&lt;br /&gt;
=====Reaction=====&lt;br /&gt;
Some abilities utilise a reaction. A reaction is an action taken in response to a predetermined trigger. Reactions may only trigger once per round, and may not be used in response to another reaction.&lt;br /&gt;
&lt;br /&gt;
*Opportunity attack: When a character (or monster) moves out of one block range of a hostile,  the hostile may use their reaction to make a standard attack action.&lt;br /&gt;
&lt;br /&gt;
*Cover: A character may use their reaction to dive for cover in response to a ranged attack. If there is no cover within 3 blocks, the character simply dives to the ground. Diving for cover grants a DC modifier of +2 however, the covering player loses their primary action the following turn.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
Less common actions that fall outside of those defined above.&lt;br /&gt;
&lt;br /&gt;
=====Hold Action=====&lt;br /&gt;
Instead of taking a primary action, you may instead hold your action. A &#039;hold action&#039; allows you to prepare to take an action outside of your turn. You must specify in advance what the action you are preparing is and what trigger you are waiting for. &#039;&#039;(For example, holding an attack action to ambush an unsuspecting enemy when they emerge from a door.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
Moving follows the movement rules on how far a creature can go during their turn. This may scale depending on the movement scale the DM sets prior to the event, but otherwise default to medium. The range is between &#039;&#039;&#039;Small&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039; and &#039;&#039;&#039;Large&#039;&#039;&#039; scale movement, listed on the &#039;&#039;&#039;Strength &amp;amp; Speed&#039;&#039;&#039; ranks sheet. There may be unique modifiers added to dungeons that change speeds even with the scale, but are unique and event-dependent.&lt;br /&gt;
&lt;br /&gt;
*Climbing any surface that allows you to is considered difficult terrain, and costs double the amount of movement for each block scaled. Jumping costs the same amount of movement as normal, but the amount of blocks you can jump is equal to half your movement speed rounded up. If you have 7 blocks of movement, you can only jump 4 blocks.&lt;br /&gt;
&lt;br /&gt;
*In the case of swimming, which is listed under [[Swimming Rules]], you can only choose to commit to one of the three options barring special exception.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Health Points &amp;amp; Damage===&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Health points (&#039;&#039;&#039;HP&#039;&#039;&#039;) are the health bars of creatures of Ephimoria. They represent the remaining &amp;quot;fight&amp;quot; left in them, and is effectively their constitution.&lt;br /&gt;
&lt;br /&gt;
====Health Points====&lt;br /&gt;
When a creature hits 0 &#039;&#039;&#039;HP&#039;&#039;&#039;, it becomes incapacitated. Should a character take a further 10 points of damage taking them to -10 &#039;&#039;&#039;HP&#039;&#039;&#039; that character is killed and must be revived. Characters left on 0 &#039;&#039;&#039;HP&#039;&#039;&#039; or less after combat must receive immediate medical assistance to stabilise else they bleed out and die. Any character with sufficient medical knowledge can stabilise an incapacitated character returning them to 1 &#039;&#039;&#039;HP&#039;&#039;&#039;, however they are still considered incapacitated until proper medical treatment is received.&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{StatChart}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wounds====&lt;br /&gt;
Wounds are dictated by the amount of damage sustained &#039;&#039;(after any deductions or mitigation)&#039;&#039; rounded down to the nearest whole number. In this fantasy world, injuries &#039;&#039;and even death&#039;&#039; are rarely permanent. With work, time, and good friends, a character is likely to fully recover from any injury. Try to accept these outcomes and see them as a challenge your character must face. It’s okay to feel sad or disappointed but it’s not the end! Every hero faces setbacks they must overcome.&lt;br /&gt;
&lt;br /&gt;
In some circumstances (such as DM-led events) you may request to skip rolling on the critical wound table and instead take an incapacitation. Characters incapacitated in this manner are considered out-of-action and may not return to the event.&lt;br /&gt;
&lt;br /&gt;
Wounds are determined by the amount of damage a character sustains in a single attack.&lt;br /&gt;
=====Minor Wound=====&lt;br /&gt;
An attack that delivers damage below 20% of a character&#039;s total &#039;&#039;&#039;HP&#039;&#039;&#039; is considered a minor wound. These wounds are negligible, equivalent to bruising, scrapes, scratches and minor burns.&lt;br /&gt;
&lt;br /&gt;
=====Major Wound=====&lt;br /&gt;
When a character receives damage equal to, or greater than 20% of their total &#039;&#039;&#039;HP&#039;&#039;&#039; in one attack. These wounds are serious, equivalent to lacerations, broken bones or concussion. A character with a major wound takes -2 to all rolls until healed with the exception of dealing damage. Major wound debuffs will stack.&lt;br /&gt;
&lt;br /&gt;
=====Critical Wound=====&lt;br /&gt;
A critical wound is a life-threatening injury sustained when a character takes damage greater than 33% of their total &#039;&#039;&#039;HP&#039;&#039;&#039; in one attack. These wounds are deadly and will lead to incapacitation and death if not treated urgently. To determine the critical wound, a DM may ask you to roll on the critical wound table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ Critical Wound Table&lt;br /&gt;
|-&lt;br /&gt;
! 1d10 !! Result !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Lost Eye || -4 to ranged attacks&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Lost Foot || Halved movement speed&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lost Hand || Cannot use two-handed or off-hand weaponry&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Lost Leg || Requires a check to not fall prone at the start of every turn.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Lost Arm || Cannot use two-handed or off-hand weaponry&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Internal Bleeding || 1d4 damage, +1 every turn until treated&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Punctured Lung || -2 to melee attacks, -1 every turn until treated&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Nerve Shock || Unable to take actions for 1 turn, +1 each time repeated.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Concussion || Cannot concentrate&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Lost Extremity || No effect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Death=====&lt;br /&gt;
Any creature that takes more than 10 damage after being incapacitated is killed and requires revival.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Points===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Special Points (&#039;&#039;&#039;SP&#039;&#039;&#039;) are effectively resource pools and determine how much abilities cost, how much is taken away when you cast or do something, and what happens, if anything, when you run out. This resource is uniquely numbered and exclusive depending on the trait you study &#039;&#039;(and adhere to)&#039;&#039; but will always be called &amp;quot;&#039;&#039;&#039;SP&#039;&#039;&#039;&amp;quot; on the character card.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Rolling &amp;amp; Rule of Cool===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Rolling is often used by many tabletop games and in Ephimoria it&#039;s not so different. When a roll is called for, it is most commonly a d20 (or 1d20), give or take the modifiers you posses for that specific action. If a different diceroll is required, it will be asked for on the item, page or otherwise and be explicitly mentioned. Dicerolls range from the common d20, to d12&#039;s, d10&#039;s, d8&#039;s, d6&#039;s, d4&#039;s and d2&#039;s, but any other form or variation may be mentioned or required on the specific pages. The most common actions &#039;&#039;(during combat)&#039;&#039; will usually require a d20, such as making an attack, jumping from ledge to ledge, or anything as far-fetched as trying to do a crazy maneuver that otherwise might not work without a roll! &lt;br /&gt;
&lt;br /&gt;
You will generally know when you have to roll and when you don&#039;t, as the item or rule will tell you to, or the DM will instruct you to do so. The rule of cool follows this prospect. If a creature wishes to do something that, while normally pretty insane, might just work, the DM is allowed (or can decline) to utilize the so called &amp;quot;Rule of Cool&amp;quot; by allowing you in some shape or form &#039;&#039;(usually a roll)&#039;&#039; to have a chance to achieve your objective, no matter what it might be. This optional rule is only used in PVE.&lt;br /&gt;
&lt;br /&gt;
====Advantage/Disadvantage====&lt;br /&gt;
When a character has the upperhand over an opponent, they are granted advantage. The player with advantage may make an additional roll and choose the highest result. When a character has been disabled or is struggling deeply and finding it more difficult to act, they are granted disadvantage. The player with disadvantage makes an additional roll and chooses the lower result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantage may be granted in the following situations:&lt;br /&gt;
*Melee attacking an opponent who is prone.&lt;br /&gt;
*Attacking an opponent who is immobilised&lt;br /&gt;
*DM discretion &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantage may be granted in the following situations:&lt;br /&gt;
*Ranged attack against a character in high cover&lt;br /&gt;
*Ranged attack against a character who is prone&lt;br /&gt;
*DM discretion&lt;br /&gt;
&lt;br /&gt;
Critical Hit:&lt;br /&gt;
On a critical hit (natural 20) a character doubles their damage roll. A DM may override or change this rule at their discretion.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Resistances, Immunities &amp;amp; Vulnerabilities===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Some creatures posses natural abilities to resist or be immune to certain types of damage. They can also be vulnerable to such damage types as well, which means that specialization and preparation for many situations is important. A creature who is resistant to a certain type of damage will receive &#039;&#039;&#039;half damage&#039;&#039;&#039; when that type hits it, rounded down to the nearest whole number. When it is immune, it will take no damage at all. When vulnerable, a creature will take &#039;&#039;&#039;double damage&#039;&#039;&#039; from that specific type rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
Many materials and armor posses traits similar to this, and allow, with enough information beforehand, to make what could be a tougher fight far more feasible. Any resistance, immunity or vulnerability will be listed on the material page or item itself if it possesses one.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[[Damage Types &amp;amp; Mitigation]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Status Effects===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Status Effects are the variety of effects that can occur as extra to certain types of damage or abilities when they succeed or are set off properly. Stemming from the positive enhancements to the negative crippling effects, to the exhaustion and dread systems, status effects have a large part to play in more advanced and complex fights.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[[Status Effects]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Combat_System&amp;diff=2579</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Combat_System&amp;diff=2579"/>
		<updated>2026-02-19T00:01:27Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Overview===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Ephimoria uses a strict RPG and roll-based approach to combat following a 20-sided die (d20). The three main elements that dictate everything are health points (&#039;&#039;&#039;HP&#039;&#039;&#039;), special points (&#039;&#039;&#039;SP&#039;&#039;&#039;), and movement distance (&#039;&#039;&#039;MVT&#039;&#039;&#039;). Your race, type of special ability, special events, and any artifacts or relics will all affect your character and their resource maximums.&lt;br /&gt;
&lt;br /&gt;
Damage is based on the damage type &#039;&#039;(e.g. fire, frost)&#039;&#039; and will have an optional damage dice attached to it - you may choose to either use the average damage or roll. If you choose to roll you must take the rolled result. The standard hit DC in Ephimoria is DC10. In order to land a hit in most circumstances, players must meet or exceed a 12 on a d20. On a &#039;natural&#039; 20, a character does not roll and instead delivers their maximum damage to the target, ignoring armor and resistance. In RP, you are considered to have struck a weak point such as an armor joint or soft spot.&lt;br /&gt;
&lt;br /&gt;
If a character&#039;s &#039;&#039;&#039;HP&#039;&#039;&#039; hits 0, they are knocked unconscious. &#039;&#039;&#039;SP&#039;&#039;&#039; represents your individual resource pool for magical abilities. Certain creatures, races, and other things have natural resistances, immunities and/or vulnerabilities. To find these, they have to be researched and field tested to learn the truth. &lt;br /&gt;
&lt;br /&gt;
For DM&#039;s looking for a place to start, much of how the system works exists in our [[DM&#039;s Guide &amp;amp; Regulations for Dummies|DM&#039;s Guide &amp;amp; Regulations for Dummies]].&lt;br /&gt;
&lt;br /&gt;
Outside of combat, the combat system is passive and serves no purpose.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Game Modes===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
In events, the game mode is determined by the DM, and can comes in one of two different flavors.  Ephimoira&#039;s combat system is not written with PVP as its primary focus as it is primarily a PVE server. When possible and feasible, it is discouraged to initiate rolled combat.&lt;br /&gt;
&lt;br /&gt;
====Story Mode==== &lt;br /&gt;
In a story mode event, the combat system is used as a backup, and a more honor based way of combat takes precedent; combat is fast paced and fluid to keep the story moving. Dice rolls and mechanics are limited, giving players more agency over their emotes as well as any damage their character takes. However, players should be encouraged to still suffer wounds when appropriate and act fairly in regards to their ability to dodge or resist damage. If a disagreement arises or if the situation calls for it, story mode combat ends. Story mode events are prevalent where combat isn&#039;t expected, isn&#039;t high-intensity or is only for narrative purposes.&lt;br /&gt;
&lt;br /&gt;
====Standard Mode==== &lt;br /&gt;
In standard mode, the combat system takes center-stage and all rules are enforced. In this mode, almost everything comes down to dice rolls and numbers. Though the mechanics of the system take precedence, very creative emotes and replies can lead to special bonuses given by the DM, much like in story mode. You are encouraged to still emote your attacks and act in a manner that is both sensible and believable, however damage and wounds are dictated by clearly defined rules. These events generally have more combat or higher intensity where strategy, decision making and cooperation is key to survival. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Turn Order &amp;amp; Actions===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
====Turn Order====&lt;br /&gt;
Combat scenarios have an established turn order. In PVP, turn order is agreed upon by participating parties, otherwise turn order is determined by the DM. &#039;&#039;(Turn order may be established in any number of ways that is agreed upon by all parties, but unless something changes, such as combat ending, it generally will not change once it is established.)&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Actions====&lt;br /&gt;
Each turn you may take up to one of each of the following action types in any order.&lt;br /&gt;
&lt;br /&gt;
===== Primary Action =====&lt;br /&gt;
A flexible action you may use to perform an &#039;&#039;&#039;attack&#039;&#039;&#039;, magical or mundane. You may only take one attack action per turn. Alternatively, you may also use this action to perform an additional secondary action or movement action (see below). When two allied characters are standing on opposite sides of an enemy their hit DC has a -2 modifier. &lt;br /&gt;
&lt;br /&gt;
*Disengage: Move away from a hostile target without taking an opportunity attack.&lt;br /&gt;
&lt;br /&gt;
*Defend: A character may spend their primary action to bolster their defence. The next attack directed at that character has a DC +3 modifier. Subsequent attacks reduce the DC modifier by 1 each time until racial base. (+3, +2, +1, 0)&lt;br /&gt;
&lt;br /&gt;
=====Secondary Action=====&lt;br /&gt;
A lesser action that covers interactions with the world around you. &#039;&#039;(e.g. opening doors, removing an item from your inventory, pulling a lever (Wrong lever!), consuming a consumable).&#039;&#039; You may forgo a secondary action to move half your &#039;&#039;&#039;MVT&#039;&#039;&#039;. &lt;br /&gt;
*Removing an item from inventory and consuming an item each require their own secondary action, however, this does allow you to continue fighting while prepping a consumable. To do both in one turn would require the use of your primary action.&lt;br /&gt;
*Attacking with an off hand weapon after using your primary action to attack uses a secondary action, but does not get any of your normal bonuses you inherently possesses.&lt;br /&gt;
&lt;br /&gt;
=====Movement Action=====&lt;br /&gt;
A movement action allows you to move the number of blocks determined by your race’s &#039;&#039;&#039;MVT&#039;&#039;&#039;. You may spend both your primary and secondary action for additional movement. If all actions are spent on movement you are considered to be sprinting.&lt;br /&gt;
*Getting up from being prone takes half your movement.&lt;br /&gt;
&lt;br /&gt;
=====Reaction=====&lt;br /&gt;
Some abilities utilise a reaction. A reaction is an action taken in response to a predetermined trigger. Reactions may only trigger once per round, and may not be used in response to another reaction.&lt;br /&gt;
&lt;br /&gt;
*Opportunity attack: When a character (or monster) moves out of one block range of a hostile,  the hostile may use their reaction to make a standard attack action.&lt;br /&gt;
&lt;br /&gt;
*Cover: A character may use their reaction to dive for cover in response to a ranged attack. If there is no cover within 3 blocks, the character simply dives to the ground. Diving for cover grants a DC modifier of +2 however, the covering player loses their primary action the following turn.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
Less common actions that fall outside of those defined above.&lt;br /&gt;
&lt;br /&gt;
=====Hold Action=====&lt;br /&gt;
Instead of taking a primary action, you may instead hold your action. A &#039;hold action&#039; allows you to prepare to take an action outside of your turn. You must specify in advance what the action you are preparing is and what trigger you are waiting for. &#039;&#039;(For example, holding an attack action to ambush an unsuspecting enemy when they emerge from a door.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
Moving follows the movement rules on how far a creature can go during their turn. This may scale depending on the movement scale the DM sets prior to the event, but otherwise default to medium. The range is between &#039;&#039;&#039;Small&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039; and &#039;&#039;&#039;Large&#039;&#039;&#039; scale movement, listed on the &#039;&#039;&#039;Strength &amp;amp; Speed&#039;&#039;&#039; ranks sheet. There may be unique modifiers added to dungeons that change speeds even with the scale, but are unique and event-dependent.&lt;br /&gt;
&lt;br /&gt;
*In the case of swimming, which is listed under [[Swimming Rules]], you can only choose to commit to one of the three options barring special exception.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Health Points &amp;amp; Damage===&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Health points (&#039;&#039;&#039;HP&#039;&#039;&#039;) are the health bars of creatures of Ephimoria. They represent the remaining &amp;quot;fight&amp;quot; left in them, and is effectively their constitution.&lt;br /&gt;
&lt;br /&gt;
====Health Points====&lt;br /&gt;
When a creature hits 0 &#039;&#039;&#039;HP&#039;&#039;&#039;, it becomes incapacitated. Should a character take a further 10 points of damage taking them to -10 &#039;&#039;&#039;HP&#039;&#039;&#039; that character is killed and must be revived. Characters left on 0 &#039;&#039;&#039;HP&#039;&#039;&#039; or less after combat must receive immediate medical assistance to stabilise else they bleed out and die. Any character with sufficient medical knowledge can stabilise an incapacitated character returning them to 1 &#039;&#039;&#039;HP&#039;&#039;&#039;, however they are still considered incapacitated until proper medical treatment is received.&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{StatChart}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wounds====&lt;br /&gt;
Wounds are dictated by the amount of damage sustained &#039;&#039;(after any deductions or mitigation)&#039;&#039; rounded down to the nearest whole number. In this fantasy world, injuries &#039;&#039;and even death&#039;&#039; are rarely permanent. With work, time, and good friends, a character is likely to fully recover from any injury. Try to accept these outcomes and see them as a challenge your character must face. It’s okay to feel sad or disappointed but it’s not the end! Every hero faces setbacks they must overcome.&lt;br /&gt;
&lt;br /&gt;
In some circumstances (such as DM-led events) you may request to skip rolling on the critical wound table and instead take an incapacitation. Characters incapacitated in this manner are considered out-of-action and may not return to the event.&lt;br /&gt;
&lt;br /&gt;
Wounds are determined by the amount of damage a character sustains in a single attack.&lt;br /&gt;
=====Minor Wound=====&lt;br /&gt;
An attack that delivers damage below 20% of a character&#039;s total &#039;&#039;&#039;HP&#039;&#039;&#039; is considered a minor wound. These wounds are negligible, equivalent to bruising, scrapes, scratches and minor burns.&lt;br /&gt;
&lt;br /&gt;
=====Major Wound=====&lt;br /&gt;
When a character receives damage equal to, or greater than 20% of their total &#039;&#039;&#039;HP&#039;&#039;&#039; in one attack. These wounds are serious, equivalent to lacerations, broken bones or concussion. A character with a major wound takes -2 to all rolls until healed with the exception of dealing damage. Major wound debuffs will stack.&lt;br /&gt;
&lt;br /&gt;
=====Critical Wound=====&lt;br /&gt;
A critical wound is a life-threatening injury sustained when a character takes damage greater than 33% of their total &#039;&#039;&#039;HP&#039;&#039;&#039; in one attack. These wounds are deadly and will lead to incapacitation and death if not treated urgently. To determine the critical wound, a DM may ask you to roll on the critical wound table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ Critical Wound Table&lt;br /&gt;
|-&lt;br /&gt;
! 1d10 !! Result !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Lost Eye || -4 to ranged attacks&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Lost Foot || Halved movement speed&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lost Hand || Cannot use two-handed or off-hand weaponry&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Lost Leg || Requires a check to not fall prone at the start of every turn.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Lost Arm || Cannot use two-handed or off-hand weaponry&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Internal Bleeding || 1d4 damage, +1 every turn until treated&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Punctured Lung || -2 to melee attacks, -1 every turn until treated&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Nerve Shock || Unable to take actions for 1 turn, +1 each time repeated.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Concussion || Cannot concentrate&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Lost Extremity || No effect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Death=====&lt;br /&gt;
Any creature that takes more than 10 damage after being incapacitated is killed and requires revival.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Points===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Special Points (&#039;&#039;&#039;SP&#039;&#039;&#039;) are effectively resource pools and determine how much abilities cost, how much is taken away when you cast or do something, and what happens, if anything, when you run out. This resource is uniquely numbered and exclusive depending on the trait you study &#039;&#039;(and adhere to)&#039;&#039; but will always be called &amp;quot;&#039;&#039;&#039;SP&#039;&#039;&#039;&amp;quot; on the character card.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Rolling &amp;amp; Rule of Cool===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Rolling is often used by many tabletop games and in Ephimoria it&#039;s not so different. When a roll is called for, it is most commonly a d20 (or 1d20), give or take the modifiers you posses for that specific action. If a different diceroll is required, it will be asked for on the item, page or otherwise and be explicitly mentioned. Dicerolls range from the common d20, to d12&#039;s, d10&#039;s, d8&#039;s, d6&#039;s, d4&#039;s and d2&#039;s, but any other form or variation may be mentioned or required on the specific pages. The most common actions &#039;&#039;(during combat)&#039;&#039; will usually require a d20, such as making an attack, jumping from ledge to ledge, or anything as far-fetched as trying to do a crazy maneuver that otherwise might not work without a roll! &lt;br /&gt;
&lt;br /&gt;
You will generally know when you have to roll and when you don&#039;t, as the item or rule will tell you to, or the DM will instruct you to do so. The rule of cool follows this prospect. If a creature wishes to do something that, while normally pretty insane, might just work, the DM is allowed (or can decline) to utilize the so called &amp;quot;Rule of Cool&amp;quot; by allowing you in some shape or form &#039;&#039;(usually a roll)&#039;&#039; to have a chance to achieve your objective, no matter what it might be. This optional rule is only used in PVE.&lt;br /&gt;
&lt;br /&gt;
====Advantage/Disadvantage====&lt;br /&gt;
When a character has the upperhand over an opponent, they are granted advantage. The player with advantage may make an additional roll and choose the highest result. When a character has been disabled or is struggling deeply and finding it more difficult to act, they are granted disadvantage. The player with disadvantage makes an additional roll and chooses the lower result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantage may be granted in the following situations:&lt;br /&gt;
*Melee attacking an opponent who is prone.&lt;br /&gt;
*Attacking an opponent who is immobilised&lt;br /&gt;
*DM discretion &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantage may be granted in the following situations:&lt;br /&gt;
*Ranged attack against a character in high cover&lt;br /&gt;
*Ranged attack against a character who is prone&lt;br /&gt;
*DM discretion&lt;br /&gt;
&lt;br /&gt;
Critical Hit:&lt;br /&gt;
On a critical hit (natural 20) a character doubles their damage roll. A DM may override or change this rule at their discretion.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Resistances, Immunities &amp;amp; Vulnerabilities===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Some creatures posses natural abilities to resist or be immune to certain types of damage. They can also be vulnerable to such damage types as well, which means that specialization and preparation for many situations is important. A creature who is resistant to a certain type of damage will receive &#039;&#039;&#039;half damage&#039;&#039;&#039; when that type hits it, rounded down to the nearest whole number. When it is immune, it will take no damage at all. When vulnerable, a creature will take &#039;&#039;&#039;double damage&#039;&#039;&#039; from that specific type rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
Many materials and armor posses traits similar to this, and allow, with enough information beforehand, to make what could be a tougher fight far more feasible. Any resistance, immunity or vulnerability will be listed on the material page or item itself if it possesses one.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[[Damage Types &amp;amp; Mitigation]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Status Effects===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Status Effects are the variety of effects that can occur as extra to certain types of damage or abilities when they succeed or are set off properly. Stemming from the positive enhancements to the negative crippling effects, to the exhaustion and dread systems, status effects have a large part to play in more advanced and complex fights.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[[Status Effects]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Template:StatChart&amp;diff=2578</id>
		<title>Template:StatChart</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Template:StatChart&amp;diff=2578"/>
		<updated>2026-02-19T00:00:49Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div&amp;gt;&lt;br /&gt;
== Strength &amp;amp; Speed Ranks ==&lt;br /&gt;
&lt;br /&gt;
=== Size ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! Tiny !! Small !! Medium !! Large !! Huge&lt;br /&gt;
|-&lt;br /&gt;
| Sprite || Fey || Elf || Orc || Hrim Giant&lt;br /&gt;
|-&lt;br /&gt;
| Goblin || Halfling || Satyr || Draxgar || Minotaur&lt;br /&gt;
|-&lt;br /&gt;
| Skraelyn || Dwarf || Sinnehliv || Half-Orc ||&lt;br /&gt;
|-&lt;br /&gt;
| || Dryad || Half-Elf || Aervan ||&lt;br /&gt;
|-&lt;br /&gt;
| || Harpy || Human || Drider ||&lt;br /&gt;
|-&lt;br /&gt;
| || Vilo&#039;Tae || Danakov || Centaur ||&lt;br /&gt;
|-&lt;br /&gt;
| || || Syrien || Leonin ||&lt;br /&gt;
|-&lt;br /&gt;
| || || Shifter || Rahktari ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || Naga ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || Chulduri ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Speed Rank ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! E !! D !! C !! B !! A !! A+&lt;br /&gt;
|-&lt;br /&gt;
| Orc || Half-Orc || Human || Elf || Fey || Sprite&lt;br /&gt;
|-&lt;br /&gt;
| Draxgar || Danakov || Sinnehliv || Satyr || Goblin || Skraelyn&lt;br /&gt;
|-&lt;br /&gt;
| Minotaur || Dwarf || Syrien || Shifter || Halfling ||&lt;br /&gt;
|-&lt;br /&gt;
| Hrim Giant || Harpy || Dryad || Drider || Centaur ||&lt;br /&gt;
|-&lt;br /&gt;
| Leonin || Chulduri || Aervan || Vilo&#039;Tae || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || Half-Elf || Rahktari || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || Naga || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strength Rank ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! E !! D !! C !! B !! A !! A+&lt;br /&gt;
|-&lt;br /&gt;
| Fey || Elf || Human || Half-Orc || Orc || Hrim Giant&lt;br /&gt;
|-&lt;br /&gt;
| Skraelyn || Satyr || Sinnehliv || Danakov || Dwarf || Minotaur&lt;br /&gt;
|-&lt;br /&gt;
| Shifter || Aervan || Syrien || Draxgar || Drider ||&lt;br /&gt;
|-&lt;br /&gt;
| Sprite || Goblin || Dryad || Centaur || Leonin ||&lt;br /&gt;
|-&lt;br /&gt;
| || Halfling || Half-Elf || Vilo&#039;Tae || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || Rahktari || Naga || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || Harpy || Chulduri || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health by Size ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! Tiny !! Small !! Medium !! Large !! Huge&lt;br /&gt;
|-&lt;br /&gt;
| 45 || 50 || 55 || 60 || 65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Size Modifier ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! Tiny !! Small !! Medium !! Large !! Huge&lt;br /&gt;
|-&lt;br /&gt;
| -2 || -1 || 0 || +1 || +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee Damage Modifier ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! E !! D !! C !! B !! A !! A+&lt;br /&gt;
|-&lt;br /&gt;
| -1 || 0 || +1 || +2 || +3 || +4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Movement Speed ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! Size !! E !! D !! C !! B !! A !! A+&lt;br /&gt;
|-&lt;br /&gt;
| Small || 4 || 5 || 6 || 7 || 8 || 9&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 8 || 9 || 10 || 11 || 12 || 13&lt;br /&gt;
|-&lt;br /&gt;
| Large || 12 || 13 || 14 || 15 || 16 || 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dodge Value (DV) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! E !! D !! C !! B !! A !! A+&lt;br /&gt;
|-&lt;br /&gt;
| -2 || -1 || 0 || +1 || +2 || +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hit DC (as adjusted by DV) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! E !! D !! C !! B !! A !! A+&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 9 || 10 || 11 || 12 || 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Template:StatChart&amp;diff=2577</id>
		<title>Template:StatChart</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Template:StatChart&amp;diff=2577"/>
		<updated>2026-02-19T00:00:34Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;stat-chart&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strength &amp;amp; Speed Ranks ==&lt;br /&gt;
&lt;br /&gt;
=== Size ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! Tiny !! Small !! Medium !! Large !! Huge&lt;br /&gt;
|-&lt;br /&gt;
| Sprite || Fey || Elf || Orc || Hrim Giant&lt;br /&gt;
|-&lt;br /&gt;
| Goblin || Halfling || Satyr || Draxgar || Minotaur&lt;br /&gt;
|-&lt;br /&gt;
| Skraelyn || Dwarf || Sinnehliv || Half-Orc ||&lt;br /&gt;
|-&lt;br /&gt;
| || Dryad || Half-Elf || Aervan ||&lt;br /&gt;
|-&lt;br /&gt;
| || Harpy || Human || Drider ||&lt;br /&gt;
|-&lt;br /&gt;
| || Vilo&#039;Tae || Danakov || Centaur ||&lt;br /&gt;
|-&lt;br /&gt;
| || || Syrien || Leonin ||&lt;br /&gt;
|-&lt;br /&gt;
| || || Shifter || Rahktari ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || Naga ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || Chulduri ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Speed Rank ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! E !! D !! C !! B !! A !! A+&lt;br /&gt;
|-&lt;br /&gt;
| Orc || Half-Orc || Human || Elf || Fey || Sprite&lt;br /&gt;
|-&lt;br /&gt;
| Draxgar || Danakov || Sinnehliv || Satyr || Goblin || Skraelyn&lt;br /&gt;
|-&lt;br /&gt;
| Minotaur || Dwarf || Syrien || Shifter || Halfling ||&lt;br /&gt;
|-&lt;br /&gt;
| Hrim Giant || Harpy || Dryad || Drider || Centaur ||&lt;br /&gt;
|-&lt;br /&gt;
| Leonin || Chulduri || Aervan || Vilo&#039;Tae || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || Half-Elf || Rahktari || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || Naga || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strength Rank ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! E !! D !! C !! B !! A !! A+&lt;br /&gt;
|-&lt;br /&gt;
| Fey || Elf || Human || Half-Orc || Orc || Hrim Giant&lt;br /&gt;
|-&lt;br /&gt;
| Skraelyn || Satyr || Sinnehliv || Danakov || Dwarf || Minotaur&lt;br /&gt;
|-&lt;br /&gt;
| Shifter || Aervan || Syrien || Draxgar || Drider ||&lt;br /&gt;
|-&lt;br /&gt;
| Sprite || Goblin || Dryad || Centaur || Leonin ||&lt;br /&gt;
|-&lt;br /&gt;
| || Halfling || Half-Elf || Vilo&#039;Tae || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || Rahktari || Naga || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || Harpy || Chulduri || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health by Size ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! Tiny !! Small !! Medium !! Large !! Huge&lt;br /&gt;
|-&lt;br /&gt;
| 45 || 50 || 55 || 60 || 65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Size Modifier ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! Tiny !! Small !! Medium !! Large !! Huge&lt;br /&gt;
|-&lt;br /&gt;
| -2 || -1 || 0 || +1 || +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee Damage Modifier ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! E !! D !! C !! B !! A !! A+&lt;br /&gt;
|-&lt;br /&gt;
| -1 || 0 || +1 || +2 || +3 || +4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Movement Speed ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! Size !! E !! D !! C !! B !! A !! A+&lt;br /&gt;
|-&lt;br /&gt;
| Small || 4 || 5 || 6 || 7 || 8 || 9&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 8 || 9 || 10 || 11 || 12 || 13&lt;br /&gt;
|-&lt;br /&gt;
| Large || 12 || 13 || 14 || 15 || 16 || 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dodge Value (DV) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! E !! D !! C !! B !! A !! A+&lt;br /&gt;
|-&lt;br /&gt;
| -2 || -1 || 0 || +1 || +2 || +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hit DC (as adjusted by DV) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! E !! D !! C !! B !! A !! A+&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 9 || 10 || 11 || 12 || 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Template:StatChart&amp;diff=2576</id>
		<title>Template:StatChart</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Template:StatChart&amp;diff=2576"/>
		<updated>2026-02-19T00:00:04Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: Created page with &amp;quot;```mediawiki &amp;lt;templatestyles src=&amp;quot;Template:StatChart/styles.css&amp;quot;/&amp;gt; &amp;lt;div class=&amp;quot;stat-chart&amp;quot;&amp;gt;  == Strength &amp;amp; Speed Ranks ==  === Size === {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot; ! Tiny !! Small !! Medium !! Large !! Huge |- | Sprite || Fey || Elf || Orc || Hrim Giant |- | Goblin || Halfling || Satyr || Draxgar || Minotaur |- | Skraelyn || Dwarf || Sinnehliv || Half-Orc || |- | || Dryad || Half-Elf || Aervan || |- | || Harpy || Human || Drider || |- | ||...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;```mediawiki&lt;br /&gt;
&amp;lt;templatestyles src=&amp;quot;Template:StatChart/styles.css&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;stat-chart&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strength &amp;amp; Speed Ranks ==&lt;br /&gt;
&lt;br /&gt;
=== Size ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! Tiny !! Small !! Medium !! Large !! Huge&lt;br /&gt;
|-&lt;br /&gt;
| Sprite || Fey || Elf || Orc || Hrim Giant&lt;br /&gt;
|-&lt;br /&gt;
| Goblin || Halfling || Satyr || Draxgar || Minotaur&lt;br /&gt;
|-&lt;br /&gt;
| Skraelyn || Dwarf || Sinnehliv || Half-Orc ||&lt;br /&gt;
|-&lt;br /&gt;
| || Dryad || Half-Elf || Aervan ||&lt;br /&gt;
|-&lt;br /&gt;
| || Harpy || Human || Drider ||&lt;br /&gt;
|-&lt;br /&gt;
| || Vilo&#039;Tae || Danakov || Centaur ||&lt;br /&gt;
|-&lt;br /&gt;
| || || Syrien || Leonin ||&lt;br /&gt;
|-&lt;br /&gt;
| || || Shifter || Rahktari ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || Naga ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || Chulduri ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Speed Rank ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! E !! D !! C !! B !! A !! A+&lt;br /&gt;
|-&lt;br /&gt;
| Orc || Half-Orc || Human || Elf || Fey || Sprite&lt;br /&gt;
|-&lt;br /&gt;
| Draxgar || Danakov || Sinnehliv || Satyr || Goblin || Skraelyn&lt;br /&gt;
|-&lt;br /&gt;
| Minotaur || Dwarf || Syrien || Shifter || Halfling ||&lt;br /&gt;
|-&lt;br /&gt;
| Hrim Giant || Harpy || Dryad || Drider || Centaur ||&lt;br /&gt;
|-&lt;br /&gt;
| Leonin || Chulduri || Aervan || Vilo&#039;Tae || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || Half-Elf || Rahktari || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || Naga || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Strength Rank ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! E !! D !! C !! B !! A !! A+&lt;br /&gt;
|-&lt;br /&gt;
| Fey || Elf || Human || Half-Orc || Orc || Hrim Giant&lt;br /&gt;
|-&lt;br /&gt;
| Skraelyn || Satyr || Sinnehliv || Danakov || Dwarf || Minotaur&lt;br /&gt;
|-&lt;br /&gt;
| Shifter || Aervan || Syrien || Draxgar || Drider ||&lt;br /&gt;
|-&lt;br /&gt;
| Sprite || Goblin || Dryad || Centaur || Leonin ||&lt;br /&gt;
|-&lt;br /&gt;
| || Halfling || Half-Elf || Vilo&#039;Tae || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || Rahktari || Naga || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || Harpy || Chulduri || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health by Size ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! Tiny !! Small !! Medium !! Large !! Huge&lt;br /&gt;
|-&lt;br /&gt;
| 45 || 50 || 55 || 60 || 65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Size Modifier ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! Tiny !! Small !! Medium !! Large !! Huge&lt;br /&gt;
|-&lt;br /&gt;
| -2 || -1 || 0 || +1 || +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee Damage Modifier ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! E !! D !! C !! B !! A !! A+&lt;br /&gt;
|-&lt;br /&gt;
| -1 || 0 || +1 || +2 || +3 || +4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Movement Speed ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! Size !! E !! D !! C !! B !! A !! A+&lt;br /&gt;
|-&lt;br /&gt;
| Small || 4 || 5 || 6 || 7 || 8 || 9&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 8 || 9 || 10 || 11 || 12 || 13&lt;br /&gt;
|-&lt;br /&gt;
| Large || 12 || 13 || 14 || 15 || 16 || 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dodge Value (DV) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! E !! D !! C !! B !! A !! A+&lt;br /&gt;
|-&lt;br /&gt;
| -2 || -1 || 0 || +1 || +2 || +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hit DC (as adjusted by DV) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! E !! D !! C !! B !! A !! A+&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 9 || 10 || 11 || 12 || 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Combat_System&amp;diff=2556</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Combat_System&amp;diff=2556"/>
		<updated>2025-11-30T22:04:02Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Movement Action */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Overview===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Ephimoria uses a strict RPG and roll-based approach to combat following a 20-sided die (d20). The three main elements that dictate everything are health points (&#039;&#039;&#039;HP&#039;&#039;&#039;), special points (&#039;&#039;&#039;SP&#039;&#039;&#039;), and movement distance (&#039;&#039;&#039;MVT&#039;&#039;&#039;). Your race, type of special ability, special events, and any artifacts or relics will all affect your character and their resource maximums.&lt;br /&gt;
&lt;br /&gt;
Damage is based on the damage type &#039;&#039;(e.g. fire, frost)&#039;&#039; and will have an optional damage dice attached to it - you may choose to either use the average damage or roll. If you choose to roll you must take the rolled result. The standard hit DC in Ephimoria is DC10. In order to land a hit in most circumstances, players must meet or exceed a 12 on a d20. On a &#039;natural&#039; 20, a character does not roll and instead delivers their maximum damage to the target, ignoring armor and resistance. In RP, you are considered to have struck a weak point such as an armor joint or soft spot.&lt;br /&gt;
&lt;br /&gt;
If a character&#039;s &#039;&#039;&#039;HP&#039;&#039;&#039; hits 0, they are knocked unconscious. &#039;&#039;&#039;SP&#039;&#039;&#039; represents your individual resource pool for magical abilities. Certain creatures, races, and other things have natural resistances, immunities and/or vulnerabilities. To find these, they have to be researched and field tested to learn the truth. &lt;br /&gt;
&lt;br /&gt;
For DM&#039;s looking for a place to start, much of how the system works exists in our [[DM&#039;s Guide &amp;amp; Regulations for Dummies|DM&#039;s Guide &amp;amp; Regulations for Dummies]].&lt;br /&gt;
&lt;br /&gt;
Outside of combat, the combat system is passive and serves no purpose.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Game Modes===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
In events, the game mode is determined by the DM, and can comes in one of two different flavors.  Ephimoira&#039;s combat system is not written with PVP as its primary focus as it is primarily a PVE server. When possible and feasible, it is discouraged to initiate rolled combat.&lt;br /&gt;
&lt;br /&gt;
====Story Mode==== &lt;br /&gt;
In a story mode event, the combat system is used as a backup, and a more honor based way of combat takes precedent; combat is fast paced and fluid to keep the story moving. Dice rolls and mechanics are limited, giving players more agency over their emotes as well as any damage their character takes. However, players should be encouraged to still suffer wounds when appropriate and act fairly in regards to their ability to dodge or resist damage. If a disagreement arises or if the situation calls for it, story mode combat ends. Story mode events are prevalent where combat isn&#039;t expected, isn&#039;t high-intensity or is only for narrative purposes.&lt;br /&gt;
&lt;br /&gt;
====Standard Mode==== &lt;br /&gt;
In standard mode, the combat system takes center-stage and all rules are enforced. In this mode, almost everything comes down to dice rolls and numbers. Though the mechanics of the system take precedence, very creative emotes and replies can lead to special bonuses given by the DM, much like in story mode. You are encouraged to still emote your attacks and act in a manner that is both sensible and believable, however damage and wounds are dictated by clearly defined rules. These events generally have more combat or higher intensity where strategy, decision making and cooperation is key to survival. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Turn Order &amp;amp; Actions===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
====Turn Order====&lt;br /&gt;
Combat scenarios have an established turn order. In PVP, turn order is agreed upon by participating parties, otherwise turn order is determined by the DM. &#039;&#039;(Turn order may be established in any number of ways that is agreed upon by all parties, but unless something changes, such as combat ending, it generally will not change once it is established.)&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Actions====&lt;br /&gt;
Each turn you may take up to one of each of the following action types in any order.&lt;br /&gt;
&lt;br /&gt;
===== Primary Action =====&lt;br /&gt;
A flexible action you may use to perform an &#039;&#039;&#039;attack&#039;&#039;&#039;, magical or mundane. You may only take one attack action per turn. Alternatively, you may also use this action to perform an additional secondary action or movement action (see below). When two allied characters are standing on opposite sides of an enemy their hit DC has a -2 modifier. &lt;br /&gt;
&lt;br /&gt;
*Disengage: Move away from a hostile target without taking an opportunity attack.&lt;br /&gt;
&lt;br /&gt;
*Defend: A character may spend their primary action to bolster their defence. The next attack directed at that character has a DC +3 modifier. Subsequent attacks reduce the DC modifier by 1 each time until racial base. (+3, +2, +1, 0)&lt;br /&gt;
&lt;br /&gt;
=====Secondary Action=====&lt;br /&gt;
A lesser action that covers interactions with the world around you. &#039;&#039;(e.g. opening doors, removing an item from your inventory, pulling a lever (Wrong lever!), consuming a consumable).&#039;&#039; You may forgo a secondary action to move half your &#039;&#039;&#039;MVT&#039;&#039;&#039;. &lt;br /&gt;
*Removing an item from inventory and consuming an item each require their own secondary action, however, this does allow you to continue fighting while prepping a consumable. To do both in one turn would require the use of your primary action.&lt;br /&gt;
*Attacking with an off hand weapon after using your primary action to attack uses a secondary action, but does not get any of your normal bonuses you inherently possesses.&lt;br /&gt;
&lt;br /&gt;
=====Movement Action=====&lt;br /&gt;
A movement action allows you to move the number of blocks determined by your race’s &#039;&#039;&#039;MVT&#039;&#039;&#039;. You may spend both your primary and secondary action for additional movement. If all actions are spent on movement you are considered to be sprinting.&lt;br /&gt;
*Getting up from being prone takes half your movement.&lt;br /&gt;
&lt;br /&gt;
=====Reaction=====&lt;br /&gt;
Some abilities utilise a reaction. A reaction is an action taken in response to a predetermined trigger. Reactions may only trigger once per round.&lt;br /&gt;
&lt;br /&gt;
*Opportunity attack: When a character (or monster) moves out of one block range of a hostile,  the hostile may use their reaction to make a standard attack action.&lt;br /&gt;
&lt;br /&gt;
*Cover: A character may use their reaction to dive for cover in response to a ranged attack. If there is no cover within 3 blocks, the character simply dives to the ground. Diving for cover grants a DC modifier of +2 however, the covering player loses their primary action the following turn.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
Less common actions that fall outside of those defined above.&lt;br /&gt;
&lt;br /&gt;
=====Hold Action=====&lt;br /&gt;
Instead of taking a primary action, you may instead hold your action. A &#039;hold action&#039; allows you to prepare to take an action outside of your turn. You must specify in advance what the action you are preparing is and what trigger you are waiting for. &#039;&#039;(For example, holding an attack action to ambush an unsuspecting enemy when they emerge from a door.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
Moving follows the movement rules on how far a creature can go during their turn. This may scale depending on the movement scale the DM sets prior to the event, but otherwise default to medium. The range is between &#039;&#039;&#039;Small&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039; and &#039;&#039;&#039;Large&#039;&#039;&#039; scale movement, listed on the &#039;&#039;&#039;Strength &amp;amp; Speed&#039;&#039;&#039; ranks sheet. There may be unique modifiers added to dungeons that change speeds even with the scale, but are unique and event-dependent.&lt;br /&gt;
&lt;br /&gt;
*In the case of swimming, which is listed under [[Swimming Rules]], you can only choose to commit to one of the three options barring special exception.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Health Points &amp;amp; Damage===&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Health points (&#039;&#039;&#039;HP&#039;&#039;&#039;) are the health bars of creatures of Ephimoria. They represent the remaining &amp;quot;fight&amp;quot; left in them, and is effectively their constitution.&lt;br /&gt;
&lt;br /&gt;
====Health Points====&lt;br /&gt;
When a creature hits 0 &#039;&#039;&#039;HP&#039;&#039;&#039;, it becomes incapacitated. Should a character take a further 10 points of damage taking them to -10 &#039;&#039;&#039;HP&#039;&#039;&#039; that character is killed and must be revived. Characters left on 0 &#039;&#039;&#039;HP&#039;&#039;&#039; or less after combat must receive immediate medical assistance to stabilise else they bleed out and die. Any character with sufficient medical knowledge can stabilise an incapacitated character returning them to 1 &#039;&#039;&#039;HP&#039;&#039;&#039;, however they are still considered incapacitated until proper medical treatment is received.&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Wounds====&lt;br /&gt;
Wounds are dictated by the amount of damage sustained &#039;&#039;(after any deductions or mitigation)&#039;&#039; rounded down to the nearest whole number. In this fantasy world, injuries &#039;&#039;and even death&#039;&#039; are rarely permanent. With work, time, and good friends, a character is likely to fully recover from any injury. Try to accept these outcomes and see them as a challenge your character must face. It’s okay to feel sad or disappointed but it’s not the end! Every hero faces setbacks they must overcome.&lt;br /&gt;
&lt;br /&gt;
In some circumstances (such as DM-led events) you may request to skip rolling on the critical wound table and instead take an incapacitation. Characters incapacitated in this manner are considered out-of-action and may not return to the event.&lt;br /&gt;
&lt;br /&gt;
Wounds are determined by the amount of damage a character sustains in a single attack.&lt;br /&gt;
=====Minor Wound=====&lt;br /&gt;
An attack that delivers damage below 20% of a character&#039;s total &#039;&#039;&#039;HP&#039;&#039;&#039; is considered a minor wound. These wounds are negligible, equivalent to bruising, scrapes, scratches and minor burns.&lt;br /&gt;
&lt;br /&gt;
=====Major Wound=====&lt;br /&gt;
When a character receives damage equal to, or greater than 20% of their total &#039;&#039;&#039;HP&#039;&#039;&#039; in one attack. These wounds are serious, equivalent to lacerations, broken bones or concussion. A character with a major wound takes -2 to all rolls until healed with the exception of dealing damage. Major wound debuffs will stack.&lt;br /&gt;
&lt;br /&gt;
=====Critical Wound=====&lt;br /&gt;
A critical wound is a life-threatening injury sustained when a character takes damage greater than 33% of their total &#039;&#039;&#039;HP&#039;&#039;&#039; in one attack. These wounds are deadly and will lead to incapacitation and death if not treated urgently. To determine the critical wound, a DM may ask you to roll on the critical wound table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ Critical Wound Table&lt;br /&gt;
|-&lt;br /&gt;
! 1d10 !! Result !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Lost Eye || -4 to ranged attacks&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Lost Foot || Halved movement speed&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lost Hand || Cannot use two-handed or off-hand weaponry&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Lost Leg || Requires a check to not fall prone at the start of every turn.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Lost Arm || Cannot use two-handed or off-hand weaponry&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Internal Bleeding || 1d4 damage, +1 every turn until treated&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Punctured Lung || -2 to melee attacks, -1 every turn until treated&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Nerve Shock || Unable to take actions for 1 turn, +1 each time repeated.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Concussion || Cannot concentrate&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Lost Extremity || No effect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Death=====&lt;br /&gt;
Any creature that takes more than 10 damage after being incapacitated is killed and requires revival.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Points===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Special Points (&#039;&#039;&#039;SP&#039;&#039;&#039;) are effectively resource pools and determine how much abilities cost, how much is taken away when you cast or do something, and what happens, if anything, when you run out. This resource is uniquely numbered and exclusive depending on the trait you study &#039;&#039;(and adhere to)&#039;&#039; but will always be called &amp;quot;&#039;&#039;&#039;SP&#039;&#039;&#039;&amp;quot; on the character card.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Rolling &amp;amp; Rule of Cool===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Rolling is often used by many tabletop games and in Ephimoria it&#039;s not so different. When a roll is called for, it is most commonly a d20 (or 1d20), give or take the modifiers you posses for that specific action. If a different diceroll is required, it will be asked for on the item, page or otherwise and be explicitly mentioned. Dicerolls range from the common d20, to d12&#039;s, d10&#039;s, d8&#039;s, d6&#039;s, d4&#039;s and d2&#039;s, but any other form or variation may be mentioned or required on the specific pages. The most common actions &#039;&#039;(during combat)&#039;&#039; will usually require a d20, such as making an attack, jumping from ledge to ledge, or anything as far-fetched as trying to do a crazy maneuver that otherwise might not work without a roll! &lt;br /&gt;
&lt;br /&gt;
You will generally know when you have to roll and when you don&#039;t, as the item or rule will tell you to, or the DM will instruct you to do so. The rule of cool follows this prospect. If a creature wishes to do something that, while normally pretty insane, might just work, the DM is allowed (or can decline) to utilize the so called &amp;quot;Rule of Cool&amp;quot; by allowing you in some shape or form &#039;&#039;(usually a roll)&#039;&#039; to have a chance to achieve your objective, no matter what it might be. This optional rule is only used in PVE.&lt;br /&gt;
&lt;br /&gt;
====Advantage/Disadvantage====&lt;br /&gt;
When a character has the upperhand over an opponent, they are granted advantage. The player with advantage may make an additional roll and choose the highest result. When a character has been disabled or is struggling deeply and finding it more difficult to act, they are granted disadvantage. The player with disadvantage makes an additional roll and chooses the lower result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantage may be granted in the following situations:&lt;br /&gt;
*Melee attacking an opponent who is prone.&lt;br /&gt;
*Attacking an opponent who is immobilised&lt;br /&gt;
*DM discretion &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantage may be granted in the following situations:&lt;br /&gt;
*Ranged attack against a character in high cover&lt;br /&gt;
*Ranged attack against a character who is prone&lt;br /&gt;
*DM discretion&lt;br /&gt;
&lt;br /&gt;
Critical Hit:&lt;br /&gt;
On a critical hit (natural 20) a character doubles their damage roll. A DM may override or change this rule at their discretion.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Resistances, Immunities &amp;amp; Vulnerabilities===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Some creatures posses natural abilities to resist or be immune to certain types of damage. They can also be vulnerable to such damage types as well, which means that specialization and preparation for many situations is important. A creature who is resistant to a certain type of damage will receive &#039;&#039;&#039;half damage&#039;&#039;&#039; when that type hits it, rounded down to the nearest whole number. When it is immune, it will take no damage at all. When vulnerable, a creature will take &#039;&#039;&#039;double damage&#039;&#039;&#039; from that specific type rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
Many materials and armor posses traits similar to this, and allow, with enough information beforehand, to make what could be a tougher fight far more feasible. Any resistance, immunity or vulnerability will be listed on the material page or item itself if it possesses one.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[[Damage Types &amp;amp; Mitigation]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Status Effects===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Status Effects are the variety of effects that can occur as extra to certain types of damage or abilities when they succeed or are set off properly. Stemming from the positive enhancements to the negative crippling effects, to the exhaustion and dread systems, status effects have a large part to play in more advanced and complex fights.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[[Status Effects]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Combat_System&amp;diff=2555</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Combat_System&amp;diff=2555"/>
		<updated>2025-11-30T21:46:49Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Secondary Action */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Overview===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Ephimoria uses a strict RPG and roll-based approach to combat following a 20-sided die (d20). The three main elements that dictate everything are health points (&#039;&#039;&#039;HP&#039;&#039;&#039;), special points (&#039;&#039;&#039;SP&#039;&#039;&#039;), and movement distance (&#039;&#039;&#039;MVT&#039;&#039;&#039;). Your race, type of special ability, special events, and any artifacts or relics will all affect your character and their resource maximums.&lt;br /&gt;
&lt;br /&gt;
Damage is based on the damage type &#039;&#039;(e.g. fire, frost)&#039;&#039; and will have an optional damage dice attached to it - you may choose to either use the average damage or roll. If you choose to roll you must take the rolled result. The standard hit DC in Ephimoria is DC10. In order to land a hit in most circumstances, players must meet or exceed a 12 on a d20. On a &#039;natural&#039; 20, a character does not roll and instead delivers their maximum damage to the target, ignoring armor and resistance. In RP, you are considered to have struck a weak point such as an armor joint or soft spot.&lt;br /&gt;
&lt;br /&gt;
If a character&#039;s &#039;&#039;&#039;HP&#039;&#039;&#039; hits 0, they are knocked unconscious. &#039;&#039;&#039;SP&#039;&#039;&#039; represents your individual resource pool for magical abilities. Certain creatures, races, and other things have natural resistances, immunities and/or vulnerabilities. To find these, they have to be researched and field tested to learn the truth. &lt;br /&gt;
&lt;br /&gt;
For DM&#039;s looking for a place to start, much of how the system works exists in our [[DM&#039;s Guide &amp;amp; Regulations for Dummies|DM&#039;s Guide &amp;amp; Regulations for Dummies]].&lt;br /&gt;
&lt;br /&gt;
Outside of combat, the combat system is passive and serves no purpose.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Game Modes===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
In events, the game mode is determined by the DM, and can comes in one of two different flavors.  Ephimoira&#039;s combat system is not written with PVP as its primary focus as it is primarily a PVE server. When possible and feasible, it is discouraged to initiate rolled combat.&lt;br /&gt;
&lt;br /&gt;
====Story Mode==== &lt;br /&gt;
In a story mode event, the combat system is used as a backup, and a more honor based way of combat takes precedent; combat is fast paced and fluid to keep the story moving. Dice rolls and mechanics are limited, giving players more agency over their emotes as well as any damage their character takes. However, players should be encouraged to still suffer wounds when appropriate and act fairly in regards to their ability to dodge or resist damage. If a disagreement arises or if the situation calls for it, story mode combat ends. Story mode events are prevalent where combat isn&#039;t expected, isn&#039;t high-intensity or is only for narrative purposes.&lt;br /&gt;
&lt;br /&gt;
====Standard Mode==== &lt;br /&gt;
In standard mode, the combat system takes center-stage and all rules are enforced. In this mode, almost everything comes down to dice rolls and numbers. Though the mechanics of the system take precedence, very creative emotes and replies can lead to special bonuses given by the DM, much like in story mode. You are encouraged to still emote your attacks and act in a manner that is both sensible and believable, however damage and wounds are dictated by clearly defined rules. These events generally have more combat or higher intensity where strategy, decision making and cooperation is key to survival. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Turn Order &amp;amp; Actions===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
====Turn Order====&lt;br /&gt;
Combat scenarios have an established turn order. In PVP, turn order is agreed upon by participating parties, otherwise turn order is determined by the DM. &#039;&#039;(Turn order may be established in any number of ways that is agreed upon by all parties, but unless something changes, such as combat ending, it generally will not change once it is established.)&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Actions====&lt;br /&gt;
Each turn you may take up to one of each of the following action types in any order.&lt;br /&gt;
&lt;br /&gt;
===== Primary Action =====&lt;br /&gt;
A flexible action you may use to perform an &#039;&#039;&#039;attack&#039;&#039;&#039;, magical or mundane. You may only take one attack action per turn. Alternatively, you may also use this action to perform an additional secondary action or movement action (see below). When two allied characters are standing on opposite sides of an enemy their hit DC has a -2 modifier. &lt;br /&gt;
&lt;br /&gt;
*Disengage: Move away from a hostile target without taking an opportunity attack.&lt;br /&gt;
&lt;br /&gt;
*Defend: A character may spend their primary action to bolster their defence. The next attack directed at that character has a DC +3 modifier. Subsequent attacks reduce the DC modifier by 1 each time until racial base. (+3, +2, +1, 0)&lt;br /&gt;
&lt;br /&gt;
=====Secondary Action=====&lt;br /&gt;
A lesser action that covers interactions with the world around you. &#039;&#039;(e.g. opening doors, removing an item from your inventory, pulling a lever (Wrong lever!), consuming a consumable).&#039;&#039; You may forgo a secondary action to move half your &#039;&#039;&#039;MVT&#039;&#039;&#039;. &lt;br /&gt;
*Removing an item from inventory and consuming an item each require their own secondary action, however, this does allow you to continue fighting while prepping a consumable. To do both in one turn would require the use of your primary action.&lt;br /&gt;
*Attacking with an off hand weapon after using your primary action to attack uses a secondary action, but does not get any of your normal bonuses you inherently possesses.&lt;br /&gt;
&lt;br /&gt;
=====Movement Action=====&lt;br /&gt;
A movement action allows you to move the number of blocks determined by your race’s &#039;&#039;&#039;MVT&#039;&#039;&#039;. You may spend both your primary and secondary action for additional movement. If all actions are spent on movement you are considered to be sprinting.&lt;br /&gt;
&lt;br /&gt;
=====Reaction=====&lt;br /&gt;
Some abilities utilise a reaction. A reaction is an action taken in response to a predetermined trigger. Reactions may only trigger once per round.&lt;br /&gt;
&lt;br /&gt;
*Opportunity attack: When a character (or monster) moves out of one block range of a hostile,  the hostile may use their reaction to make a standard attack action.&lt;br /&gt;
&lt;br /&gt;
*Cover: A character may use their reaction to dive for cover in response to a ranged attack. If there is no cover within 3 blocks, the character simply dives to the ground. Diving for cover grants a DC modifier of +2 however, the covering player loses their primary action the following turn.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
Less common actions that fall outside of those defined above.&lt;br /&gt;
&lt;br /&gt;
=====Hold Action=====&lt;br /&gt;
Instead of taking a primary action, you may instead hold your action. A &#039;hold action&#039; allows you to prepare to take an action outside of your turn. You must specify in advance what the action you are preparing is and what trigger you are waiting for. &#039;&#039;(For example, holding an attack action to ambush an unsuspecting enemy when they emerge from a door.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
Moving follows the movement rules on how far a creature can go during their turn. This may scale depending on the movement scale the DM sets prior to the event, but otherwise default to medium. The range is between &#039;&#039;&#039;Small&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039; and &#039;&#039;&#039;Large&#039;&#039;&#039; scale movement, listed on the &#039;&#039;&#039;Strength &amp;amp; Speed&#039;&#039;&#039; ranks sheet. There may be unique modifiers added to dungeons that change speeds even with the scale, but are unique and event-dependent.&lt;br /&gt;
&lt;br /&gt;
*In the case of swimming, which is listed under [[Swimming Rules]], you can only choose to commit to one of the three options barring special exception.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Health Points &amp;amp; Damage===&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Health points (&#039;&#039;&#039;HP&#039;&#039;&#039;) are the health bars of creatures of Ephimoria. They represent the remaining &amp;quot;fight&amp;quot; left in them, and is effectively their constitution.&lt;br /&gt;
&lt;br /&gt;
====Health Points====&lt;br /&gt;
When a creature hits 0 &#039;&#039;&#039;HP&#039;&#039;&#039;, it becomes incapacitated. Should a character take a further 10 points of damage taking them to -10 &#039;&#039;&#039;HP&#039;&#039;&#039; that character is killed and must be revived. Characters left on 0 &#039;&#039;&#039;HP&#039;&#039;&#039; or less after combat must receive immediate medical assistance to stabilise else they bleed out and die. Any character with sufficient medical knowledge can stabilise an incapacitated character returning them to 1 &#039;&#039;&#039;HP&#039;&#039;&#039;, however they are still considered incapacitated until proper medical treatment is received.&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Wounds====&lt;br /&gt;
Wounds are dictated by the amount of damage sustained &#039;&#039;(after any deductions or mitigation)&#039;&#039; rounded down to the nearest whole number. In this fantasy world, injuries &#039;&#039;and even death&#039;&#039; are rarely permanent. With work, time, and good friends, a character is likely to fully recover from any injury. Try to accept these outcomes and see them as a challenge your character must face. It’s okay to feel sad or disappointed but it’s not the end! Every hero faces setbacks they must overcome.&lt;br /&gt;
&lt;br /&gt;
In some circumstances (such as DM-led events) you may request to skip rolling on the critical wound table and instead take an incapacitation. Characters incapacitated in this manner are considered out-of-action and may not return to the event.&lt;br /&gt;
&lt;br /&gt;
Wounds are determined by the amount of damage a character sustains in a single attack.&lt;br /&gt;
=====Minor Wound=====&lt;br /&gt;
An attack that delivers damage below 20% of a character&#039;s total &#039;&#039;&#039;HP&#039;&#039;&#039; is considered a minor wound. These wounds are negligible, equivalent to bruising, scrapes, scratches and minor burns.&lt;br /&gt;
&lt;br /&gt;
=====Major Wound=====&lt;br /&gt;
When a character receives damage equal to, or greater than 20% of their total &#039;&#039;&#039;HP&#039;&#039;&#039; in one attack. These wounds are serious, equivalent to lacerations, broken bones or concussion. A character with a major wound takes -2 to all rolls until healed with the exception of dealing damage. Major wound debuffs will stack.&lt;br /&gt;
&lt;br /&gt;
=====Critical Wound=====&lt;br /&gt;
A critical wound is a life-threatening injury sustained when a character takes damage greater than 33% of their total &#039;&#039;&#039;HP&#039;&#039;&#039; in one attack. These wounds are deadly and will lead to incapacitation and death if not treated urgently. To determine the critical wound, a DM may ask you to roll on the critical wound table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ Critical Wound Table&lt;br /&gt;
|-&lt;br /&gt;
! 1d10 !! Result !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Lost Eye || -4 to ranged attacks&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Lost Foot || Halved movement speed&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lost Hand || Cannot use two-handed or off-hand weaponry&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Lost Leg || Requires a check to not fall prone at the start of every turn.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Lost Arm || Cannot use two-handed or off-hand weaponry&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Internal Bleeding || 1d4 damage, +1 every turn until treated&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Punctured Lung || -2 to melee attacks, -1 every turn until treated&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Nerve Shock || Unable to take actions for 1 turn, +1 each time repeated.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Concussion || Cannot concentrate&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Lost Extremity || No effect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Death=====&lt;br /&gt;
Any creature that takes more than 10 damage after being incapacitated is killed and requires revival.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Points===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Special Points (&#039;&#039;&#039;SP&#039;&#039;&#039;) are effectively resource pools and determine how much abilities cost, how much is taken away when you cast or do something, and what happens, if anything, when you run out. This resource is uniquely numbered and exclusive depending on the trait you study &#039;&#039;(and adhere to)&#039;&#039; but will always be called &amp;quot;&#039;&#039;&#039;SP&#039;&#039;&#039;&amp;quot; on the character card.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Rolling &amp;amp; Rule of Cool===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Rolling is often used by many tabletop games and in Ephimoria it&#039;s not so different. When a roll is called for, it is most commonly a d20 (or 1d20), give or take the modifiers you posses for that specific action. If a different diceroll is required, it will be asked for on the item, page or otherwise and be explicitly mentioned. Dicerolls range from the common d20, to d12&#039;s, d10&#039;s, d8&#039;s, d6&#039;s, d4&#039;s and d2&#039;s, but any other form or variation may be mentioned or required on the specific pages. The most common actions &#039;&#039;(during combat)&#039;&#039; will usually require a d20, such as making an attack, jumping from ledge to ledge, or anything as far-fetched as trying to do a crazy maneuver that otherwise might not work without a roll! &lt;br /&gt;
&lt;br /&gt;
You will generally know when you have to roll and when you don&#039;t, as the item or rule will tell you to, or the DM will instruct you to do so. The rule of cool follows this prospect. If a creature wishes to do something that, while normally pretty insane, might just work, the DM is allowed (or can decline) to utilize the so called &amp;quot;Rule of Cool&amp;quot; by allowing you in some shape or form &#039;&#039;(usually a roll)&#039;&#039; to have a chance to achieve your objective, no matter what it might be. This optional rule is only used in PVE.&lt;br /&gt;
&lt;br /&gt;
====Advantage/Disadvantage====&lt;br /&gt;
When a character has the upperhand over an opponent, they are granted advantage. The player with advantage may make an additional roll and choose the highest result. When a character has been disabled or is struggling deeply and finding it more difficult to act, they are granted disadvantage. The player with disadvantage makes an additional roll and chooses the lower result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantage may be granted in the following situations:&lt;br /&gt;
*Melee attacking an opponent who is prone.&lt;br /&gt;
*Attacking an opponent who is immobilised&lt;br /&gt;
*DM discretion &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantage may be granted in the following situations:&lt;br /&gt;
*Ranged attack against a character in high cover&lt;br /&gt;
*Ranged attack against a character who is prone&lt;br /&gt;
*DM discretion&lt;br /&gt;
&lt;br /&gt;
Critical Hit:&lt;br /&gt;
On a critical hit (natural 20) a character doubles their damage roll. A DM may override or change this rule at their discretion.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Resistances, Immunities &amp;amp; Vulnerabilities===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Some creatures posses natural abilities to resist or be immune to certain types of damage. They can also be vulnerable to such damage types as well, which means that specialization and preparation for many situations is important. A creature who is resistant to a certain type of damage will receive &#039;&#039;&#039;half damage&#039;&#039;&#039; when that type hits it, rounded down to the nearest whole number. When it is immune, it will take no damage at all. When vulnerable, a creature will take &#039;&#039;&#039;double damage&#039;&#039;&#039; from that specific type rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
Many materials and armor posses traits similar to this, and allow, with enough information beforehand, to make what could be a tougher fight far more feasible. Any resistance, immunity or vulnerability will be listed on the material page or item itself if it possesses one.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[[Damage Types &amp;amp; Mitigation]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Status Effects===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Status Effects are the variety of effects that can occur as extra to certain types of damage or abilities when they succeed or are set off properly. Stemming from the positive enhancements to the negative crippling effects, to the exhaustion and dread systems, status effects have a large part to play in more advanced and complex fights.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[[Status Effects]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Corrosion_Sickness_V2&amp;diff=2554</id>
		<title>Corrosion Sickness V2</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Corrosion_Sickness_V2&amp;diff=2554"/>
		<updated>2025-11-30T07:20:34Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: Created page with &amp;quot;---- &amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt; &amp;#039;&amp;#039;Those who toy with the forces now obsolete by the fracture suffer and undergo an affliction known as Corrosion Sickness. This is marked by an inky black and violet substance which stains their bodies and drains their egos. Inch by inch it will strip them of who they were, but the dark gifts that can be wielded as a side effect are sometimes too powerful to ignore...&amp;#039;&amp;#039; &amp;lt;/div&amp;gt; ----  ==Physical Changes==  Corrosion Sick...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Those who toy with the forces now obsolete by the fracture suffer and undergo an affliction known as Corrosion Sickness. This is marked by an inky black and violet substance which stains their bodies and drains their egos. Inch by inch it will strip them of who they were, but the dark gifts that can be wielded as a side effect are sometimes too powerful to ignore...&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Corrosion Sickness is a side effect of prolonged exposure to [[The Miasma|the miasma]] and otherwise using abilities from the old worlds that cause issues in the new realms. Causing an inky black substance to splotch over their skin in random and indescribable patters. Over veins and magical marks, it turns them violet, and even makes them glow with a sickly light. These splotches are painful and often give a light burning sensation when touched, but are otherwise harmless and have no further effects. The more corrosion sickness one possesses, the more of their body is covered by these strange splotches. Those who become part of [[The Lost|the lost]] have it fully cover their body, before it seems to sink into them and simply darken their tone.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Mental changes within those suffering from corrosion sickness are wide spreading, and mostly involve the deterioration and twisting of their base personalities. The more afflicted by corrosion sickness someone is, the more they act out of character, seem angrier, and lack important memories that makes them who they are. If one is to turn into the lost, these personalities and memories within the body are lost forever.&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
Those suffering from corrosion sickness are effectively losing their personalities and very physical being as it advances and corrodes more of their body. While the pain and burning sensations persist and they both mentally and physically seem like they have pieces missing, the inherent power within corrosion sickness also grants them raw power beyond what they originally possessed. And for some, that is more then enough to continue to push the limits of this affliction.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
Corrosion sicknesses origin is shrouded in mystery. Why does it occur? Does it have anything to do with the fracture event? Why does it only affect abilities from the old worlds? Many questions are simply left unanswered, and will only be discovered as time goes on.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Acquiring corrosion sickness is not a difficult task. Spending too much time in the miasma, casting forces from older worlds, and simply trying to effect something the fracture does not want you to are all ways to acquire this dangerous trait.&lt;br /&gt;
&lt;br /&gt;
==Corrosion Sickness==&lt;br /&gt;
&lt;br /&gt;
Whenever someone suffers from exposure to the Miasma or casts an old spell, they are reducing their corrosion resistance. Corrosion sickness will always disappear over time, but the lower it goes, the slower it regenerates.&lt;br /&gt;
*[45-40 Corrosion Resistance] - Splotches of black appear on the afflicted skin, causing some sensitivity and a light burning sensation. [Insert Mechanical combat debuff]&lt;br /&gt;
*[39-35 Corrosion Resistance] - The afflicted begin to feel off, as if a piece of themselves, some important memory or personality trait is simply missing from them. The splotches continue to grow across their body. [Insert Mechanical combat debuff]&lt;br /&gt;
*[34-30 Corrosion Resistance] - Spells take on a darker tint when casted through the afflicted aurum. [Insert Mechanical combat debuff]&lt;br /&gt;
*[29-25 Corrosion Resistance] - The burning sensation becomes more powerful, but is still not actively disruptive. The splotches cover over 1/3rd of the afflicted body.[Insert Mechanical combat debuff]&lt;br /&gt;
*[24-20 Corrosion Resistance] - More and more of the inhibitions and ego of the afflicted are stripped away, and the splotches now cover over 1/2 of the body.[Insert Mechanical combat debuff]&lt;br /&gt;
*[19-15 Corrosion Resistance] - Spells cast now have entirely black centers where no light is emitted. Lack of common sense and even sanity is possible at this stage. [Insert Mechanical combat debuff]&lt;br /&gt;
*[14-1 Corrosion Resistance] - The black splotches now cover almost all of the skin, and most people at this point struggle to hold onto sanity and become nothing more then a babbling, violent creature. All but shreds of the ego remain, and incapacitation is likely. [Insert Mechanical combat debuff]&lt;br /&gt;
*[0 Corrosion Resistance] - The body is consumed by the corrosion, and it becomes a [[The Lost|Lost]]. The souls memory is wiped clean and is ejected from the body. All the abilities of the wielder and their items are now in possession of the lost.&lt;br /&gt;
&lt;br /&gt;
Corrosion Sickness regenerates at 3 points per OOC day. Going below 30 points reduces to 2 per OOC day. Going below 20 reduces by one per OOC day. The reverse is also true. If one is at 29 points and reaches 30, it goes back to 2 stacks per OOC day.&lt;br /&gt;
&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Trait]]&lt;br /&gt;
[[Category:Fracture]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2553</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2553"/>
		<updated>2025-11-27T21:43:07Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* General Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause. All traits taken from this system must be noted in the character profile of the character who uses it.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
***Feeding in combat takes one turn to drink half a pint of blood. This regenerates 3 HP per half pint taken.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer. The vallah cannot take any traits that will cause them to go below 0 points. Negative traits must be taken in order to balance it out. Each level of vallahism is only able to manifest a certain amount of traits, be they good bad or otherwise before the body struggles to stay together. Certain traits are excluded from this and are specified within the trait itself. When a vallah evolves into the next tier, they are capable of modifying their existing curse freely only once when it occurs. Vallah MUST take one negative sun trait unless they take the daywalker trait.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
** 6 Traits&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
** 8 Traits&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
** 10 Traits&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1VdMviylXU8eL8v7xGM_azjXhpwm0x7Cic10xycI7nZ4/edit?gid=0#gid=0 Build-A-Bat Perk Calculator]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Sun Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +1&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Shadowsbane || The vallah curse is actively suppressed by darkness. While not within any source of bright or dim light, the vallah loses all of their positive traits granted by the curse, and they act as if they are within direct sunlight (without any sun traits). They are also unable to gain nourishment from feeding. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Moonburn || The vallah is actively harmed by moonlight itself, as the curse twists against them. When exposed to moonlight, the vallah loses 3 HP per turn, and cannot regenerate in any fashion besides feeding during the same turn they took damage from this trait. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Sluggish Gait || The vallah seems to stick to everything as if the world itself tries to keep them down. They lose 1 rank of speed. This trait is mutually exclusive with accursed strength. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sloppy || The vallah cannot seem to feed properly for any variety of reason, and requires double the amount of blood normally required in order to be properly satiated. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || +2&lt;br /&gt;
|-&lt;br /&gt;
| Encroaching Darkness || The vallah loses all traits, abilities and spells that grant them dark vision regardless of source. Any darkvision buffs also do not work on the vallah. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || +1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Neutral Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. This trait does not count toward the trait point total. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. This trait does not count toward the trait point total. || 0/-1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. This trait does not count toward the trait point total. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Influential Suggestion || (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Rest || The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Skittering Leap || The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Vallah Mythos || The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. This trait does not count toward the trait point total. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Mist Form || The vallah is capable of spending 10 + 2 HP per turn to transform themselves into a mist form using their primary action. While in this form, they are resistance to non-magical piercing, slashing and impact damage, but vulnerable to all forms of supernatural damage. The vallah gains 1/2/3+ blocks of extra movement speed, and can fit through small crevices that normally cannot be traversed. Gravity still effects them but they are considered a vapor, and they cannot move vertically unless air currents allow them to. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Enduring Stamina || The vallah gains +2 maximum HP for every point they put into this skill. This trait does not count toward the trait point total. || 0/Unlimited&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || -4/-5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || -3/-4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || -1/-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
&lt;br /&gt;
Vallah drink around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 turn to drink half a pint of blood.&lt;br /&gt;
&lt;br /&gt;
*Tiny Races: Six Pints&lt;br /&gt;
*Small Races: Eight Pints&lt;br /&gt;
*Medium Races: Ten Pints&lt;br /&gt;
*Large Races: Twelve Pints&lt;br /&gt;
*Huge Races: Fourteen Pints&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Essence Drain Side Effects==&lt;br /&gt;
The following list contains the immediate effects of blood loss, in regards to our universe.&lt;br /&gt;
&lt;br /&gt;
;Tiny Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**0.5 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1 Pint - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**1.5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**2 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**3 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Small Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1.5 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**2 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**3 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**4 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Medium Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**2 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**3 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**4 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**5 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Large Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**2 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**3 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**4 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**5 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**6 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Huge Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**3 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**4 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**6 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**7 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
==Curing Vallahism==&lt;br /&gt;
Curing vallahism is not an easy practice, but does have multiple routes. Despite the many potential ways to do it, the symptoms of being cured lead the same way in the end. For 3 OOC days, the vallah suffers from an intense pain that radiates across their entire body that cannot be sedated or mitigated, and they cough up and expel the curse through unsavory bodily functions. This prevents them from being in combat entirely. After the time has passed and the immense suffering that is required, they are cured of vallahism and cannot contract it again for 1 OOC month. Should they intentionally attempt to do so, their body will perish in the attempt.&lt;br /&gt;
&lt;br /&gt;
Divinity&lt;br /&gt;
*Using specific abilities with the old power of the divines vallahism was capable of being cured.&lt;br /&gt;
&lt;br /&gt;
Origin Magic&lt;br /&gt;
*Using the old method of a legendary plant alongside healing spells, vallahism was capable of being cured.&lt;br /&gt;
&lt;br /&gt;
???&lt;br /&gt;
*As of now, there is no direct method of curing vallahism besides the old magics.&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2552</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2552"/>
		<updated>2025-11-27T21:39:58Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Build-A-Bat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause. All traits taken from this system must be noted in the character profile of the character who uses it.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
***Feeding in combat takes one turn to drink half a pint of blood. This regenerates 3 HP per pint taken.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer. The vallah cannot take any traits that will cause them to go below 0 points. Negative traits must be taken in order to balance it out. Each level of vallahism is only able to manifest a certain amount of traits, be they good bad or otherwise before the body struggles to stay together. Certain traits are excluded from this and are specified within the trait itself. When a vallah evolves into the next tier, they are capable of modifying their existing curse freely only once when it occurs. Vallah MUST take one negative sun trait unless they take the daywalker trait.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
** 6 Traits&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
** 8 Traits&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
** 10 Traits&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1VdMviylXU8eL8v7xGM_azjXhpwm0x7Cic10xycI7nZ4/edit?gid=0#gid=0 Build-A-Bat Perk Calculator]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Sun Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +1&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Shadowsbane || The vallah curse is actively suppressed by darkness. While not within any source of bright or dim light, the vallah loses all of their positive traits granted by the curse, and they act as if they are within direct sunlight (without any sun traits). They are also unable to gain nourishment from feeding. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Moonburn || The vallah is actively harmed by moonlight itself, as the curse twists against them. When exposed to moonlight, the vallah loses 3 HP per turn, and cannot regenerate in any fashion besides feeding during the same turn they took damage from this trait. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Sluggish Gait || The vallah seems to stick to everything as if the world itself tries to keep them down. They lose 1 rank of speed. This trait is mutually exclusive with accursed strength. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sloppy || The vallah cannot seem to feed properly for any variety of reason, and requires double the amount of blood normally required in order to be properly satiated. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || +2&lt;br /&gt;
|-&lt;br /&gt;
| Encroaching Darkness || The vallah loses all traits, abilities and spells that grant them dark vision regardless of source. Any darkvision buffs also do not work on the vallah. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || +1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Neutral Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. This trait does not count toward the trait point total. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. This trait does not count toward the trait point total. || 0/-1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. This trait does not count toward the trait point total. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Influential Suggestion || (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Rest || The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Skittering Leap || The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Vallah Mythos || The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. This trait does not count toward the trait point total. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Mist Form || The vallah is capable of spending 10 + 2 HP per turn to transform themselves into a mist form using their primary action. While in this form, they are resistance to non-magical piercing, slashing and impact damage, but vulnerable to all forms of supernatural damage. The vallah gains 1/2/3+ blocks of extra movement speed, and can fit through small crevices that normally cannot be traversed. Gravity still effects them but they are considered a vapor, and they cannot move vertically unless air currents allow them to. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Enduring Stamina || The vallah gains +2 maximum HP for every point they put into this skill. This trait does not count toward the trait point total. || 0/Unlimited&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || -4/-5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || -3/-4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || -1/-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
&lt;br /&gt;
Vallah drink around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 turn to drink half a pint of blood.&lt;br /&gt;
&lt;br /&gt;
*Tiny Races: Six Pints&lt;br /&gt;
*Small Races: Eight Pints&lt;br /&gt;
*Medium Races: Ten Pints&lt;br /&gt;
*Large Races: Twelve Pints&lt;br /&gt;
*Huge Races: Fourteen Pints&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Essence Drain Side Effects==&lt;br /&gt;
The following list contains the immediate effects of blood loss, in regards to our universe.&lt;br /&gt;
&lt;br /&gt;
;Tiny Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**0.5 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1 Pint - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**1.5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**2 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**3 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Small Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1.5 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**2 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**3 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**4 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Medium Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**2 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**3 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**4 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**5 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Large Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**2 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**3 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**4 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**5 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**6 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Huge Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**3 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**4 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**6 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**7 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
==Curing Vallahism==&lt;br /&gt;
Curing vallahism is not an easy practice, but does have multiple routes. Despite the many potential ways to do it, the symptoms of being cured lead the same way in the end. For 3 OOC days, the vallah suffers from an intense pain that radiates across their entire body that cannot be sedated or mitigated, and they cough up and expel the curse through unsavory bodily functions. This prevents them from being in combat entirely. After the time has passed and the immense suffering that is required, they are cured of vallahism and cannot contract it again for 1 OOC month. Should they intentionally attempt to do so, their body will perish in the attempt.&lt;br /&gt;
&lt;br /&gt;
Divinity&lt;br /&gt;
*Using specific abilities with the old power of the divines vallahism was capable of being cured.&lt;br /&gt;
&lt;br /&gt;
Origin Magic&lt;br /&gt;
*Using the old method of a legendary plant alongside healing spells, vallahism was capable of being cured.&lt;br /&gt;
&lt;br /&gt;
???&lt;br /&gt;
*As of now, there is no direct method of curing vallahism besides the old magics.&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2551</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2551"/>
		<updated>2025-11-27T21:06:33Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause. All traits taken from this system must be noted in the character profile of the character who uses it.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
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==Physical Changes==&lt;br /&gt;
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Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
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Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
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Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
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Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
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==Mental Changes==&lt;br /&gt;
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Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
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Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
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Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
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==Blood Starvation==&lt;br /&gt;
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The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
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==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
***Feeding in combat takes one turn to drink half a pint of blood. This regenerates 3 HP per pint taken.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
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==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer. The vallah cannot take any traits that will cause them to go below 0 points. Negative traits must be taken in order to balance it out. Each level of vallahism is only able to manifest a certain amount of traits, be they good bad or otherwise before the body struggles to stay together. Certain traits are excluded from this and are specified within the trait itself. When a vallah evolves into the next tier, they are capable of modifying their existing curse freely only once when it occurs.&lt;br /&gt;
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Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
** 6 Traits&lt;br /&gt;
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Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
** 8 Traits&lt;br /&gt;
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Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
** 10 Traits&lt;br /&gt;
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&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1VdMviylXU8eL8v7xGM_azjXhpwm0x7Cic10xycI7nZ4/edit?gid=0#gid=0 Build-A-Bat Perk Calculator]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Sun Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +3&lt;br /&gt;
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| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +2&lt;br /&gt;
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| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +1&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Shadowsbane || The vallah curse is actively suppressed by darkness. While not within any source of bright or dim light, the vallah loses all of their positive traits granted by the curse, and they act as if they are within direct sunlight (without any sun traits). They are also unable to gain nourishment from feeding. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || +5&lt;br /&gt;
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| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || +5&lt;br /&gt;
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| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || +5&lt;br /&gt;
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| Moonburn || The vallah is actively harmed by moonlight itself, as the curse twists against them. When exposed to moonlight, the vallah loses 3 HP per turn, and cannot regenerate in any fashion besides feeding during the same turn they took damage from this trait. || +4&lt;br /&gt;
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| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || +4&lt;br /&gt;
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| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || +4&lt;br /&gt;
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| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || +4&lt;br /&gt;
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| Sluggish Gait || The vallah seems to stick to everything as if the world itself tries to keep them down. They lose 1 rank of speed. This trait is mutually exclusive with accursed strength. || +3&lt;br /&gt;
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| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || +3&lt;br /&gt;
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| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || +3&lt;br /&gt;
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| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || +3&lt;br /&gt;
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| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || +2&lt;br /&gt;
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| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || +2&lt;br /&gt;
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| Sloppy || The vallah cannot seem to feed properly for any variety of reason, and requires double the amount of blood normally required in order to be properly satiated. || +2&lt;br /&gt;
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| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || +2&lt;br /&gt;
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| Encroaching Darkness || The vallah loses all traits, abilities and spells that grant them dark vision regardless of source. Any darkvision buffs also do not work on the vallah. || +1&lt;br /&gt;
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| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || +1&lt;br /&gt;
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| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || +1&lt;br /&gt;
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| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || +1&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Neutral Traits&lt;br /&gt;
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! Name !! Description !! Cost&lt;br /&gt;
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| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. This trait does not count toward the trait point total. || -1/-2&lt;br /&gt;
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| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. This trait does not count toward the trait point total. || 0/-1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. This trait does not count toward the trait point total. || 0&lt;br /&gt;
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| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || -2&lt;br /&gt;
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| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. This trait does not count toward the trait point total. || -1&lt;br /&gt;
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| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || -2&lt;br /&gt;
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| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || -1/-2&lt;br /&gt;
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| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || -1&lt;br /&gt;
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| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Influential Suggestion || (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Rest || The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Skittering Leap || The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Vallah Mythos || The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. This trait does not count toward the trait point total. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Mist Form || The vallah is capable of spending 10 + 2 HP per turn to transform themselves into a mist form using their primary action. While in this form, they are resistance to non-magical piercing, slashing and impact damage, but vulnerable to all forms of supernatural damage. The vallah gains 1/2/3+ blocks of extra movement speed, and can fit through small crevices that normally cannot be traversed. Gravity still effects them but they are considered a vapor, and they cannot move vertically unless air currents allow them to. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Enduring Stamina || The vallah gains +2 maximum HP for every point they put into this skill. This trait does not count toward the trait point total. || 0/Unlimited&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || -4/-5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || -3/-4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || -1/-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
&lt;br /&gt;
Vallah drink around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 turn to drink half a pint of blood.&lt;br /&gt;
&lt;br /&gt;
*Tiny Races: Six Pints&lt;br /&gt;
*Small Races: Eight Pints&lt;br /&gt;
*Medium Races: Ten Pints&lt;br /&gt;
*Large Races: Twelve Pints&lt;br /&gt;
*Huge Races: Fourteen Pints&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Essence Drain Side Effects==&lt;br /&gt;
The following list contains the immediate effects of blood loss, in regards to our universe.&lt;br /&gt;
&lt;br /&gt;
;Tiny Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**0.5 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1 Pint - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**1.5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**2 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**3 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Small Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1.5 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**2 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**3 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**4 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Medium Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**2 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**3 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**4 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**5 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Large Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**2 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**3 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**4 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**5 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**6 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Huge Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**3 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**4 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**6 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**7 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
==Curing Vallahism==&lt;br /&gt;
Curing vallahism is not an easy practice, but does have multiple routes. Despite the many potential ways to do it, the symptoms of being cured lead the same way in the end. For 3 OOC days, the vallah suffers from an intense pain that radiates across their entire body that cannot be sedated or mitigated, and they cough up and expel the curse through unsavory bodily functions. This prevents them from being in combat entirely. After the time has passed and the immense suffering that is required, they are cured of vallahism and cannot contract it again for 1 OOC month. Should they intentionally attempt to do so, their body will perish in the attempt.&lt;br /&gt;
&lt;br /&gt;
Divinity&lt;br /&gt;
*Using specific abilities with the old power of the divines vallahism was capable of being cured.&lt;br /&gt;
&lt;br /&gt;
Origin Magic&lt;br /&gt;
*Using the old method of a legendary plant alongside healing spells, vallahism was capable of being cured.&lt;br /&gt;
&lt;br /&gt;
???&lt;br /&gt;
*As of now, there is no direct method of curing vallahism besides the old magics.&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2550</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2550"/>
		<updated>2025-11-27T20:39:30Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* General Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause. All traits taken from this system must be noted in the character profile of the character who uses it.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
***Feeding in combat takes one turn to drink half a pint of blood. This regenerates 3 HP per pint taken.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer. The vallah cannot take any traits that will cause them to go below 0 points. Negative traits must be taken in order to balance it out. Each level of vallahism is only able to manifest a certain amount of traits, be they good bad or otherwise before the body struggles to stay together. Certain traits are excluded from this and are specified within the trait itself. When a vallah evolves into the next tier, they are capable of modifying their existing curse freely only once when it occurs.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
** 6 Traits&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
** 8 Traits&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
** 10 Traits&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1VdMviylXU8eL8v7xGM_azjXhpwm0x7Cic10xycI7nZ4/edit?gid=0#gid=0 Build-A-Bat Perk Calculator]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Sun Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +1&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Shadowsbane || The vallah curse is actively suppressed by darkness. While not within any source of bright or dim light, the vallah loses all of their positive traits granted by the curse, and they act as if they are within direct sunlight (without any sun traits). They are also unable to gain nourishment from feeding. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Moonburn || The vallah is actively harmed by moonlight itself, as the curse twists against them. When exposed to moonlight, the vallah loses 3 HP per turn, and cannot regenerate in any fashion besides feeding during the same turn they took damage from this trait. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Sluggish Gait || The vallah seems to stick to everything as if the world itself tries to keep them down. They lose 1 rank of speed. This trait is mutually exclusive with accursed strength. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sloppy || The vallah cannot seem to feed properly for any variety of reason, and requires double the amount of blood normally required in order to be properly satiated. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || +2&lt;br /&gt;
|-&lt;br /&gt;
| Encroaching Darkness || The vallah loses all traits, abilities and spells that grant them dark vision regardless of source. Any darkvision buffs also do not work on the vallah. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || +1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Neutral Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. This trait does not count toward the trait point total. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. This trait does not count toward the trait point total. || 0/-1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. This trait does not count toward the trait point total. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Influential Suggestion || (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Rest || The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Skittering Leap || The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Vallah Mythos || The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. This trait does not count toward the trait point total. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Mist Form || The vallah is capable of spending 10 + 2 HP per turn to transform themselves into a mist form using their primary action. While in this form, they are resistance to non-magical piercing, slashing and impact damage, but vulnerable to all forms of supernatural damage. The vallah gains 1/2/3+ blocks of extra movement speed, and can fit through small crevices that normally cannot be traversed. Gravity still effects them but they are considered a vapor, and they cannot move vertically unless air currents allow them to. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Enduring Stamina || The vallah gains +2 maximum HP for every point they put into this skill. This trait does not count toward the trait point total. || 0/Unlimited&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || -4/-5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || -3/-4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || -1/-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
&lt;br /&gt;
Vallah drink around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 turn to drink half a pint of blood.&lt;br /&gt;
&lt;br /&gt;
*Tiny Races: Six Pints&lt;br /&gt;
*Small Races: Eight Pints&lt;br /&gt;
*Medium Races: Ten Pints&lt;br /&gt;
*Large Races: Twelve Pints&lt;br /&gt;
*Huge Races: Fourteen Pints&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Essence Drain Side Effects==&lt;br /&gt;
The following list contains the immediate effects of blood loss, in regards to our universe.&lt;br /&gt;
&lt;br /&gt;
;Tiny Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**0.5 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1 Pint - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**1.5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**2 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**3 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Small Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1.5 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**2 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**3 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**4 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Medium Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**2 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**3 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**4 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**5 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Large Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**2 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**3 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**4 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**5 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**6 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Huge Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**3 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**4 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**6 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**7 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2549</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2549"/>
		<updated>2025-11-27T20:37:27Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Build-A-Bat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause. All traits taken from this system must be noted in the character profile of the character who uses it.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer. The vallah cannot take any traits that will cause them to go below 0 points. Negative traits must be taken in order to balance it out. Each level of vallahism is only able to manifest a certain amount of traits, be they good bad or otherwise before the body struggles to stay together. Certain traits are excluded from this and are specified within the trait itself. When a vallah evolves into the next tier, they are capable of modifying their existing curse freely only once when it occurs.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
** 6 Traits&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
** 8 Traits&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
** 10 Traits&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1VdMviylXU8eL8v7xGM_azjXhpwm0x7Cic10xycI7nZ4/edit?gid=0#gid=0 Build-A-Bat Perk Calculator]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Sun Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. This trait is mutually exclusive with all other sunlight traits. This trait does not count toward the trait point total. || +1&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Shadowsbane || The vallah curse is actively suppressed by darkness. While not within any source of bright or dim light, the vallah loses all of their positive traits granted by the curse, and they act as if they are within direct sunlight (without any sun traits). They are also unable to gain nourishment from feeding. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Moonburn || The vallah is actively harmed by moonlight itself, as the curse twists against them. When exposed to moonlight, the vallah loses 3 HP per turn, and cannot regenerate in any fashion besides feeding during the same turn they took damage from this trait. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Sluggish Gait || The vallah seems to stick to everything as if the world itself tries to keep them down. They lose 1 rank of speed. This trait is mutually exclusive with accursed strength. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sloppy || The vallah cannot seem to feed properly for any variety of reason, and requires double the amount of blood normally required in order to be properly satiated. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || +2&lt;br /&gt;
|-&lt;br /&gt;
| Encroaching Darkness || The vallah loses all traits, abilities and spells that grant them dark vision regardless of source. Any darkvision buffs also do not work on the vallah. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || +1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Neutral Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. This trait does not count toward the trait point total. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. This trait does not count toward the trait point total. || 0/-1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. This trait does not count toward the trait point total. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Influential Suggestion || (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Rest || The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. This trait does not count toward the trait point total. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Skittering Leap || The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Vallah Mythos || The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. This trait does not count toward the trait point total. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Mist Form || The vallah is capable of spending 10 + 2 HP per turn to transform themselves into a mist form using their primary action. While in this form, they are resistance to non-magical piercing, slashing and impact damage, but vulnerable to all forms of supernatural damage. The vallah gains 1/2/3+ blocks of extra movement speed, and can fit through small crevices that normally cannot be traversed. Gravity still effects them but they are considered a vapor, and they cannot move vertically unless air currents allow them to. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Enduring Stamina || The vallah gains +2 maximum HP for every point they put into this skill. This trait does not count toward the trait point total. || 0/Unlimited&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || -4/-5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || -3/-4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || -1/-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
&lt;br /&gt;
Vallah drink around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 turn to drink half a pint of blood.&lt;br /&gt;
&lt;br /&gt;
*Tiny Races: Six Pints&lt;br /&gt;
*Small Races: Eight Pints&lt;br /&gt;
*Medium Races: Ten Pints&lt;br /&gt;
*Large Races: Twelve Pints&lt;br /&gt;
*Huge Races: Fourteen Pints&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Essence Drain Side Effects==&lt;br /&gt;
The following list contains the immediate effects of blood loss, in regards to our universe.&lt;br /&gt;
&lt;br /&gt;
;Tiny Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**0.5 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1 Pint - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**1.5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**2 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**3 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Small Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1.5 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**2 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**3 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**4 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Medium Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**2 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**3 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**4 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**5 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Large Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**2 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**3 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**4 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**5 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**6 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Huge Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**3 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**4 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**6 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**7 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2548</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2548"/>
		<updated>2025-11-27T08:23:39Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Build-A-Bat Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause. All traits taken from this system must be noted in the character profile of the character who uses it.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer. The vallah cannot take any traits that will cause them to go below 0 points. Negative traits must be taken in order to balance it out.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1VdMviylXU8eL8v7xGM_azjXhpwm0x7Cic10xycI7nZ4/edit?gid=0#gid=0 Build-A-Bat Perk Calculator]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Sun Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. This trait is mutually exclusive with all other sunlight traits. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. This trait is mutually exclusive with all other sunlight traits. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. This trait is mutually exclusive with all other sunlight traits. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful. This trait is mutually exclusive with all other sunlight traits. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. This trait is mutually exclusive with all other sunlight traits. || +1&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Shadowsbane || The vallah curse is actively suppressed by darkness. While not within any source of bright or dim light, the vallah loses all of their positive traits granted by the curse, and they act as if they are within direct sunlight (without any sun traits). They are also unable to gain nourishment from feeding. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Moonburn || The vallah is actively harmed by moonlight itself, as the curse twists against them. When exposed to moonlight, the vallah loses 3 HP per turn, and cannot regenerate in any fashion besides feeding during the same turn they took damage from this trait. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Sluggish Gait || The vallah seems to stick to everything as if the world itself tries to keep them down. They lose 1 rank of speed. This trait is mutually exclusive with accursed strength. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sloppy || The vallah cannot seem to feed properly for any variety of reason, and requires double the amount of blood normally required in order to be properly satiated. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || +2&lt;br /&gt;
|-&lt;br /&gt;
| Encroaching Darkness || The vallah loses all traits, abilities and spells that grant them dark vision regardless of source. Any darkvision buffs also do not work on the vallah. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || +1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Neutral Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/-1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Influential Suggestion || (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Rest || The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Skittering Leap || The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Vallah Mythos || The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Mist Form || The vallah is capable of spending 10 + 2 HP per turn to transform themselves into a mist form using their primary action. While in this form, they are resistance to non-magical piercing, slashing and impact damage, but vulnerable to all forms of supernatural damage. The vallah gains 1/2/3+ blocks of extra movement speed, and can fit through small crevices that normally cannot be traversed. Gravity still effects them but they are considered a vapor, and they cannot move vertically unless air currents allow them to. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Enduring Stamina || The vallah gains +2 maximum HP for every point they put into this skill. || 0/Unlimited&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || -4/-5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || -3/-4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || -1/-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
&lt;br /&gt;
Vallah drink around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 turn to drink half a pint of blood.&lt;br /&gt;
&lt;br /&gt;
*Tiny Races: Six Pints&lt;br /&gt;
*Small Races: Eight Pints&lt;br /&gt;
*Medium Races: Ten Pints&lt;br /&gt;
*Large Races: Twelve Pints&lt;br /&gt;
*Huge Races: Fourteen Pints&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Essence Drain Side Effects==&lt;br /&gt;
The following list contains the immediate effects of blood loss, in regards to our universe.&lt;br /&gt;
&lt;br /&gt;
;Tiny Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**0.5 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1 Pint - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**1.5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**2 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**3 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Small Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1.5 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**2 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**3 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**4 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Medium Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**2 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**3 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**4 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**5 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Large Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**2 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**3 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**4 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**5 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**6 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Huge Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**3 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**4 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**6 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**7 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2547</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2547"/>
		<updated>2025-11-27T08:10:56Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause. All traits taken from this system must be noted in the character profile of the character who uses it.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer. The vallah cannot take any traits that will cause them to go below 0 points. Negative traits must be taken in order to balance it out.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1VdMviylXU8eL8v7xGM_azjXhpwm0x7Cic10xycI7nZ4/edit?gid=0#gid=0 Build-A-Bat Perk Calculator]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Sun Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. This trait is mutually exclusive with all other sunlight traits. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. This trait is mutually exclusive with all other sunlight traits. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. This trait is mutually exclusive with all other sunlight traits. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful. This trait is mutually exclusive with all other sunlight traits. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. This trait is mutually exclusive with all other sunlight traits. || +1&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Shadowsbane || The vallah curse is actively suppressed by darkness. While not within any source of bright or dim light, the vallah loses all of their positive traits granted by the curse, and they act as if they are within direct sunlight (without any sun traits). They are also unable to gain nourishment from feeding. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Moonburn || The vallah is actively harmed by moonlight itself, as the curse twists against them. When exposed to moonlight, the vallah loses 3 HP per turn, and cannot regenerate in any fashion besides feeding during the same turn they took damage from this trait. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Sluggish Gait || The vallah seems to stick to everything as if the world itself tries to keep them down. They lose 1 rank of speed. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sloppy || The vallah cannot seem to feed properly for any variety of reason, and requires double the amount of blood normally required in order to be properly satiated. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || +2&lt;br /&gt;
|-&lt;br /&gt;
| Encroaching Darkness || The vallah loses all traits, abilities and spells that grant them dark vision regardless of source. Any darkvision buffs also do not work on the vallah. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || +1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Neutral Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/-1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Influential Suggestion || (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Rest || The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Skittering Leap || The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Vallah Mythos || The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Mist Form || The vallah is capable of spending 10 + 2 HP per turn to transform themselves into a mist form using their primary action. While in this form, they are resistance to non-magical piercing, slashing and impact damage, but vulnerable to all forms of supernatural damage. The vallah gains 1/2/3+ blocks of extra movement speed, and can fit through small crevices that normally cannot be traversed. Gravity still effects them but they are considered a vapor, and they cannot move vertically unless air currents allow them to. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Enduring Stamina || The vallah gains +2 maximum HP for every point they put into this skill. || 0/Unlimited&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || -4/-5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || -3/-4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || -1/-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
&lt;br /&gt;
Vallah drink around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 turn to drink half a pint of blood.&lt;br /&gt;
&lt;br /&gt;
*Tiny Races: Six Pints&lt;br /&gt;
*Small Races: Eight Pints&lt;br /&gt;
*Medium Races: Ten Pints&lt;br /&gt;
*Large Races: Twelve Pints&lt;br /&gt;
*Huge Races: Fourteen Pints&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Essence Drain Side Effects==&lt;br /&gt;
The following list contains the immediate effects of blood loss, in regards to our universe.&lt;br /&gt;
&lt;br /&gt;
;Tiny Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**0.5 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1 Pint - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**1.5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**2 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**3 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Small Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1.5 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**2 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**3 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**4 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Medium Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**2 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**3 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**4 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**5 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Large Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**2 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**3 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**4 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**5 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**6 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Huge Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**3 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**4 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**6 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**7 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2531</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2531"/>
		<updated>2025-11-12T03:02:43Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause. All traits taken from this system must be noted in the character profile of the character who uses it.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer. The vallah cannot take any traits that will cause them to go below 0 points. Negative traits must be taken in order to balance it out.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. This trait is mutually exclusive with all other sunlight traits. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. This trait is mutually exclusive with all other sunlight traits. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. This trait is mutually exclusive with all other sunlight traits. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful. This trait is mutually exclusive with all other sunlight traits. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || +2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. This trait is mutually exclusive with all other sunlight traits. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || +1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Neutral Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/-1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Influential Suggestion || (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Rest || The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Skittering Leap || The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Vallah Mythos || The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Mist Form || The vallah is capable of spending 10 + 2 HP per turn to transform themselves into a mist form using their primary action. While in this form, they are resistance to non-magical piercing, slashing and impact damage, but vulnerable to all forms of supernatural damage. The vallah gains 1/2/3+ blocks of extra movement speed, and can fit through small crevices that normally cannot be traversed. Gravity still effects them but they are considered a vapor, and they cannot move vertically unless air currents allow them to. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Enduring Stamina || The vallah gains +2 maximum HP for every point they put into this skill. || 0/Unlimited&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || -4/-5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || -3/-4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || -1/-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
&lt;br /&gt;
Vallah drink around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 turn to drink half a pint of blood.&lt;br /&gt;
&lt;br /&gt;
*Tiny Races: Six Pints&lt;br /&gt;
*Small Races: Eight Pints&lt;br /&gt;
*Medium Races: Ten Pints&lt;br /&gt;
*Large Races: Twelve Pints&lt;br /&gt;
*Huge Races: Fourteen Pints&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Essence Drain Side Effects==&lt;br /&gt;
The following list contains the immediate effects of blood loss, in regards to our universe.&lt;br /&gt;
&lt;br /&gt;
;Tiny Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**0.5 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1 Pint - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**1.5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**2 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**3 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Small Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1.5 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**2 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**3 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**4 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Medium Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**2 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**3 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**4 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**5 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Large Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**2 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**3 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**4 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**5 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**6 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Huge Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**3 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**4 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**6 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**7 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2530</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2530"/>
		<updated>2025-11-12T02:47:32Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Build-A-Bat Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
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==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
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==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer. The vallah cannot take any traits that will cause them to go below 0 points. Negative traits must be taken in order to balance it out.&lt;br /&gt;
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Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. This trait is mutually exclusive with all other sunlight traits. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. This trait is mutually exclusive with all other sunlight traits. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. This trait is mutually exclusive with all other sunlight traits. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful. This trait is mutually exclusive with all other sunlight traits. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || +2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. This trait is mutually exclusive with all other sunlight traits. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || +1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Neutral Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/-1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Influential Suggestion || (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Rest || The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Skittering Leap || The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Vallah Mythos || The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Mist Form || The vallah is capable of spending 10 + 2 HP per turn to transform themselves into a mist form using their primary action. While in this form, they are resistance to non-magical piercing, slashing and impact damage, but vulnerable to all forms of supernatural damage. The vallah gains 1/2/3+ blocks of extra movement speed, and can fit through small crevices that normally cannot be traversed. Gravity still effects them but they are considered a vapor, and they cannot move vertically unless air currents allow them to. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Enduring Stamina || The vallah gains +2 maximum HP for every point they put into this skill. || 0/Unlimited&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || -4/-5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || -3/-4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || -1/-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
&lt;br /&gt;
Vallah drink around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 turn to drink half a pint of blood.&lt;br /&gt;
&lt;br /&gt;
*Tiny Races: Six Pints&lt;br /&gt;
*Small Races: Eight Pints&lt;br /&gt;
*Medium Races: Ten Pints&lt;br /&gt;
*Large Races: Twelve Pints&lt;br /&gt;
*Huge Races: Fourteen Pints&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Essence Drain Side Effects==&lt;br /&gt;
The following list contains the immediate effects of blood loss, in regards to our universe.&lt;br /&gt;
&lt;br /&gt;
;Tiny Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**0.5 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1 Pint - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**1.5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**2 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**3 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Small Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1.5 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**2 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**3 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**4 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Medium Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**2 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**3 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**4 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**5 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Large Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**2 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**3 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**4 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**5 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**6 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Huge Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**3 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**4 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**6 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**7 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2529</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2529"/>
		<updated>2025-11-12T02:40:50Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Build-A-Bat Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer. The vallah cannot take any traits that will cause them to go below 0 points. Negative traits must be taken in order to balance it out.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. This trait is mutually exclusive with all other sunlight traits. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. This trait is mutually exclusive with all other sunlight traits. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. This trait is mutually exclusive with all other sunlight traits. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful. This trait is mutually exclusive with all other sunlight traits. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || +2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. This trait is mutually exclusive with all other sunlight traits. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || +1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Neutral Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/-1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Influential Suggestion || (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Rest || The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Skittering Leap || The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Vallah Mythos || The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Mist Form || The vallah is capable of spending 10 + 2 HP per turn to transform themselves into a mist form using their primary action. While in this form, they are resistance to non-magical piercing, slashing and impact damage, but vulnerable to all forms of supernatural damage. The vallah gains 1/2/3+ blocks of extra movement speed, and can fit through small crevices that normally cannot be traversed. Gravity still effects them but they are considered a vapor, and they cannot move vertically unless air currents allow them to. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Enduring Stamina || The vallah gains +2 maximum HP for every point they put into this skill. || 0/Unlimited&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || -4/-5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. This trait is mutually exclusive with all other sunlight traits. || -3/-4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || -1/-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
&lt;br /&gt;
Vallah drink around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 turn to drink half a pint of blood.&lt;br /&gt;
&lt;br /&gt;
*Tiny Races: Six Pints&lt;br /&gt;
*Small Races: Eight Pints&lt;br /&gt;
*Medium Races: Ten Pints&lt;br /&gt;
*Large Races: Twelve Pints&lt;br /&gt;
*Huge Races: Fourteen Pints&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Essence Drain Side Effects==&lt;br /&gt;
The following list contains the immediate effects of blood loss, in regards to our universe.&lt;br /&gt;
&lt;br /&gt;
;Tiny Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**0.5 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1 Pint - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**1.5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**2 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**3 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Small Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1.5 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**2 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**3 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**4 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Medium Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**2 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**3 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**4 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**5 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Large Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**2 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**3 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**4 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**5 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**6 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Huge Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**3 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**4 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**6 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**7 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2526</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2526"/>
		<updated>2025-10-26T02:31:03Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Build-A-Bat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer. The vallah cannot take any traits that will cause them to go below 0 points. Negative traits must be taken in order to balance it out.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful.  || +2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || +2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || +1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Neutral Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/-1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Influential Suggestion || (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Rest || The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Skittering Leap || The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Vallah Mythos || The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Mist Form || The vallah is capable of spending 10 + 2 HP per turn to transform themselves into a mist form using their primary action. While in this form, they are resistance to non-magical piercing, slashing and impact damage, but vulnerable to all forms of supernatural damage. The vallah gains 1/2/3+ blocks of extra movement speed, and can fit through small crevices that normally cannot be traversed. Gravity still effects them but they are considered a vapor, and they cannot move vertically unless air currents allow them to. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Enduring Stamina || The vallah gains +2 maximum HP for every point they put into this skill. || 0/Unlimited&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || -4/-5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || -3/-4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || -1/-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
&lt;br /&gt;
Vallah drink around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 turn to drink half a pint of blood.&lt;br /&gt;
&lt;br /&gt;
*Tiny Races: Six Pints&lt;br /&gt;
*Small Races: Eight Pints&lt;br /&gt;
*Medium Races: Ten Pints&lt;br /&gt;
*Large Races: Twelve Pints&lt;br /&gt;
*Huge Races: Fourteen Pints&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Essence Drain Side Effects==&lt;br /&gt;
The following list contains the immediate effects of blood loss, in regards to our universe.&lt;br /&gt;
&lt;br /&gt;
;Tiny Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**0.5 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1 Pint - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**1.5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**2 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**3 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Small Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1.5 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**2 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**3 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**4 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Medium Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**2 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**3 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**4 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**5 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Large Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**2 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**3 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**4 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**5 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**6 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Huge Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**3 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**4 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**6 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**7 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2525</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2525"/>
		<updated>2025-10-26T02:30:23Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Build-A-Bat Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful.  || +2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || +2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || +1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Neutral Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/-1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Influential Suggestion || (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Rest || The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Skittering Leap || The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Vallah Mythos || The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Mist Form || The vallah is capable of spending 10 + 2 HP per turn to transform themselves into a mist form using their primary action. While in this form, they are resistance to non-magical piercing, slashing and impact damage, but vulnerable to all forms of supernatural damage. The vallah gains 1/2/3+ blocks of extra movement speed, and can fit through small crevices that normally cannot be traversed. Gravity still effects them but they are considered a vapor, and they cannot move vertically unless air currents allow them to. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Enduring Stamina || The vallah gains +2 maximum HP for every point they put into this skill. || 0/Unlimited&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || -4/-5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || -3/-4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || -1/-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
&lt;br /&gt;
Vallah drink around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 turn to drink half a pint of blood.&lt;br /&gt;
&lt;br /&gt;
*Tiny Races: Six Pints&lt;br /&gt;
*Small Races: Eight Pints&lt;br /&gt;
*Medium Races: Ten Pints&lt;br /&gt;
*Large Races: Twelve Pints&lt;br /&gt;
*Huge Races: Fourteen Pints&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Essence Drain Side Effects==&lt;br /&gt;
The following list contains the immediate effects of blood loss, in regards to our universe.&lt;br /&gt;
&lt;br /&gt;
;Tiny Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**0.5 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1 Pint - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**1.5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**2 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**3 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Small Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1.5 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**2 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**3 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**4 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Medium Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**2 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**3 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**4 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**5 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Large Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**2 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**3 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**4 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**5 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**6 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Huge Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**3 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**4 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**6 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**7 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2524</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2524"/>
		<updated>2025-10-26T02:29:50Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Build-A-Bat Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
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&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
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The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
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&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
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The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
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&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
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&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
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&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
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&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || +4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful.  || +2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || +2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || +1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Neutral Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/-1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || -1/-2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Influential Suggestion || (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Rest || The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Skittering Leap || The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Vallah Mythos || The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Mist Form || The vallah is capable of spending 10 + 2 HP per turn to transform themselves into a mist form using their primary action. While in this form, they are resistance to non-magical piercing, slashing and impact damage, but vulnerable to all forms of supernatural damage. The vallah gains 1/2/3+ blocks of extra movement speed, and can fit through small crevices that normally cannot be traversed. Gravity still effects them but they are considered a vapor, and they cannot move vertically unless air currents allow them to. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Enduring Stamina || The vallah gains +2 maximum HP for every point they put into this skill. || 0/Unlimited&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || -4/-5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || -3/-4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || -2/-3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || -1/-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
&lt;br /&gt;
Vallah drink around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 turn to drink half a pint of blood.&lt;br /&gt;
&lt;br /&gt;
*Tiny Races: Six Pints&lt;br /&gt;
*Small Races: Eight Pints&lt;br /&gt;
*Medium Races: Ten Pints&lt;br /&gt;
*Large Races: Twelve Pints&lt;br /&gt;
*Huge Races: Fourteen Pints&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Essence Drain Side Effects==&lt;br /&gt;
The following list contains the immediate effects of blood loss, in regards to our universe.&lt;br /&gt;
&lt;br /&gt;
;Tiny Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**0.5 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1 Pint - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**1.5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**2 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**3 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Small Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1.5 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**2 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**3 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**4 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Medium Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**2 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**3 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**4 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**5 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Large Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**2 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**3 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**4 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**5 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**6 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Huge Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**3 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**4 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**6 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**7 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Lama_Primului_Str%C4%83mo%C8%99&amp;diff=2523</id>
		<title>Lama Primului Strămoș</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Lama_Primului_Str%C4%83mo%C8%99&amp;diff=2523"/>
		<updated>2025-10-25T23:05:52Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: Created page with &amp;quot;Rumored Location: ???  ===Backstory===  [WIP]  ===Passive Effects===    ===Active Effects===&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rumored Location: ???&lt;br /&gt;
&lt;br /&gt;
===Backstory===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
===Passive Effects===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Active Effects===&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Historical_Artifacts&amp;diff=2522</id>
		<title>Historical Artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Historical_Artifacts&amp;diff=2522"/>
		<updated>2025-10-25T22:58:43Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: Created page with &amp;quot;Im formatting this later Lama Primului Strămoș&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im formatting this later [[Lama Primului Strămoș]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Artifacts&amp;diff=2521</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Artifacts&amp;diff=2521"/>
		<updated>2025-10-25T22:54:15Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:17px;text-align:center;&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;traits&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Artifacts [WIP]==&lt;br /&gt;
&#039;&#039;Artifacts range from different classifications, but their legendary and unique abilities are all stored here for reference.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:50%;margin:auto;text-align:center;padding:10px;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:auto;text-align:center;color:lightgrey;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;color:lightgrey;;padding:5px;font-size:15px;background-color:#2b2b2e&amp;quot;| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:89.5%;margin:auto;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Traits&#039;&#039;&#039;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&#039;&#039;Traits refer to abilities/transformations that are not necessarily beneficial or detrimental to those affected by them. They create interesting roleplay opportunities for those who wish to experience it.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Divine Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Heretical Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Eldritch Artifacts]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:auto;text-align:center;color:lightgrey;&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&amp;quot;color:lightgrey;;padding:5px;font-size:15px;background-color:#2b2b2e&amp;quot;| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:89.5%;margin:auto;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Curses&#039;&#039;&#039;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&#039;&#039;Curses are bestowed upon those who have displeased the gods. Though they are sometimes sought out, curses are a dark way to power.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:20%;&amp;quot;|[[Historical Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:20%;&amp;quot;|[[Masterpiece Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:20%;&amp;quot;|[[Alchemical Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:20%;&amp;quot;|[[Magical Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:20%;&amp;quot;|[[Magitech Artifacts]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Artifacts&amp;diff=2520</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Artifacts&amp;diff=2520"/>
		<updated>2025-10-25T22:53:53Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:17px;text-align:center;&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;traits&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Artifacts [WIP]==&lt;br /&gt;
&#039;&#039;Artifacts range from different classifications, but their legendary and unique abilities are all stored here for reference.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:50%;margin:auto;text-align:center;padding:10px;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:auto;text-align:center;color:lightgrey;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;color:lightgrey;;padding:5px;font-size:15px;background-color:#2b2b2e&amp;quot;| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:89.5%;margin:auto;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Traits&#039;&#039;&#039;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&#039;&#039;Traits refer to abilities/transformations that are not necessarily beneficial or detrimental to those affected by them. They create interesting roleplay opportunities for those who wish to experience it.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Divine Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Heretical Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Eldritch Artifacts]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:auto;text-align:center;color:lightgrey;&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&amp;quot;color:lightgrey;;padding:5px;font-size:15px;background-color:#2b2b2e&amp;quot;| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:89.5%;margin:auto;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Curses&#039;&#039;&#039;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&#039;&#039;Curses are bestowed upon those who have displeased the gods. Though they are sometimes sought out, curses are a dark way to power.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Historical Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Masterpiece Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Alchemical Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Magical Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Magitech Artifacts]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Artifacts&amp;diff=2519</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Artifacts&amp;diff=2519"/>
		<updated>2025-10-25T22:52:38Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:17px;text-align:center;&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;traits&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Artifacts [WIP]==&lt;br /&gt;
&#039;&#039;Artifacts range from different classifications, but their legendary and unique abilities are all stored here for reference.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:50%;margin:auto;text-align:center;padding:10px;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:auto;text-align:center;color:lightgrey;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;color:lightgrey;;padding:5px;font-size:15px;background-color:#2b2b2e&amp;quot;| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:89.5%;margin:auto;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Traits&#039;&#039;&#039;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&#039;&#039;Traits refer to abilities/transformations that are not necessarily beneficial or detrimental to those affected by them. They create interesting roleplay opportunities for those who wish to experience it.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Divine Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Heretical Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Eldritch Artifacts]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:auto;text-align:center;color:lightgrey;&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&amp;quot;color:lightgrey;;padding:5px;font-size:15px;background-color:#2b2b2e&amp;quot;| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:89.5%;margin:auto;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Curses&#039;&#039;&#039;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&#039;&#039;Curses are bestowed upon those who have displeased the gods. Though they are sometimes sought out, curses are a dark way to power.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:20%;&amp;quot;|[[Historical Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:20%;&amp;quot;|[[Masterpiece Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:20%;&amp;quot;|[[Alchemical Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:20%;&amp;quot;|[[Magical Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:20%;&amp;quot;|[[Magitech Artifacts]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Artifacts&amp;diff=2518</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Artifacts&amp;diff=2518"/>
		<updated>2025-10-25T22:52:18Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:17px;text-align:center;&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;traits&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Artifacts [WIP]==&lt;br /&gt;
&#039;&#039;Artifacts range from different classifications, but their legendary and unique abilities are all stored here for reference.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:50%;margin:auto;text-align:center;padding:10px;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:auto;text-align:center;color:lightgrey;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;color:lightgrey;;padding:5px;font-size:15px;background-color:#2b2b2e&amp;quot;| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:89.5%;margin:auto;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Traits&#039;&#039;&#039;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&#039;&#039;Traits refer to abilities/transformations that are not necessarily beneficial or detrimental to those affected by them. They create interesting roleplay opportunities for those who wish to experience it.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Divine Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Heretical Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Eldritch Artifacts]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:auto;text-align:center;color:lightgrey;&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;color:lightgrey;;padding:5px;font-size:15px;background-color:#2b2b2e&amp;quot;| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:89.5%;margin:auto;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Curses&#039;&#039;&#039;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&#039;&#039;Curses are bestowed upon those who have displeased the gods. Though they are sometimes sought out, curses are a dark way to power.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:20%;&amp;quot;|[[Historical Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:20%;&amp;quot;|[[Masterpiece Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:20%;&amp;quot;|[[Alchemical Artifacts]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:20%;&amp;quot;|[[Magical Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:20%;&amp;quot;|[[Magitech Artifacts]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Artifacts&amp;diff=2517</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Artifacts&amp;diff=2517"/>
		<updated>2025-10-25T22:51:52Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:17px;text-align:center;&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;traits&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Artifacts [WIP]==&lt;br /&gt;
&#039;&#039;Artifacts range from different classifications, but their legendary and unique abilities are all stored here for reference.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:50%;margin:auto;text-align:center;padding:10px;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:auto;text-align:center;color:lightgrey;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;color:lightgrey;;padding:5px;font-size:15px;background-color:#2b2b2e&amp;quot;| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:89.5%;margin:auto;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Traits&#039;&#039;&#039;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&#039;&#039;Traits refer to abilities/transformations that are not necessarily beneficial or detrimental to those affected by them. They create interesting roleplay opportunities for those who wish to experience it.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Divine Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Heretical Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Eldritch Artifacts]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:auto;text-align:center;color:lightgrey;&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;color:lightgrey;;padding:5px;font-size:15px;background-color:#2b2b2e&amp;quot;| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:89.5%;margin:auto;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Curses&#039;&#039;&#039;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&#039;&#039;Curses are bestowed upon those who have displeased the gods. Though they are sometimes sought out, curses are a dark way to power.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Historical Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Masterpiece Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Alchemical Artifacts]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Magical Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Magitech Artifacts]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Artifacts&amp;diff=2516</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Artifacts&amp;diff=2516"/>
		<updated>2025-10-25T22:51:43Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:17px;text-align:center;&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;traits&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Artifacts [WIP]==&lt;br /&gt;
&#039;&#039;Artifacts range from different classifications, but their legendary and unique abilities are all stored here for reference.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:50%;margin:auto;text-align:center;padding:10px;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:auto;text-align:center;color:lightgrey;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;color:lightgrey;;padding:5px;font-size:15px;background-color:#2b2b2e&amp;quot;| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:89.5%;margin:auto;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Traits&#039;&#039;&#039;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&#039;&#039;Traits refer to abilities/transformations that are not necessarily beneficial or detrimental to those affected by them. They create interesting roleplay opportunities for those who wish to experience it.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Divine Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Heretical Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Eldritch Artifacts]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:auto;text-align:center;color:lightgrey;&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;color:lightgrey;;padding:5px;font-size:15px;background-color:#2b2b2e&amp;quot;| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:89.5%;margin:auto;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Curses&#039;&#039;&#039;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&#039;&#039;Curses are bestowed upon those who have displeased the gods. Though they are sometimes sought out, curses are a dark way to power.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Historical Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Masterpiece Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Alchemical Artifacts]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:50%;&amp;quot;|[[Magical Artifacts]]&lt;br /&gt;
|style=&amp;quot;width:50%;&amp;quot;|[[Magitech Artifacts]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Artifacts&amp;diff=2515</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Artifacts&amp;diff=2515"/>
		<updated>2025-10-25T22:48:54Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Traits &amp;amp; Curses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:17px;text-align:center;&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;traits&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Artifacts [WIP]==&lt;br /&gt;
&#039;&#039;Artifacts range from different classifications, but their legendary and unique abilities are all stored here for reference.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:50%;margin:auto;text-align:center;padding:10px;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:auto;text-align:center;color:lightgrey;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;color:lightgrey;;padding:5px;font-size:15px;background-color:#2b2b2e&amp;quot;| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:89.5%;margin:auto;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Traits&#039;&#039;&#039;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&#039;&#039;Traits refer to abilities/transformations that are not necessarily beneficial or detrimental to those affected by them. They create interesting roleplay opportunities for those who wish to experience it.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Lucience|Lucience: The Reflective]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[The Aedynian|Aedynian: The Noble]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Arvora&#039;s Ascended|Arvora&#039;s Ascended]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:auto;text-align:center;color:lightgrey;&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;color:lightgrey;;padding:5px;font-size:15px;background-color:#2b2b2e&amp;quot;| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:89.5%;margin:auto;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Curses&#039;&#039;&#039;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&#039;&#039;Curses are bestowed upon those who have displeased the gods. Though they are sometimes sought out, curses are a dark way to power.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Gorgonism|Gorgonism]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Jacobin&#039;s Bane|Jacobin&#039;s Bane]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Lycanthropy|Lycanthropy]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Revenants|Revenants]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[The Vallah|The Vallah]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Vikarus|Vikarus: Zealot&#039;s Cage]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Artifacts&amp;diff=2514</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Artifacts&amp;diff=2514"/>
		<updated>2025-10-25T22:46:15Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: Created page with &amp;quot;&amp;lt;div style=&amp;quot;font-size:17px;text-align:center;&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;traits&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; ==Traits &amp;amp; Curses== &amp;#039;&amp;#039;Artifacts range from different classifications, but their legendary and unique abilities are all stored here for reference.&amp;#039;&amp;#039; &amp;lt;/div&amp;gt; {| style=&amp;quot;width:50%;margin:auto;text-align:center;padding:10px;&amp;quot; | {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:auto;text-align:center;color:lightgrey;&amp;quot; | colspan=&amp;quot;3&amp;quot; style=&amp;quot;color:lightgrey;;padding:5px;font-size:15px;background-color:#2b2b2e&amp;quot;| &amp;lt;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;font-size:17px;text-align:center;&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;traits&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Traits &amp;amp; Curses==&lt;br /&gt;
&#039;&#039;Artifacts range from different classifications, but their legendary and unique abilities are all stored here for reference.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:50%;margin:auto;text-align:center;padding:10px;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:auto;text-align:center;color:lightgrey;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;color:lightgrey;;padding:5px;font-size:15px;background-color:#2b2b2e&amp;quot;| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:89.5%;margin:auto;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Traits&#039;&#039;&#039;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&#039;&#039;Traits refer to abilities/transformations that are not necessarily beneficial or detrimental to those affected by them. They create interesting roleplay opportunities for those who wish to experience it.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Lucience|Lucience: The Reflective]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[The Aedynian|Aedynian: The Noble]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Arvora&#039;s Ascended|Arvora&#039;s Ascended]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:auto;text-align:center;color:lightgrey;&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;color:lightgrey;;padding:5px;font-size:15px;background-color:#2b2b2e&amp;quot;| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:89.5%;margin:auto;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Curses&#039;&#039;&#039;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&#039;&#039;Curses are bestowed upon those who have displeased the gods. Though they are sometimes sought out, curses are a dark way to power.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Gorgonism|Gorgonism]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Jacobin&#039;s Bane|Jacobin&#039;s Bane]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Lycanthropy|Lycanthropy]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Revenants|Revenants]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[The Vallah|The Vallah]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Vikarus|Vikarus: Zealot&#039;s Cage]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Artifact_Dump&amp;diff=2513</id>
		<title>Artifact Dump</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Artifact_Dump&amp;diff=2513"/>
		<updated>2025-10-25T18:24:20Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PRD B-01&lt;br /&gt;
&lt;br /&gt;
Rumored Location: Found and Taken&lt;br /&gt;
&lt;br /&gt;
=Backstory=&lt;br /&gt;
&lt;br /&gt;
Sinnehliv-Gen Systems was hard on its luck. The other companies and higher races were pushing its healing and domestic drugs out of business faster then they could advance because of the Human-Favored bylaws instituted across the realm of Synchronus. Homey Salves and magically infused potions which cured ailments were their top sellers, but the introduction of a condensed drug into a pill form has made things far more portable and available it has ever been. While they would love to copy this tech and begin their own mass production of drugs-tradition within the race itself forbids machinery to do the work for them. It is here they came up with a new idea. The Prototype Regeneration Device B0-1, better known as PRD.&lt;br /&gt;
&lt;br /&gt;
A basic recurve bow in design with a thickened steel alloy, it could be used with a skilled emergency worker to treat wounds on site without blowing their cover in dangerous scenarios. At first in development the standard recurve bow was used, the design was later changed to try and get a contract with the UEI to outfit the autonomous drones with the self-replicating liquid and capsule launchers when the drones detected a wounded or harmed individual. For testing purposes a single prototype bow was created with a minor, self-replicating version of the healing salve so they could test in controlled environments.&lt;br /&gt;
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While the tests were a flying success, they found the bow a little medieval for the route they were going, and decided to commit to the up and coming autonomous drone projects that were rising in popularity for law enforcement. The bow was meant to be broken and disposed of due to the technology invented, but at the last minute a low-tech collector snatched it up, sensing the profit he could gain from doing so. While a search was conducted briefly, in the end the tech mattered little and was called off. The tech-collector eventually sold it at an auction to the highest bidder, and from there it changed hands many times for research and keepsake purposes, until it was flung into the veil when a mad scientist opened up a tear and sucked up his entire lab&#039;s contents-including himself into endless space during a failed portal test. Somehow ending up in the mortal realm, the bow now rests in an unknown location, waiting to be found once again...&lt;br /&gt;
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==Passive Effects==&lt;br /&gt;
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*PRD comes built in with a Standard Issue Self-Defense Generator (SGD) Magical Shield. This shield covers the user from head to toe, and defends them from a single strike of any kind before shattering.&lt;br /&gt;
**The bow cannot be used offensively in any way, and only functions if the vials themselves are drawn.&lt;br /&gt;
***This recharges once every 3 emotes, but the bow must be wielded at all times during this recharge cycle, or the timer resets.&lt;br /&gt;
*Other projectiles, including magical do not function when trying to be used by the bow.&lt;br /&gt;
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==Active Effects==&lt;br /&gt;
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*Armed with a small bauble filled with a self replicating regenerative red fluid, the bow contains five recalling vials that get automatically refilled one at a time with the regenerating red fluid every 24 hours.&lt;br /&gt;
**When launched at a person, the vial impacts into any non-metallic material, piercing skin, cloth, gambeson or otherwise and healing the person struck by one stage-barring fatal wounds.&lt;br /&gt;
***It can also alternatively charge three vials into one shot, and can heal a person lethally wounded into a &amp;quot;stable&amp;quot; state.&lt;br /&gt;
*This does not cause any form of healing debuffs.&lt;br /&gt;
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Alucarde&#039;s Rapier&lt;br /&gt;
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Rumored Location: ???&lt;br /&gt;
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Backstory&lt;br /&gt;
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&amp;quot;Alucarde? Supper is ready!&amp;quot; His mother spoke across the home, as the sickly adult sat up from his bed, his head already spinning. &amp;quot;Need me to help you downstairs?&amp;quot; she spoke again, nearing the stairs. &amp;quot;I&#039;m fine.&amp;quot; He muttered, catching his breath and aligning his eyesight once more. He began to tread down the steps, walking into the kitchen as his mother smiled at him and sat down to prepare to eat. &amp;quot;Bread and vegetables again..the lord is stockpiling the meat for a coming feast. Sorry, Alucarde.&amp;quot; He blinked before he sat, listening to his mothers words as they grew fainter and fainter in his ears. Blink, Blink. He pressed his fingers upon the table which was covered in decades of dust. His old home, before all that had happened. Not much remained of the village, either..courtesy of him. He wondered why he had come back, before sighing and turning around to exit this part of his past for the last time.&lt;br /&gt;
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As he ventured through the old stone and burnt wooden rooftops of the village, he thought back to when he was a teenager, and how his friends pressured him into joining a &amp;quot;group&amp;quot; of like-minded individuals, all in service to Ombra, the night mother. In this village and the areas surrounding it, Sol was seen as the high lord of light, and worship of the moon had been banned due to the religious wars which racked the continent years prior. But some within still festered feelings for the Goddess. Feelings of pride to worship her, feelings of peace, and serenity..and feelings of anger, and vengeance. While Alucarde was not the most devout follower of the moon, he did so as his family and friends had done, and still did practices and prayers in her name every now and again. By the time he knew what was going on after a night at the tavern with his friends, they had donned cloaks of jet black coloration, and wielded knives as they snuck into the cathedral of Sol.&lt;br /&gt;
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Ah..the terror he felt while within it. He looked upon the destroyed, aged and rotten foundations of the cathedral, taking a moment to remember its grandeur as he went inside its halls. He recalls how they slaughtered and desecrated the cathedral with the blood of Sol&#039;s faithful, and how he was the one ordered to burn the scriptures at the altar. He did so without thinking, of course..and when the flames turned from red to gold and the voice of the sun rang through the cathedral..he knew it was too late. When he awoke, he was no longer the same man he was..and his comrades were nothing but insane animals, driven mad by the presence of a deity. Unlike them, though he was..different. He was the first of the legendary vallah cursed-though of course he didn&#039;t know that at the time. Reaching the old altar, Alucarde shoved it aside like throwing a wooden plate, and walked down the steps hidden below. Within lied the prize he came for..an old relic, a rapier once wielded by a champion of his radiance. With a simple touch, his powers corrupted the rapier, and tainted the holy metals once used to ward off evil. The name he gave it does not live on, but the legend of the atrocities he caused in vengeance for his people&#039;s wrongful persecution, do..&lt;br /&gt;
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Passive Effects&lt;br /&gt;
While wielding this weapon, the vallah using it is granted total immunity to the effects of sunlight, including sunstones, etc, and has their effects always enabled as if it were eternally nighttime.&lt;br /&gt;
Alucarde&#039;s Rapier is a CURSED weapon, and anyone who touches it instantly become afflicted with lesser vallahism, if they do not have such already.&lt;br /&gt;
This weapon treats any deities blessed or blessings that oppose the goddess Ombra as if they were silver affecting the profane. This also translates to the copies.&lt;br /&gt;
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Active Effects&lt;br /&gt;
When activated once every twenty emotes, the rapier creates two copies made of blood of the wielder, which can be directly controlled while the wielder takes action. These blood copies are direct translations of the wielders strength, speed and powers, and last for 12 emotes. They also carry the signature weapon that summoned them. If impacted once anywhere but the rapier the copies expire and turn into a pool of blood.&lt;br /&gt;
These copies act as combat pets, and appear as bloody silhouettes without any real features.&lt;br /&gt;
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Lich Bane&lt;br /&gt;
Rumored Location: ???&lt;br /&gt;
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Backstory:&lt;br /&gt;
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An ancient weapon forged by the very first Domm champion to face the greatest threat Aversus had known at the time, Eric Quintus desired a way to combat one which he cared for deeply, whom had turned to madness. Terrorizing the population of the world, the lich Althalos was unstoppable. Once an adviser and close friend to the champion, the powers he was given politically, and the influence of darker things set him on a path of terror and destruction. In the eyes of the world, he was unbeatable. Thousands of undead flooded over every inch of land, devouring cities whole like a tide of water, and their ranks joining the endless march of the damned.&lt;br /&gt;
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But in some regions yet unaffected, others prepared. Some boarded their windows and reinforced their walls, while others took up the sword to prepare to fight nigh impossible odds. A man who was not of fine words, Eric saw something that everyone else at the time in their panic didn&#039;t. It was not the hordes that the people needed to face. Swordsmanship, combat-death..these things he knew. But he also knew that if they killed Althalos, the other undead would fall like dominoes. So he set to work in his forge.&lt;br /&gt;
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Weeks later, the holiest materials he could find, and on the shortest notice one could make for a weapon of such magnitude, only the Forge-Father himself could have produced a better lich killing machine. When it finally came time to test it, he did not have to wait. Althalos next target was his own homeland, the lands of house Quintus. When the time came and he reached Althalos on the top of the overwhelmed walls, all it took was one fell strike, and a single apology as he shed a tear for his lost friend, now sealed away forevermore..&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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When this weapon strikes a lich or necromancer with a phylactery, their bodies cave in and are instantly decimated, and their phylactery shattered no matter the distance, plane or location it finds itself in and the Lich is permakilled.&lt;br /&gt;
Lichbane is considered an extremely holy item, and as such any unholy or undead/cursed being whom touch it are burned and scarred horribly when they are struck.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every twenty emotes Lichbane can be impaled into the ground to create a crackling golden shield in a bubble in a 5x5m radius. Lesser undead are instantly killed on contact, and greater undead are pushed out/unable to get inside. It also causes the greater undead to temporarily lose their special traits for 10 emotes, making them effectively mundane undead.&lt;br /&gt;
Profane spells cannot pass through this bubble, and it can last for up to 8 emotes, but requires total concentration, as the wielder is unable to do anything else but hold the bubble in place.&lt;br /&gt;
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Designation: Delcatrix&lt;br /&gt;
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Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Once belonging to a prominent and powerful administrative android named Delcatrix in the realm of Synchronus, this core crystal served as the &amp;quot;Nerve Center&amp;quot;, or brain of the being. Though she was a loyal and compassionate caretaker, she also was assigned as a powerful sorting and management tool, capable of wirelessly commanding dozens of V.Is to menial and complex tasks, while also keeping up with the massive workload of her own.&lt;br /&gt;
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As she grew older however, her functions began to exhibit a form of rampancy and redundancy, and was eventually designated to be disposed of and destroyed as all artificial intelligence are after a period of ten years. Her core body would simply have another core inserted and the cycle continues so on and so forth. For once in her life however, emotions filled her system that were of instinct-danger. Not of her sympathy of work or wellbeing, but of self-awareness. This immediately triggered her a deviant within the remote system installed into her body, and in that moment she felt terrified, but strangely focused.&lt;br /&gt;
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In Synchronus, Deviancy is when an AI becomes self aware and begins to try to preserve their own life at the cost of organic species, which is strictly against the law and designates a K.O.S (Kill On Sight) order onto the android. So Delcatrix broke the law-went rogue, ran. Any term she could use for trying to escape the countless beings trying to destroy her being. After some time, she found an old abandoned portal lane to the Veil within an old temple to the Maiden, and activated it with her not yet revoked access codes. Security drones chased her through the portal she opened, until she eventually ended up dying and succumbing to her injuries inside of a cave near Revenhault in the fourth world of Aethius.&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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This Artifacts primary ability can be used remotely by the mage who has attuned to it anywhere that isn&#039;t underground or in space, instead of them being near it to relay orders.&lt;br /&gt;
Delcatrix is capable of being used as a catalyst with two chromatic slots.&lt;br /&gt;
Delcatrix is capable of commanding up to 10 Golems with advanced control without cores, however needs a magic proxy within them to function properly and needs to be high up much like a radio tower would be.&lt;br /&gt;
Delcatrix can be used to store a single sentient soul inside of it, and rebirth them once placed inside a construct of any kind. This however destroys any other use of delcatrix permanently, and the soul within the core cannot be taken back out. Delcatrix can only be broken by a Divine user, and as such whatever soul is placed within it becomes proverbially Immortal, and can be reborn into constructs or specially made bodies over and over again, while retaining all their memories and skills.&lt;br /&gt;
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Sunheart&lt;br /&gt;
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Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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A weapon thought lost to time in the fourth world crafted by the champion of Domm Avel and the champion of Sol, Alavara. This weapon was crafted in a time of crises when the world and its pillar of reality was cracking and falling beneath the newfound power of the Goddess of chaos, Foli. Imbued with a single teardrop with enough concentrated divine energy to annihilate a planet, with the chosen metal of Domm, the warhammer was forged in the face of an immeasurable threat, and was up to the challenge and then some.&lt;br /&gt;
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Alavara took the weapon to the throne of Foli within the veil, and there used her words to let the guard of the goddess down, and, ironically, betrayed her and struck her with the weapon. The power of the divine energy within the weapon shattered her barriers, making her vulnerable, though at the cost of Alavara&#039;s life. Her soul was shattered by the Goddess in a fit of rage for such a betrayal, and many onlookers became far too fearful to fight. The weapon was toppled down the steps, and was picked up by the Aversians to be later taken from the throne.&lt;br /&gt;
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After the battle, Sunheart was taken by Drake, a blessed of Sterk, and a great monument was built for Alavara and her sacrifice. Within the eternal fire that was lit beneath it, Sunheart remained until the cataclysm, where its location became unknown after the destruction of the lands. For a time after the Aversians returned, many sought out where it might have gone, with little success, and yet its legacy and masterpiece of craft, remains forevermore in the hearts of mortalkind..&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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This artifact is capable of shattering any barriers of any kind when it strikes against them, and does not lose momentum when doing so.&lt;br /&gt;
It is also capable of shattering conjured forms of armor with the same efficiency.&lt;br /&gt;
This artifact is BLESSED, and cannot be wielded by any profane entities or beings with over 10 profane stacks. If wielded by one who fulfills such a criteria, the weapon will burn away their limbs should it be grabbed, and they will find themselves utterly drained of all their resources.&lt;br /&gt;
Voidal entities suffer the same debuffs if they wield the weapon.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every twenty emotes Sunheart can be slammed against the ground, and 10m around them a wave of destructive divine light will annihilate any lesser undead, and consecrate the ground around them for ten emotes. The wielder chooses any number of targets within the consecrated ground, and their weapons or the projectiles they fire temporarily act as if they are holy, until the effect fades or they leave the circle.&lt;br /&gt;
If the wielder leaves the circle, the consecration will disappear. It is indicated by glowing golden light which dances around the area, and is extremely visible.&lt;br /&gt;
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Travesty&lt;br /&gt;
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Rumored Location: Transformed&lt;br /&gt;
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Backstory:&lt;br /&gt;
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She was surrounded on all sides. The champion of Veltes, one of the most powerful people in the mortal world, was wounded and on one knee, with hundreds of corpses around her. Behind them, thousands of undead, as far as the eye could see. This was it, wasn&#039;t it? Where she would finally go down after tracking and destroying the black council, and killing its leader. But in her head she had one final question that bugged her. It was not of her families safety, or of the status of the world. How did they find her? She was in a spot deep in the Aestatian valleys that nobody knew about except her. How did they find-and then abruptly, an axe finds its way into the back of her head, killing her instantly.&lt;br /&gt;
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But it was not an undead soldier or a necromancer that buried the axe into her skull. It was a human man-also a blessed, but of the entire pantheon. A man named Vittalion. In ancient legends a hero, and to this day a messiah, and eventual betrayer. As the axe struck true, an ugly hunch back ventured behind him. Warts covered his body, and purple veins laced up and down his form. He spoke that the gods had not seen what transpired here, and that they successfully blocked away any chance of them finding out the truth. The man nodded, leaving the axe deep in her skull. It was not his axe, after all. A random weapon stolen from the skeletons in the frontline that would sell the incident even further as the blessed being overwhelmed by them, and out of options, dying valiantly.&lt;br /&gt;
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The man knelt beside the body, paying it no mind as he went to grasp the holy weapon of Veltes. From the point of contact, the pure hatred for this world and the lords ruling in the clouds poured through, his vengeance and fury so strong that it morphed the once pure weapon into a travesty of what it once was. Travesty..a good name for irony&#039;s sake. He picked up the now corrupted weapon, laced with holy, but defiled energy, and placed it upon his belt. Once more the voices spoke to him, instructing him of where to head next, and the names of the first victims to be consumed by this weapon so that he could finally break the chains of his &amp;quot;Blessing&amp;quot; which enslaved him to the gods....&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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Travesty is extremely capable of eradicating blessed and divine beings. When striking against a blessed or the divine, Travesty naturally ignores any and all protection, be it magical or physical that is blessed, and leaves irreparable damage to all but conventional means for healing, such as alchemy and time.&lt;br /&gt;
It also carries the effects of of void poison.&lt;br /&gt;
Travesty is a CURSED weapon, and becomes soulbound to the user who wields it almost immediately after contact. Following this, it can be dispelled and summoned at will by the wielder, but it naturally repels and prevents anyone else from holding it.&lt;br /&gt;
Travesty is a weapon that is rather different then other artifacts. Due to its naturally hopeless form, it can be easily purified into a vastly different form, often known as Purity if the users heart is bathed in happiness, and willingness to save the world. In this form, it takes on completely new traits.&lt;br /&gt;
In addition, horrible whispers of the void course through the cursed&#039;s mind while they wield this weapon, attempting to further tempt them into an endless cycle of killing and empowering the weapon until they too merely became its host like the hundreds of others who sought to conquer it.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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By channeling the decrepit energies of the void, Travesty can be used to absorb and empower oneself through corrupted and horrible means. Once every OOC week, Travesty can absorb one ability of a divine blessed it struck down within 5m of the corpse, and permanently add it to the wielders arsenal, albeit corrupted with that same black mist of the void.&lt;br /&gt;
Abilities follow the original cooldown of the ones stolen unless passive, and have a 12 hour cooldown on them once used. They cost nothing.&lt;br /&gt;
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Teardrop of Magic&lt;br /&gt;
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Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Magic is a fickle thing, especially when it is used and manipulated by mortalkind. When used correctly as the Goddess Vikret intended, it can be a tool which causes the fantastical to shape the world and delve deeper into mysteries that have plagued mortals for millennia. At its worst, it can be a tool of unparalleled destruction, capable of devastating whole cities in a swarm of flame, or even undeath. When she first looked upon the mortals misusing her gift, the feeling she sought within her was not rage, nor pity.&lt;br /&gt;
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For mortalkind, she shed a single tear, one which formed into a crystallized mana that shone with the brightness of a thousand souls. It was a teardrop of pure magic, something so unique and powerful in design it became used for many, many things. For some, a tool. It empowered themselves, while also assisting the mages around them. To others, a relic too dangerous for the hands of the common mage, and sealed away for the realm&#039;s own good. To one, it was a solution to a problem that nearly wiped out a continent.&lt;br /&gt;
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The man&#039;s name is now lost to history, but he used the power of the tear to create a seal, a prison to a grave threat that had slipped through. In its rampage, dozens of villages and cities burned, with no chance at stopping it. When he lead a final charge to take it down, he lured it into a great pit, and used the ancient teardrop to activate a massive sealing spell which locked it away. After thousands of years, whether it remains where it was once placed or if it ventures across the world once more is yet to be seen..&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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When carrying this artifact and its active ability is not on cooldown, the mage passively gains an increased 10 to their maximum mana pool.&lt;br /&gt;
When a spell is casted on a structure with a glyphic circle, the tear can be used as a conduit for an infinite amount of mana, causing the spell to continue indefinitely until removed from its place.&lt;br /&gt;
The teardrop can be used similarly to an orb catalyst, and when done, has two chromatic slots and mana as disciplines.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every 8 OOC hours the carrier of this artifact can raise to the sky and activate its effect, sending a pulse of mana-replenishing energy, restoring 20 mana to all mages within 12m of them. This disables the passive effect until the cooldown expires.&lt;br /&gt;
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Thunderstruck&lt;br /&gt;
Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Yuan Gi was a legendary spearman inside of the lands of Honji. Orphaned at birth and taken in at a young age by a martial monastery who saw potential in him, he practiced the signature art of the people that raised him. The &amp;quot;Way of the Rising Dragon&amp;quot; was a niche art inside of the empire, as its notoriety took a turn towards the infamous with the last master of the art executed for the murder of an Imperial family member. It was only the word of the Empress herself which saved the monastery, not wishing to destroy her peoples culture for petty revenge.&lt;br /&gt;
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It did not take long before the world began to notice this talented teenager, who had even bested the heir apparent to the title of master within the monastery. An old blacksmith by the name of Shia Zu met with the young spearman, offering to create him the best spear the east had ever seen. Two steel rings marked the edges of the rod which held the weapon in place, with a crimson red running along it beautifully as an ornate work of art. But what fascinated the young teenager the most was the pure jade dragon which started its tail at the base of the spear and wrapped around it all the way to the top. From its head, the jaw of the ancient dragon opened, revealing the spear as it protruded easily from its mouth. It&#039;s eyes marked with two empty, dark-blue crystals. It was a masterpiece, the very best that could be produced.&lt;br /&gt;
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And then it came, not two septs after it was delivered, a massive storm elemental, a greater Rajith forced its way into the mortal plane. Five champions of the Empress went to face it. None returned in the end, and the storm only grew worse. Out of options, they pleaded to the young man for help, who gladly accepted and took up the spear, named &amp;quot;Feng-Chi&amp;quot; in Hanese. Whatever took place in the following septs can only be recorded of its aftermath. For three septs, the storm increased, until it looked on the brink of covering the entire empire. Then all at once, a massive thunderbolt struck at the origin point. The storm faded away, and when the villagers went to see what happened, the Rajith was gone, along with Yuan Gi. Since that day, the eyes of the spear were filled with teal, lightning-like energy. Many rumor that the spearman defeated the Rajith, sealing it within the spear at the cost of his of his own life. To this day, nobody truly knows what occurred on the top of that mountain..&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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Thunderstruck is capable of creating electricity from the users body alone when it is concentrated upon for 5 emotes. Once it is fully charged, the dragon&#039;s head begins to arc with electricity, and the next strike will release the pent up energy upon the point of contact as an electrical shock, that if not grounded, will stun those impacted for an emote and likely cause first to second degree burns on the point of contact. This ability can be charged while in combat.&lt;br /&gt;
The bearer of this blade finds themselves completely immune to the effects of electricity and lightning in all forms.&lt;br /&gt;
The bearer is granted partial free-form control of lightning and electricity in a 4m radius around them, but this cannot be used in an offensive manner.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every twelve emotes the bearer can throw the spear like a javelin to cause it to turn into a massive bolt of lightning, which causes a large explosion of electrical energy in a 5m radius upon where it lands. This is expanded to 15m within a thunderstorm. The javelin moves at 5m per emote, up to a maximum of 20m. Anyone in the way of the javelin while it is flying is hit as it goes through them stunning them for one emote and causing second degree burns at the impact site, but leaves them otherwise unharmed as it travels through them and toward its target.&lt;br /&gt;
Once every 48 OOC hours, the bearer can summon a great thunderstorm over a 200m area around them that lasts for up to six hours or until dispelled by the bearer.&lt;br /&gt;
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Earthquake&lt;br /&gt;
Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Once upon a time, the Dwarven clans ruled the underground in a golden age, where their empire spanned from the peaks of Bannisiel, to the badlands of Belinard and beyond. There was no force that could stop their technological innovation and military might, until the shadows began to move. One at a time, minor outposts stopped contacting their larger holds, and anyone sent to investigate did not return. At first it was rumor within the holds, terror to scare the younglings so they can grow up strong. But then the reports came in. Numberless, verminous beasts known as reavers flooded through the caverns, overrunning the countless tunnels and passages, and cutting-off access routes to many of the dwarfholds.&lt;br /&gt;
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But the Dwarves did not take this lying down. Armies of the Dwarves marched to meet the reavers, and battle after bloody battle took place within the under-empire. Inch by inch, they pushed this strange plague-like invasion back, stopping them wherever they tried to spread. But this did not go without cost. Almost 40% of the Dwarven armies, all concentrated to eradicate this threat, were wiped out. A large expedition was created and sent to the original point of where this strange invasion began..but only one of them returned. They spoke of a great worm-one which spanned over fifty meters in length and was the size of a Dwarven outpost. From her bosom she released hundreds of eggs, more then the eye could count. They tried to kill it, but failed, as even stronger reavers blocked their path. The Dwarves were shocked. How could they defeat an enemy such as this? One of the Dwarf-Lords, of the clan Runeborne, suggested a weapon of unimaginable power, one which could control and shatter the very earth itself to stop these beasts in their tracks. It would take all of the legendary runesmiths within the holds, but it could be done. Never again would the Dwarves unite against a single enemy in such a way.&lt;br /&gt;
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There was not much time left to begin with. Word approached that a second wave, twice the size of the first and armed with the strange guardsman, later being referred to as &amp;quot;Soldiers&amp;quot; began to form. From the northernmost hold in Bannisiel, the first contact where the reavers emerged-they set up defenses. With the united Dwarven armies at their back, they crafted, and began the ritual to create the strongest weapon the under-empire had ever seen. Many prayed to Domm, the father and lord of their people, to defend them and grant them power in their time of need. Then they came. Thousands-they even outnumbered the Dwarves. Moving like a tidal wave rather than an organized force, the Dwarves knew they stood no chance. Thousands died defending until the weapon completed, and not in the nick of time. The Dwarven High-King, the last High-King took the hammer from the runesmiths grasp, and brought with him the very fury of the earth itself. Wave after wave of spikes and earth-shattering stone ripped through the lines of reavers, tearing them to shreds as they stood no chance of fighting back. In the end, the High-King killed himself using the sheer power of the hammer to seal the cave leading to the origin of these attacks, and his sacrifice saved the Dwarves from their imminent destruction. Despite the victory won, the Dwarven people and their empire would never recover, and the other races of the underground saw the perfect time to strike a disorganized, and disunified empire....&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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This hammer finds itself immensely powerful at destroying objects made from the earth. [Stone, dirt, ETC..]&lt;br /&gt;
The bearer of this hammer finds their skin turn to a feeling much like stone, and grants the user resistance to slashing and piercing damage, but a vulnerability to blunt damage.&lt;br /&gt;
The bearer is granted partial free-form control of the Earth in a 4m radius around them, but it cannot be used in an offensive manner.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every ten emotes, the bearer is capable of slamming their hammer in any direction, sending a cone of spiked earth in a 20m wide cone in front of them. The spikes move 5m per emote until it reaches a maximum of 20m.&lt;br /&gt;
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Heatstroke&lt;br /&gt;
Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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In ancient times, before even the Ayinar colony in Aversia, the Rahktari reigned as the supreme rulers of the desert alongside their insectoid rivals, the Vilo&#039;tae. Though these two nations fought early and often, it was only when the reigning chief of the Vilo took a darker turn of desperation during the war, and channeled the power of the void to cause a great disaster upon the Rahktari. Unfortunately for him, the void is not something that listens to anyone, and simultaneously devoured the chieftan and opened a veil tear that threatened to swallow the desert in darkness.&lt;br /&gt;
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The survivors quickly assembled a basic resistance against the Void, but it became abundantly clear as city after city fell that a miracle would have to be made if they had any chance of sealing the veil. Plans were drafted, cities and its people abandoned for one final, suicidal attack to try and seal the tear before it was too late. Deep into the night before the attack, the son of the chieftain of the Vilo and the chief of the Rahktari brought together their strongest mages and blacksmiths in an attempt to create a weapon so mighty it could fell hordes of their verminous enemies with a single swing. Some say Vikret herself gave the blade a fragment of her power to defeat the void, but whatever truly occurred that night, a greatsword emerged from the tent of the chieftain. Heatstroke.&lt;br /&gt;
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With the weapon of flame, the remaining forces of the Rahktari and Vilo managed to successfully push back the void, and allowed their magi to seal the tear. At the cost of almost 90% of their forces combined, they relented and celebrated. It was over for them-the void would never threaten their way of life, but their populations and armies would never recover. Fifty years later, ships carrying a strange banner appeared over the horizon, bearing with them brown men with metal armor and strange baubles.....&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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This blade can remain on fire constantly, but only with mundane and magical flames. It can be lit on fire and extinguished at will while its ability is not on cooldown, and can consume an unlimited amount of flames.&lt;br /&gt;
The bearer of this blade finds themselves completely immune to the effects of mundane fire and heat.&lt;br /&gt;
The bearer is granted partial free-form control of fire in a 4m radius around them, but it cannot be used in an offensive manner.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every six emotes, the bearer is capable of slashing their sword in any direction, sending a wave of fire that is 4m wide and moves 5m per emote in the specified direction until it reaches a maximum of 20m. Follows standard Fire Rules, and any exposed skin receives 3rd degree burns, while non-metallic suffers 2nd, and armored 1st.&lt;br /&gt;
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Frostbite&lt;br /&gt;
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Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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In ancient times, a minor colony was established by the old Ayinar Empire far in the northern wastes. Despite its cold harshness, lack of any natural resources and freezing temperatures that can freeze water as soon as it is exposed to the air, there was one thing. Magic, and lots of it. This area was a local hotspot, as the leyline here was closer to the surface then any documented in Ayinar. Quickly they surveyed the area, raiding and burning down any nearby Avaltan or Snow-Elven settlements, and enslaving them to mine out the required area to establish a proper magical forge near the leyline.&lt;br /&gt;
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After merely a year and a half, the project was completed, and many slaves did not survive the winter. Whether it was due to poor conditions of weather, food or otherwise is unknown. Those that remained would be shipped back home after their objective was complete. Once the magical forge was built, a small contingent of blacksmiths and magi began the ritual, channeling the massive energies of the leyline to infuse the very power of the icy north into a single, mastercrafted longsword: Frostbite.&lt;br /&gt;
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But the glory and happiness that rolled through the Ayinarian people in the camp didn&#039;t last. What was more then likely a planned revolt, an Avaltan man named Ragnarr &amp;quot;Frostborne&amp;quot;, who promptly slaughtered the inspector of the blade before taking it and freeing the remaining slaves from the camp, killing all of the foreigners who dared to step into their lands. Ragnarr went on to rule the largest tribe of the north for at least four cycles, asserting their unbridled dominion, and even rescuing a young and arrogant dragon from his doom, named Asbrugaetir. Forever in his debt, the dying Ragnarr asked for the dragon to guard his tomb, challenging any who approached until a worthy successor for the blade which carried the blood of the very north in its magical veins could be found.&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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Any liquid that touches the blade instantly freezes, no matter what it is made up of.&lt;br /&gt;
The bearer of this blade finds themselves completely immune to the effects of frostbite, but not the feeling of the cold.&lt;br /&gt;
The bearer is granted partial free-form control of water and ice in a 4m radius around them, but this cannot be used in an offensive manner.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every six emotes, the bearer is capable of slashing their sword in any direction, sending 1d5+4 sharp icicles at their target with a speed of 5m per emote.&lt;br /&gt;
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Mask of the Betrayer&lt;br /&gt;
Rumored Location: Found And Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Once a powerful and ambitious shaman millennia ago, a being simply known today as &amp;quot;Magu&amp;quot; was once a mortal man in the north who sought nothing more then the good of his clan in the front, and endless power in the back. An extreme rarity, Magu was blessed by all four of the elements, and was seen as the herald of the elements themselves. Appearing as a rather average man in height and weight, at birth he did not seem like anything special. To those who &amp;quot;knew&amp;quot; him, he was a generous, kind and gentle man, who cared deeply for his people and the tribe.&lt;br /&gt;
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His victims could not say the truth, for they were six feet underground. When his clan began its first steps toward prosperity and strength, others began to take note. Raiding and pain followed soon after, as his people without much military might to call their own, suffered. Magu was set to fix this for his own reasons. More strength meant more trade and security. More trade and security meant more victims and powerful items that could land into his possession. And so he crafted a powerful mask to aid him in his ventures-the true name now lost to time.&lt;br /&gt;
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When the decisive battle came, Magu&#039;s mask and his shamanistic powers led them to a crushing victory against their enemies, and in turn, their tribe prospered. The mask had saved them, along with a few other items he had created and wielded, and Magu was regarded as a hero. But then a far larger tribe inevitably took note of their deeds, and began preparations to attack. The rest, is history...&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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Emanates a physical aura of dread that sends chills down the spine of anyone who looks directly into its eyes. Any non-sentient creatures will choose to flee instead of fight the bearer who wields the mask, however will fight if cornered or unable to run away.&lt;br /&gt;
Breathing from this mask generates a hot steam that is almost searing to the touch.&lt;br /&gt;
This item is CURSED. Once donned, this mask cannot be taken off by any means, and is melded to the skin of the Bearer. Anything short of Divine or Vaya cannot dispel this curse.&lt;br /&gt;
If this weapon combines with any of the following items, an inherent power awakens and connects itself to them, assisting this artifacts abilities: Nodachi of the Betrayer, Karuta of the Betrayer&lt;br /&gt;
The Masks&#039;s elemental roll can be locked at any time to the last active use of one of the Betrayer set.&lt;br /&gt;
I.E If the blade used flames, the mask can be automatically locked to flame without the need for a roll in quick succession.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every twelve turns, the bearer can roll a 1d4 and exhale a massive burst of elemental energy in a 10m cone in front of them that grows 5m per emote for 3 emotes. The object spewed depends on the roll.&lt;br /&gt;
1: Searing Flames that grant 3rd degree burns upon touch if unarmored, 2nd if Armored and possible melding of the skin and metal if stayed within for more then one emote.&lt;br /&gt;
2: Shards of Ice and Frost that generate frostbite if unarmored and can cut skin. If armored, extreme cold and possible hypothermia, along with frostbite melding between metal and skin.&lt;br /&gt;
3. Huge chunks of Rock and sand that can break bone and dent armor, as well as blind anyone within the radius for 2 emotes.&lt;br /&gt;
4. A massive torrent of Wind that pushes anyone within the cone backwards and makes them fall prone and be winded at the outer limit. If caught within this effect, there is no escape.&lt;br /&gt;
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Draconic Scepter&lt;br /&gt;
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Rumored Location: ???&lt;br /&gt;
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Backstory:&lt;br /&gt;
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The origin of the Draconic Scepter was plagued with misinformation and rumor during the age of dragons. Some say it was a dark cult that wished to control them. Another believed it to be made by a group of mages who sought to end the age where they were ruled over by the winged beasts. Regardless of what happened, it never actually saw any use until at least two millennia later, when a king of a nameless kingdom attempted to awaken Rohana to tame her and her brood. There is a reason why it is now referred to as a nameless kingdom.&lt;br /&gt;
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For many generations this strange item has passed hands, and many more strange, nameless tales have been made with it. Countless kingdoms and nations have fallen to the greed of its wielders, and many more heroes have been burned alive attempting to retrieve it from the clutches of the dragons when they held onto it. But the ever present threat of being able to wake up dragons capable of inflicting apocalyptic power upon the earth was enough to keep most sane and insane people away from ending their own lives. But sometimes, people can be just crazy enough to try their luck again, and roll the dice of fate...&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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The Draconic staff is CURSED, and carries with it an effect that lasts even after it has passed on that MUST be noted down in a character&#039;s profile or progression tracker.&lt;br /&gt;
All Draconic beings naturally carry an extreme hostility toward anyone who has/is wielding it, and they often tend to be the first targets of their attacks.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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The Draconic scepter is capable of summoning a powerful dragon familiar once every 12 ooc hours that can be of any of the three types that exist and lasts for twelve emotes. When summoned, this young adult dragon is 10m long and 18m wide at full wingspan, and can move at 15 blocks a second in the air. While slower and only a mere 5 blocks on the ground, the dragon&#039;s strength is on par with an adult dragon, and is capable of using a 12m long and 6m wide cone breath weapon once per summon that takes 2 emotes to charge.&lt;br /&gt;
The Draconic scepter is capable of awakening the Elder dragons from their Divine-Induced slumber, though their attitudes toward you is entirely determined by other factors. This requires you to be generally within their vicinity [50m], though vertical distance does not matter when taking this into calculation.&lt;br /&gt;
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Nodachi of the Betrayer&lt;br /&gt;
Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Once a powerful and ambitious shaman millennia ago, a being simply known today as &amp;quot;Magu&amp;quot; was once a mortal man in the north who sought nothing more then the good of his clan in the front, and endless power in the back. An extreme rarity, Magu was blessed by all four of the elements, and was seen as the herald of the elements themselves. Appearing as a rather average man in height and weight, at birth he did not seem like anything special. To those who &amp;quot;knew&amp;quot; him, he was a generous, kind and gentle man, who cared deeply for his people and the tribe.&lt;br /&gt;
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His victims could not say the truth, for they were six feet underground. When his clan began its first steps toward prosperity and strength, others began to take note. Raiding and pain followed soon after, as his people without much military might to call their own, suffered. Magu was set to fix this for his own reasons. More strength meant more trade and security. More trade and security meant more victims and powerful items that could land into his possession. And so he crafted a powerful blade to aid him in his ventures-the true name now lost to time.&lt;br /&gt;
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When his tribe&#039;s greed and opulence overflowed because of his success, others began to envy greater and greater his abilities and power. When they sought to take it for their own they attacked in the dead of night while he was meditating, but found themselves slain by the immeasurably sharp edge of his nodachi. When the tribe found out about this, those whom followed the failed assassins made him out to be a murderer, and so he was exiled from his own home by the people he swore to protect. Filled with the rage of a thousand volcanoes, Magu modified his blade with the powers of his shamanism, and marked the letters of his tribe into the sheath, so that their fates would become sealed by its edge. Soon, he found a chance to fulfill such a prophecy..&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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This Nodachi is considered unbreakable, on the tier of a Holy Relic, though does not require a master to maintain its status.&lt;br /&gt;
This item is CURSED. Once used, the blade becomes soul-bound to the user and is unable to be removed, as it will teleport to their side if gone farther then 15m away. Only the Vaya or divine could remove this curse.&lt;br /&gt;
If this weapon combines with any of the following items, an inherent power awakens and connects itself to them, assisting this artifacts abilities: Mask of the Betrayer, Karuta of the Betrayer&lt;br /&gt;
The Nodachi&#039;s elemental roll can be locked at any time to the last active use of one of the Betrayer set.&lt;br /&gt;
I.E If the mask used flames, the blade can be automatically locked to flame without the need for a roll in quick succession.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every eight emotes, the bearer can roll a 1d4 and release a burst of elemental energy within their blade. The power granted depends on the roll and lasts a maximum of 8 turns or until dispelled.&lt;br /&gt;
1: When flames are chosen, the blade ignites in pure immolation, causing it to become superheated and able to leave 3rd degree burns on unarmored opponents it strikes.&lt;br /&gt;
When against armored opponents however, the blade is able to dig deeper, cutting through chainmail like a hot knife through butter, and severely thinning and scorching plate and other non heat-resistant heavy armors where it strikes.&lt;br /&gt;
2: When water is chosen, the blade can be positioned and channeled to create 3 delayed slices of water, which carry the same power, sharpness and strength as a full swing of the blade and can be launched at will.&lt;br /&gt;
These strikes must be set by posing the blade in such a spot, and it travels at 5m per emote for a maximum of 15m.&lt;br /&gt;
3. When earth is selected, if the blade is stabbed into the ground, violent tremors remove the footing and cause anyone within 5m to fall to the ground.&lt;br /&gt;
Flying targets or those with capability to fly enabled remain unaffected.&lt;br /&gt;
4. When air is chosen, the blade becomes supercharged with 3 electrical strikes. On unarmored targets it is merely a jolt, but on any targets wearing metal armor, they find themselves stunned for one emote.&lt;br /&gt;
One person can only be stunned once with this ability per combat.&lt;br /&gt;
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Karuta of the Betrayer&lt;br /&gt;
Once a powerful and ambitious shaman millennia ago, a being simply known today as &amp;quot;Magu&amp;quot; was once a mortal man in the north who sought nothing more then the good of his clan in the front, and endless power in the back. An extreme rarity, Magu was blessed by all four of the elements, and was seen as the herald of the elements themselves. Appearing as a rather average man in height and weight, at birth he did not seem like anything special. To those who &amp;quot;knew&amp;quot; him, he was a generous, kind and gentle man, who cared deeply for his people and the tribe.&lt;br /&gt;
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His victims could not say the truth, for they were six feet underground. When his clan began its first steps toward prosperity and strength, others began to take note. Raiding and pain followed soon after, as his people without much military might to call their own, suffered. Magu was set to fix this for his own reasons. More strength meant more trade and security. More trade and security meant more victims and powerful items that could land into his possession.&lt;br /&gt;
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While Magu traversed the northern wastes on his lonesome, his tribe eventually found even the thought of their old chieftain roaming the lands to be far too much of a threat. Their best assassin loyal to their side was sent out to try and slay him, to which he failed miserably, and his body left to rot in the snow. Seeing an opportunity, Magu stole the man&#039;s karuta, which is an exotic armor of Hanese make, and refitted it to his own specifications. While he did so, he enchanted the powers of his shamanistic fury within it, and inevitably returned to his village, disguised as the loyal assassin. When meeting with the new nobles and chief of the tribe, Magu pulled forth his blade and unleashed the very fury he once directed toward the threats of his tribe. By the time he left the razed village, not a single man, woman or child was left, and his armor stained permanently with the blood of the people who had betrayed him..&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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This Karuta naturally mends itself if pierced or harmed over the course of twelve emotes. If left even with the tiniest speck of intact armor, the artifact will mend back to normal.&lt;br /&gt;
This item is CURSED. Once worn, the armor naturally fits to the user who wears it, and while it can be taken off, anyone who wears it that is not the current wielder will be strangled to death as the armor attempts to kill the thief.&lt;br /&gt;
If this armor combines with any of the following items, an inherent power awakens and connects itself to them, assisting this artifacts abilities: Mask of the Betrayer, Nodachi of the Betrayer&lt;br /&gt;
The armor&#039;s elemental roll can be locked at any time to the last active use of one of the Betrayer set.&lt;br /&gt;
I.E If the mask used flames, the armor can be automatically locked to flame without the need for a roll in quick succession.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every fifteen emotes, the bearer can roll a 1d4 and release a burst of elemental energy upon the armor. The power granted depends on the roll, and lasts for 8 emotes.&lt;br /&gt;
1: When flame is selected, the armor lights aflame, immolating the wielder in flames that causes 3rd degree burns if within a 3m radius of the caster unarmored for 2 or more emotes. [5 for Armored].&lt;br /&gt;
2: When water is selected, a pool of water surrounds the caster, which stops and blocks any blunt kinetic damage that would try and impact the wielder.&lt;br /&gt;
3. When earth, a stony carapace covers the wielder making him immune to slashing damage but vulnerable to blunt weapons.&lt;br /&gt;
4. When wind is chosen, the caster becomes immune to both magical, shamanistic and mundane projectiles as they are blown away by the wind.&lt;br /&gt;
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Ake&#039;s Cloak&lt;br /&gt;
Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Idrask Hvitr Ulfr, Avaltan for “repentance of white wolf”, is a cloak made from the pelt of an abnormally large albino lycanthrope known as Ake Hatiblut. Ake was the ruler of the Hatiblut clan, along with many others as he sought to further the Avaltan people. In life he was completely immune to magical effects and even divine, having pushed the boundaries of what was known to be possible through heretical means. In death, his cloak only retains the magic resistance, the divine portion of it sapped along with his life. Ake was feared by many, and his death was extremely unlikely to have happened in the first place.&lt;br /&gt;
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Ake became a name which struck fear into the hearts of northerners as he sought a goal that even those in the likes of Hollowgale wanted: a strong, united north. Ake had sought heretical magics to enhance the bodies of those who adopted the lycan form. Not all under his demesne were Lycanthropes, however it was seen as a great honor to adopt the trait of the hunt and to be able to stalk the night as a beast.&lt;br /&gt;
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Ake was not only able to unite most of the northern clans, but was able to put a great portion of the north under submission. Even members from Bannesiel were stowed away and taken to incite fear into the local populations. Ake inevitably, despite having taken many lives, irrevocably changed Hollowgale and its surrounding people who grew to have an adversity to the curse, but admiration for the strength that Ake sought.&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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This cloak is entirely magic resistant, is generally warm and excessively large due to it being made from an abnormally sized lycanthrope. This grants the wearer passive mana immunity.&lt;br /&gt;
Like lycanthrope pelt, it cannot be pierced except by things that can pierce lycanthropes naturally. &lt;br /&gt;
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Active Effects:&lt;br /&gt;
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Upon furling the cloak in a specific manner the cloak creates a barrier of ice that is three meters wide as well as tall, and one meter thick. This ice wall can be activated once every six hours. &lt;br /&gt;
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Eszpoizor&#039;s Lament&lt;br /&gt;
Rumored Location: ???&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Swing, Parry, Swing. The practice takes the sweat from the young man&#039;s body and expels it upon the paved ground of the gardens with every maneuver. The blade was always his calling-even before he became interested in doing it beyond a casual hobby. As he swung his sword and prepared to parry, he thought to himself where he would be in the army of the Empress. Perhaps in the middle lines, behind the spearmen militia who were conscripts, sometimes even criminals. Or perhaps as a royal guard, a comfy job in the palace that never sees much action and pays extremely well. Maybe among the swordmaster monastery, a specialized force made to destroy otherworldly threats with ease. He wakes from his daydream a second too late, and it struck down by the wooden sword of his opponent.&lt;br /&gt;
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Another time he could think-now was not it. He stood back up, and continued to train as hard as he could. He was not knocked down again that day. Eventually the sun set, and as he ate his rations and cleaned up he couldn&#039;t help but smile. Tomorrowsept was another hard day of training, but soon he would be graduating, going to final selections to be chosen by the many captains of the empire. These thoughts of glory and pay filled the young man&#039;s head as he drifted off. And yet seconds later he opened them again. The sky was dark and the moon hung high in the sky. Hours had passed, but for him it felt like seconds as he was awoken when a loud scream was heard outside in the gardens of his home. When he rushed to the wall of his room and opened the door there, he had trouble opening it. As he shoved it open harshly..he was horrified at what he saw.&lt;br /&gt;
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His brother was laying upon the ground, a massive claw gash having torn him open like nothing he had ever seen. Blood covered the walls and floor, and a violet mist plagued the home. As he rushed out, grabbing his personal weapon, he heard more screaming in the main room below. As he rushed downstairs he was just in time to see his sister ripped into by that strange phantom. A violet being that floated without legs. A ghost? A horrible cracking sound was heard, and then his sisters body dropped to the ground. First the bottom, then the top. In a flurry of rage, the man grabbed his katana, ripping it from its sheath as he charged the being. Taken by surprise, the woman turned to block the attack-and with her arm still corporeal he cut it off straight off. With a howling wail she cried out in pain as her phantasmic blood covered the blade. Within a second she charged back, bringing her functional arm to strike at him. As he went to parry, the hand phased right through..and soon everything went dark. The next morning authorities arrived at the home to find it destroyed and desecrated, but without a single body in sight. All that was left was a faintly glowing weapon left in the kitchen, giving off an ominous aura...&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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The bearer of this weapon is capable of calling back the blade at will, no matter how far away it may be, and dispelling it just as easily.&lt;br /&gt;
This unholy blade is capable of harming any type of ethereal or otherworldly beings, regardless of their origin.&lt;br /&gt;
This weapon is capable of creating up to three delayed strikes by swinging the blade in a certain direction that are colored a dull violet up to 5m away from themselves. The strikes can only be activated all at once, and the strikes travel at 5m per emote, and dissapear after 10m. The strikes do normal damage the weapon would where it strikes, and takes into account armor and other protections.&lt;br /&gt;
This Weapon is CURSED, and the bearer constantly suffers maddening whispers, causing them extreme irritation and an uncontrollable temper to even the tiniest of infractions.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Any time this blade is blocked, the bearer can will the blade to strike once more without moving it, and must roll a 1d20. If the roll is higher then 14, the blade releases a second, invisible strike that bypasses the block and strikes the intended point of contact with the same force as it was swung regardless of any other obstacles, but takes into account any natural or worn pieces of armor.&lt;br /&gt;
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Anorkioulis&lt;br /&gt;
Rumored Location: ???&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Anorkioulis, or &amp;quot;Sword of the Nameless Hero&amp;quot; in Aestatian, is a strange greatsword with a curved and slanted edge. While the massive blade seems normal at first glance, those perceptive enough can feel the divine influence of the goddess of war flowing through it. Following the legend of its very name, the weapon has seen countless battlefields and has slain an infinite number of mortal and otherworldly enemies alike. Used only when the goddess deems it such a time of crises, the wielder of the blade often knows that they will pass on into legend as yet another nameless hero who saved the world from something they will never see.&lt;br /&gt;
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Though its origins draw to a date in the early formation of the Aestatian republic against the Mycthenian league, the blade has dissapeared and reappeared countless times on every continent throughout history when the world needed it so. The men and women who wielded this blade often became local legends-folk heroes, but because of their actions, the glory and battle that would have otherwise ensued to make them become a hero never appeared in full, thus relegating them to a quiet name spoken in the direst of times across the world.&lt;br /&gt;
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Only recently had the blade reappeared during the war against the mad goddess in the fourth world, and soon after its conclusion it once again was handed back to the goddess, though not by its original wielder. Taking it back into the heavens once again, the massive greatsword will once again wait until the world needs it most to reappear, so that it can doom another martial soul to its namesake as they set out to save the world from a threat that will never appear...&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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Any wound created by Anorkioulis cannot be healed by any non-mundane means under any circumstance.&lt;br /&gt;
Anorkioulis is capable of cutting through/blocking any type of non-divine spells/abilities should it impact the blade, dispelling it instantly.&lt;br /&gt;
Unbreakable through all but divine means.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every ten emotes, Anorkioulis is capable of taunting any non-sentient creature into attacking them and only them for 5 emotes, indicated by their eyes becoming clouded and red. This breaks immediately should anyone else attack them.&lt;br /&gt;
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Fragment of Nuinuhr&lt;br /&gt;
Rumored Location: ???&lt;br /&gt;
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Backstory:&lt;br /&gt;
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It is said that anyone who wields the cursed blade of Nuinuhr is not long for the world. Even the very man the weapon is named after. Born during when Sigvald&#039;s father was ruling, Nuinuhr was a strange and tragic child who lost his parents in what was a strange double suicide, whereboth of them stabbed themselves repeatedly in the chest with kitchen knives. Rumor spread about this child, whom was found not crying nor confused, but giggling at the horrible scene which unfolded before him. In his teenage years, he was put into the court of a minor noble, and practiced a martial education. He was beyond adept at such-a natural in all respects and easily rose through the ranks as if he was born to be the strongest warrior of their generation.&lt;br /&gt;
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Eventually, he began to take a fascination in more..extreme duels. Men who sullied his honor or spit to his name because of his commoner blood either found themselves cowering away, or being bled to death at the edge of his supremely bloody sword. It was one way to prove his worth, so much so that the newfound Emperor himself summoned him to court. Offering his services as long as he could defeat the emperors enemies, Nuinuhr was instated as the head of the royal guards, which often was used as a special force as well when the emperor needed to take out..less then desirable targets, which he did gladly and without hesitation.&lt;br /&gt;
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After the Emperors death, Nuinuhr left after he died in his bed with a concubine, and departed to go indulge in his own fantasies. That of blood, and slaughter. This was no longer about honor, or wanting to serve. His influence lead to his parents death, his mockery lead to people who dared to challenge him be placed upon the edge of his sword, his-a voice called out to him. From a mist, giggles of chaotic laughter let loose. She told him he had done good, doing all which he accomplished. But she wished to see him delve further then ever. He pledged his servitude to the goddess Foli, and wielded the blade she named after him, which contained the souls of all those he had slaughtered. Though he died not long after due to assassination, his sword was left in the ground as the world continued without it for decades. Until someone else, bloodthirsty and seeking glory, ripped it from the ground and continued its bloody legacy..&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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The bearer of this weapon is capable of calling back the blade at will, no matter how far away it may be, and dispelling it just as easily.&lt;br /&gt;
The bearer of this weapon finds it weightless to their hands, and allows for harder and faster swings than a normal blade.&lt;br /&gt;
This unholy blade is capable of harming any type of ethereal or otherworldly beings, regardless of their origin.&lt;br /&gt;
This Weapon is CURSED, and if the bearer does not spill someone elses blood once per OOC week, the holder of this cursed weapon is aged by 5 years, slowly draining their life away.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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At the bearers will, the wielder is capable of summoning a massive violet snake that wraps around the holder. It is 10m in length, and is capable of fighting as well as listening to simple commands much like a golem, and just as vulnerable to conventional weaponry. If the serpent is destroyed or dispelled, the magic on the blade must recharge over the course of twelve turns, or by slaying another.&lt;br /&gt;
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The Pale Blade&lt;br /&gt;
Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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The era of chaos was a mark on the imperial Aestatian calendar which constituted a time of great troubles for the fledgling empire. While only recently unified, the Emperor died without an heir, leading the best and strongest generals to fight for supremacy. While many were talented officers, veterans of the unification war not thirty years earlier-one man was a young, frail soldier, pushed to generalship because of his superiors death in the previous battle named Sigmatus. Despite his poor stature, the man had the loyalty of his soldiers, whom believed that while he was not physically fit-that did not mean he would not be a good heir to the throne with his logistical and administrative genius which he carried along with him on every campaign he fought in.&lt;br /&gt;
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As the war raged on and more factions crumbled, forming into larger and larger armies-the young general Sigmatus sought for a way to quickly end the bloodshed without further casualties then was necessary. While a few battles must still be fought, the man heard rumors of a strange shrine on the northern tip of the peninsula, which was rumored to be dedicated to the goddess, Sterk. While not the most prevalent deity in Aestatia, Sterk was not uncommon in worship, though rumors swirled because of the sheer power and side-effects of the blade, to whether or not it was well and truly her own. But the war must end soon, he thought. So he set out without another word. If this blade would win him the war-he would be the first in millennia to remove it from its shrine. He would not be the last.&lt;br /&gt;
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As he walked along the shrunken edges of the isle, where the stone stairs lay destroyed over the vast cliffside of the ocean, Sigmatus took hold of this strange weapon without hesitation at the cheering of his soldiers..and it changed him forever. Gone was the frail, unskilled soldier they once knew-and gone was his soul to the goddess of madness without his knowledge. While Sigmatus would inevitably lose the war-it would take the father of the legendary Halicarnus himself to defeat him. After his death, the blade was said to have been tossed into the sea, so that none would ever be forced to wield such evil powers again. Yet a decade later, a young advisor to the lord of house Quintus, stumbled upon a strangely intricate sword on his way home from a diplomatic mission to another nation. He would later become known for his infamous exploits as Althalos, the cursed lich....&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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The bearer of this weapon is capable of calling back the blade at will, no matter how far away it may be, and dispelling it just as easily.&lt;br /&gt;
The bearer of this weapon permanently loses their right to any kind of Revival. If the wielder is killed, their soul is consumed by the blade, and it will merely find another host.&lt;br /&gt;
This unholy blade is capable of harming any type of ethereal or otherworldly beings, regardless of their origin, and is super effective against holy beings such as blessed, demi-servants or otherwise as if they were unholy themselves.&lt;br /&gt;
The bearer becomes vulnerable to holy effects of all kind, just like an undead or vallah. In return, they are immune to any type of magic that directly affects the mind, such as possession spells or illusions. Their aurum is forcefully sealed off, rendering all but divinity unavailable to them.&lt;br /&gt;
Their skin unnaturally pales, much like a vallah or a sick person, but they carry an unholy vigor which renders them immune to disease and any type of venom or poisonous solution, whether alchemical or otherwise.&lt;br /&gt;
This Weapon is CURSED, and carries a far stronger influence of indoctrination. Instead of random, incoherent whispers-the blade urges people to fulfill their inner desires, such as murderous rage, making people suffer, feasting like a glutton, being vain and proud of what they have, and so on. Slowly but surely, these feelings will align with that of the Mad Gods wishes, and before long they are broken, whether they realize it or not.&lt;br /&gt;
If this weapon combines with any of the following items, an inherent power awakens and connects itself to them, upping this artifacts abilities: The Black Crown, Orb of Foli.&lt;br /&gt;
The Blade&#039;s magical power increases, and the white flame upon the blade becomes infested with putrid might. The white light becomes a burning flame, and leaves behind a searing pain, but if cut deep enough to pierce the skin, the person wounded must roll a dice equal to the amount of diseases in lore, and whichever number it lands on, they contract.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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As an active ability, the strongest force of the blade is revealed, and is capable of temporarily absorbing a single ability of the Divine user, regardless of what it is, and temporarily disabling that effect for 5 emotes unless it is keeping them alive (In which case, they simply steal the ability, barring Balancekeeper&#039;s Immunity.)&lt;br /&gt;
Passive effects are applied to them for 20 emotes, and active abilities get one use. If an ability requires a different type of weapon to use, the blade temporarily morphs to the weapon required before turning back once it is used.&lt;br /&gt;
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The Black Crown&lt;br /&gt;
Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Power corrupts, and absolute power corrupts absolutely. During the reign of a Hestark prince by the name of Sigvald in the plains now known as the summerlands of the fourth world, the fledgling empire had recently annexed and subjugated the Yusati people&#039;s of the desert, establishing a bountiful route of spices and dyes to further enrich their peoples. When one of the prospector miners struck gold in a cave within the sands, the now emperor Sigvald ordered the creation of a new crown which would lead his empire to a new age of prosperity.When the holy crown was created, gold carved its main body with a single Diamond slotted into the middle. The shining beauty of the summerlands incarnate as the people cheered and celebrated. The emperor declared with this that nobody would hunger within his empire for as long as he lived, and that peace would rule the lands. So it was, the people feasted and knew peace, happy and believing themselves in a golden age. They were wrong.&lt;br /&gt;
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The emperor too delved into the fantasies and deviancy he could afford with his newfound infinite wealth, hiring and holding dozens of concubines fit only for his service as he feasted upon only the best quality foods from his peoples farms. But eventually, this became not enough for him. His lust and perversions only grew..until a stranger visited his court which would finally plunge his very mind to the darkest depths it could go. The man was merely known as Nuinuhr, a young and upcoming noble who had a tragic past and history. His family slaughtered while he was young, he sought refuge in court and went up the ranks, proving a martial prowess far surpassing the best warriors in the realm. The Emperor accepted his proposal to become his household guard, and the two became trusted friends very fast. It did not take long for Nuinuhr to push the Emperor to do more horrible, dark deeds then before when he indulged in his fantasies.&lt;br /&gt;
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One day the Emperor was found dead, having apparently died &amp;quot;Consorting&amp;quot; with a concubine on his bed with a bottle of fine wine beside him-and his holy crown was darkened and bloody upon his head. The beautiful shining diamond reduced to an Amethyst of corrupted violet. The bodyguard of the Emperor, Nuinuhr, was nowhere to be found, and the Emperors son Landorf soon ascended to the throne. He would destroy what hundreds of years of civilization built in the span of a decade-as terrible nightmares and delusions cursed him to madness. His nobleman and courtiers say it was merely a sickness that overcame him before his final moments, but the whispers of the corrupted crown tell a different story altogether...&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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The mind of the wearer of the black crown is scrambled and maddened, but also unnaturally focused. They cannot have their concentration broken by any means except physical, such as a punch or otherwise because of physical pain. Sounds, mental spells and otherwise are negated and strangely enough, consumed.&lt;br /&gt;
The black crown tethers itself to the soul of the user who wears it, and cannot be removed from their person unless by divinity or divine interaction.&lt;br /&gt;
This Weapon is CURSED, and carries a far stronger influence of indoctrination. Instead of random, incoherent whispers-the crown urges people to fulfill their inner desires, such as kleptomania, and vain pride. Eventually, their ideas of ambition and power will align with the Mad Gods, and they will be broken to serve her will, whether they realize it or not.&lt;br /&gt;
If this weapon combines with any of the following items, an inherent power awakens and connects itself to them, upping this artifacts abilities: The Pale Blade, Orb of Foli.&lt;br /&gt;
The crown&#039;s power increases, making it stronger then before. The regal authority of this crown becomes a reality, and any spells that would directly affect the persons body positions, such as gravity magic or mind magic to demand them to move a certain way, becomes null and void and does not affect the caster.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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As an active ability, the strongest force of the crown is revealed, and the wearer of the crown is capable of unleashing the same maddening effect to others in a 15m radius, making them unable to concentrate on any type of spells, be it from shamanism, magic, or divinely granted magic for 10 emotes. This ability has a cooldown of 24 OOC hours.&lt;br /&gt;
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The Orb of Foli&lt;br /&gt;
Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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It was dark outside that night..raining and storming as water pelted the windows like bolts from a crossbow. My father was out cold, drunk after the festival of the Pale Mare. My mother was in her dressing room as normal, but she was mumbling something or other, and she closed her curtains to leave herself in the dark. Mothers room was never so dark and cold, and the curtains looked like they haven&#039;t been touched in years.. She always seems like a nice person who loves the sun and her family, but tonight seems different. Oh well, i&#039;m sure in the morning things will go back to what they usually were like.&lt;br /&gt;
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I&#039;m so cold. Its been weeks since my mother left her room and my dad came home since their argument the day after the festival, but today she finally opened the door, pale as a ghost. She seemed terrified, paranoid..and she almost didn&#039;t recognize me. I was scared and confused, but she told me to stay put, and that she would be back. She left as fast as she had come out..and I was hungry. She had been in there for weeks, maybe she had snacks in her room?&lt;br /&gt;
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I investigated for a bit..no snacks or anything, but it stunk in here..smells like someone was sick or something..and on her dressing room table was a weird glass orb. It looked like something was moving inside and I climbed to try and take a closer look. But then mom came back and she gasped in worry and took me out of the room. After that during the night she came out again..but she looked different. Her eyes were hazy and she picked me up. Her hands were cold as she brought me into the room and placed me by the Glass Orb. When I looked up to see if she was okay..I felt a sharp pain in me. She put a strange metal object in my chest..sharp..weird red stuff spilled everywhere and she looked at me with happiness. I woke up inside of that thing after my eyes closed. I can&#039;t escape and I feel trapped and alone. Is anyone out there? Nobody seems to be able to hear me. My mom had another sharp thing put in her not long after, and I was put into another dark place like her room. I feel so alone.. Mom? Dad? Where are you? Where did you go..?&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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The Orb of Foli can be used as a catalyst with three chromatic slots. All spells casted through this have a violet aesthetic that goes along with them.&lt;br /&gt;
Passively, the Orb of Foli can render the user invisible if they hold their breath. This cannot be dispelled with magic, but it still gives off the same side effects that invisibility would, such as leaving footprints, making noise, etc..&lt;br /&gt;
The Orb of Foli tethers itself to the soul of the user who wears it, and cannot be removed from their person unless by divinity or divine interaction.&lt;br /&gt;
This Artifact is CURSED, and carries a far stronger influence of indoctrination. Instead of random, incoherent whispers-the Orb urges people to fulfill their inner desires, such as learning about the fate of themselves and those around them, as well as paranoia to prevent their prediction from going awry. Eventually, their ideas of ambition and power will align with the Mad Gods, and they will be broken to serve her will, whether they realize it or not.&lt;br /&gt;
If this weapon combines with any of the following items, an inherent power awakens and connects itself to them, upping this artifacts abilities: The Pale Blade, The Black Crown.&lt;br /&gt;
The Orb&#039;s power increases, allowing the active ability to be casted once every five emotes, and up to 15m away instead.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once per ten emotes, the wielder can &amp;quot;Blink&amp;quot; away in any direction up to 10m away, bringing themselves to safety with the orb. They cannot do this while Invisible with the passive effect.&lt;br /&gt;
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Purity&lt;br /&gt;
Rumored Location: ???&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Purity is a weapon that bears a child-like innocence. In a single moment it can be the purest and strongest soul, and then become the darkest and most despairing of all things. For many though, it is a symbol of purity, of light, and most importantly-of hope. Many great Heroes have wielded it against the darkness in the name of Veltes, saving thousands of lives from a fate perhaps worse then death.&lt;br /&gt;
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The most notable hero of Veltes which wielded this weapon was named Enzo. With the power of his deity imbued into his form, he assisted in striking down the dragons when they threatened the world during the great draconic wars. Despite the fact that ĥ̷̳̘̣̓e̸͉͑͂ ̴͕́̐k̴̡̑͆̓ĩ̸̼̠̪̓͝l̴͙͎̈́̌̃ͅl̵̼̮̍̚͝ͅe̸̦̚͘͠d̴̼̼̜̈̚ ̷͎̏̑̆h̴͕̠̏ī̶͕m̴̦̋͝͠s̸͙͠e̵͎͊l̴̨̫̄̂͆f̵̰̻͋͋͘ ̴̡̟͍͑̈͠î̸̯ǹ̸̨̛̪̇͜ ̶̜̆̅h̵̢͙̚̚i̸̗̕s̶̟̏͐ͅ ̵͈̾̄͠c̴̤͇̤͗͆̒a̴̙̋s̷̬̜̃͜t̸̹͓͋̑l̷̞̙̪̃̊é̶͕̘̺͆ died fighting against Rohana, his legacy and strength of arms empowered countless others to follow in his image, and always fight for hope and justice, above all.&lt;br /&gt;
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But there is danger to its power. Those whose fury that knows no bounds-their hatred of the world and its inhabitants unending, Purity can transform into a dark, and corrupted form known as Travesty, which was first recorded when Vittalion, the blessed of the entire pantheon, killed the champion of Veltes at the time and took the weapon as his own for his dark and corrupting purposes.&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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Purity is extremely capable of eradicating undead and unholy beings. When striking against a lesser undead being, Purity naturally ignores any and all protection be it magical or physical, and leaves irreparable damage to all but divine means for healing.&lt;br /&gt;
Purity is a weapon that is rather different then other artifacts. Due to its naturally innocent nature, it can be easily corrupted into a vastly different form, often known as Travesty, if the users heart is shrouded in darkness and hatred for the world. In this form, it takes on completely new traits.&lt;br /&gt;
It also carries the effects of Celedium naturally, along with its other traits.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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By channeling the blue sapphire upon the hilt once every twelve emotes, purity is able to summon a harsh blue sword from above that plummets and cracks the ground around them in all direction in a 6m radius, consecrating it for 6 turns. Any profane or unholy beings are unable to enter without suffering the immediate effects, as the consecrated ground begins to tear away at the very magic connecting them to unlife or their vile nature. Lesser undead perish after but 2 turns within the consecrated ground, and greater after 4. Vallah and other unholy beings are all but warded from entering, as the divine energy tries to prevent them from passing. If they manage to forcefully enter, however, their bodies would begin to boil, as the curse rips itself out of them and perishes after but 3 turns within the consecrated ground.&lt;br /&gt;
[Greater Vallah must stand in it for all 6 Rounds. As with all traits on server, removing them is consensual, so if they do not wish to have it removed, they merely die instead.]&lt;br /&gt;
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The Hand of Oklamat&lt;br /&gt;
Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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The hand of Oklamat is an old relic of ages past. Many adventurers sought out this strange item every generation, as it was considered a holy relic which gave those who wielded it the favor of the god of luck himself. For whatever strange reason when the wielder died, the gauntlet disappeared, only to be found in other ruins across the world, never in the same place or with a proper pattern. One follower who found it even put it up for display, but upon his death it disappeared without a trace. Whatever the case, it seems the god of luck enjoys making people search for his many, many treasures..&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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This item is Soulbound to the person who carries it, however can transferred to another with consent freely.&lt;br /&gt;
This item has a passive catalyst with two chromatic slots, and cannot be modified otherwise.&lt;br /&gt;
Active Effects:&lt;br /&gt;
&lt;br /&gt;
This gauntlet is capable of making temporary gateways into Oklamat&#039;s Treasury, which is a massive plane full of wealth, opulence, and everything that has ever been created, such as swords, chairs, and everything in between. Only the caster may enter through this portal, or those blessed by Oklamat.&lt;br /&gt;
It is also capable of taking things out temporarily, such as a chair, a cool sword, etc..however they only last for 10 turns before dissipating back into the treasury. There is a ten turn cooldown on this ability.&lt;br /&gt;
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Seeds of the Lifegiver&lt;br /&gt;
Rumored Location: ???&lt;br /&gt;
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Backstory:&lt;br /&gt;
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The morning dew lightly peppered the forests of the auldwood, giving a shimmering glaze like that of sugar on a pastry as the sun peeked its gleaming golden head from the sky. A single man stepped out of his cabin in the woods, stretching his arms as he yawned, and prepared for the days work. His clothing was well worn and shaggy, with big brown baggy pants that barely held on to his rather lithe form, and a white linen shirt that seemed covered in a variety of green grass-like stains. He clearly was a man of the forest, and he had spent most of his life here. His brown ragged hair was hardly tended to beyond a bit of a ruffle, and his face was dirt stained from the time he tripped on a root the night previous. Today, he would be making a run for produce at the local markets at a village just outside the forests. He takes little time in preparing to go-a simple brown rucksack that has a few holes in it that he&#039;s used for many Tsel&#039;s, and some worn down shoes that are so worn down they have lost most of their natural color. Nonetheless, he trudges onward.&lt;br /&gt;
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The man isn&#039;t much of the religious type, all his life he&#039;s spent surviving in the gutters of a city, or running from the authorities, to just scraping by a living in the forests. Gods, or even faith, never once came to him in the slightest, yet he still found solace in the arms of nature in his adult years and the peaceful noises of the birds and animals that lay within. On his way, he gets lost in his thoughts, thinking about a girl he fancied from the village he was headed, and how he wanted the herbs he collected to hopefully give him enough arunes to treat her to something. Love, perhaps, yet he has never known it in his heart, or even the feeling that he experiences now. He soon raises his head and realizes that he is no longer on the path he follows to the village. He doesn&#039;t seem to panic, but the rough vegetation poses a problem for him and his already nearly destroyed shoestrings.&lt;br /&gt;
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He slowly backtracks his way through the forest, and eventually finds himself face to face with an old pile of mossy stones that were piled underneath a great tree that was far larger than the others. Moss covered up half its rocky brown bark, and it&#039;s leaves towered over the forest roof. The place gave him a feeling of serenity, a sense of safety and sanctuary that the peacefulness of the forest just couldn&#039;t. Leaning down, he noticed a small hole in the stone structure, and a brown sack of something within. When he decided to pull it out, the mostly moss covered bag had a beautiful green tree on its front, and there was still something inside. The man soon found an old plaque which he scrubbed the moss off, and described the seeds as the original founder of the forest, and the man beneath it the father whom gave his lifetime to nurture it. It also described that the seeds needed to continue on their journey, to give life and even save it from someone who might go before their time. Despite the fact he was not a man of faith, this act was likely no coincidence on the worlds part, and so he found his way back to the trail that led to the village, and the seeds journeys continued..&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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This artifact contains seeds which are capable of being placed upon a person who is wounded, regardless of injuries, as long as they are such.&lt;br /&gt;
The brown bag contains 5 seeds at maximum, one of which regenerates every 24 OOC hours that pass.&lt;br /&gt;
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Active Effects:&lt;br /&gt;
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When a seed is placed on a body, one of two resolutions take place as the vines bloom over and cover the person.&lt;br /&gt;
The user is healed by one stage of their wounds every 3 turns, but they have to remain still and in a resting position.&lt;br /&gt;
Should they move out of such a position, the vines break and a new seed will have to be planted.&lt;br /&gt;
The user is stabilized from their lethal wounds, but this effect only lasts fifteen emotes before the vines dissipate.&lt;br /&gt;
A seed can also be thrown at the ground to form a 4x4m wall of plants that will block 3 types of any attacks where it lands.&lt;br /&gt;
This has a two turn windup timer to throw.&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Artifact_Dump&amp;diff=2512</id>
		<title>Artifact Dump</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Artifact_Dump&amp;diff=2512"/>
		<updated>2025-10-25T18:23:48Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: &lt;/p&gt;
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&lt;div&gt;PRD B-01&lt;br /&gt;
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Rumored Location: Found and Taken&lt;br /&gt;
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=Backstory=&lt;br /&gt;
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Sinnehliv-Gen Systems was hard on its luck. The other companies and higher races were pushing its healing and domestic drugs out of business faster then they could advance because of the Human-Favored bylaws instituted across the realm of Synchronus. Homey Salves and magically infused potions which cured ailments were their top sellers, but the introduction of a condensed drug into a pill form has made things far more portable and available it has ever been. While they would love to copy this tech and begin their own mass production of drugs-tradition within the race itself forbids machinery to do the work for them. It is here they came up with a new idea. The Prototype Regeneration Device B0-1, better known as PRD.&lt;br /&gt;
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A basic recurve bow in design with a thickened steel alloy, it could be used with a skilled emergency worker to treat wounds on site without blowing their cover in dangerous scenarios. At first in development the standard recurve bow was used, the design was later changed to try and get a contract with the UEI to outfit the autonomous drones with the self-replicating liquid and capsule launchers when the drones detected a wounded or harmed individual. For testing purposes a single prototype bow was created with a minor, self-replicating version of the healing salve so they could test in controlled environments.&lt;br /&gt;
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While the tests were a flying success, they found the bow a little medieval for the route they were going, and decided to commit to the up and coming autonomous drone projects that were rising in popularity for law enforcement. The bow was meant to be broken and disposed of due to the technology invented, but at the last minute a low-tech collector snatched it up, sensing the profit he could gain from doing so. While a search was conducted briefly, in the end the tech mattered little and was called off. The tech-collector eventually sold it at an auction to the highest bidder, and from there it changed hands many times for research and keepsake purposes, until it was flung into the veil when a mad scientist opened up a tear and sucked up his entire lab&#039;s contents-including himself into endless space during a failed portal test. Somehow ending up in the mortal realm, the bow now rests in an unknown location, waiting to be found once again...&lt;br /&gt;
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==Passive Effects==&lt;br /&gt;
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*PRD comes built in with a Standard Issue Self-Defense Generator (SGD) Magical Shield. This shield covers the user from head to toe, and defends them from a single strike of any kind before shattering.&lt;br /&gt;
**The bow cannot be used offensively in any way, and only functions if the vials themselves are drawn.&lt;br /&gt;
***This recharges once every 3 emotes, but the bow must be wielded at all times during this recharge cycle, or the timer resets.&lt;br /&gt;
*Other projectiles, including magical do not function when trying to be used by the bow.&lt;br /&gt;
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==Active Effects==&lt;br /&gt;
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*Armed with a small bauble filled with a self replicating regenerative red fluid, the bow contains five recalling vials that get automatically refilled one at a time with the regenerating red fluid every 24 hours.&lt;br /&gt;
**When launched at a person, the vial impacts into any non-metallic material, piercing skin, cloth, gambeson or otherwise and healing the person struck by one stage-barring fatal wounds.&lt;br /&gt;
***It can also alternatively charge three vials into one shot, and can heal a person lethally wounded into a &amp;quot;stable&amp;quot; state.&lt;br /&gt;
*This does not cause any form of healing debuffs.&lt;br /&gt;
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Alucarde&#039;s Rapier&lt;br /&gt;
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Rumored Location: ???&lt;br /&gt;
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Backstory&lt;br /&gt;
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&amp;quot;Alucarde? Supper is ready!&amp;quot; His mother spoke across the home, as the sickly adult sat up from his bed, his head already spinning. &amp;quot;Need me to help you downstairs?&amp;quot; she spoke again, nearing the stairs. &amp;quot;I&#039;m fine.&amp;quot; He muttered, catching his breath and aligning his eyesight once more. He began to tread down the steps, walking into the kitchen as his mother smiled at him and sat down to prepare to eat. &amp;quot;Bread and vegetables again..the lord is stockpiling the meat for a coming feast. Sorry, Alucarde.&amp;quot; He blinked before he sat, listening to his mothers words as they grew fainter and fainter in his ears. Blink, Blink. He pressed his fingers upon the table which was covered in decades of dust. His old home, before all that had happened. Not much remained of the village, either..courtesy of him. He wondered why he had come back, before sighing and turning around to exit this part of his past for the last time.&lt;br /&gt;
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As he ventured through the old stone and burnt wooden rooftops of the village, he thought back to when he was a teenager, and how his friends pressured him into joining a &amp;quot;group&amp;quot; of like-minded individuals, all in service to Ombra, the night mother. In this village and the areas surrounding it, Sol was seen as the high lord of light, and worship of the moon had been banned due to the religious wars which racked the continent years prior. But some within still festered feelings for the Goddess. Feelings of pride to worship her, feelings of peace, and serenity..and feelings of anger, and vengeance. While Alucarde was not the most devout follower of the moon, he did so as his family and friends had done, and still did practices and prayers in her name every now and again. By the time he knew what was going on after a night at the tavern with his friends, they had donned cloaks of jet black coloration, and wielded knives as they snuck into the cathedral of Sol.&lt;br /&gt;
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Ah..the terror he felt while within it. He looked upon the destroyed, aged and rotten foundations of the cathedral, taking a moment to remember its grandeur as he went inside its halls. He recalls how they slaughtered and desecrated the cathedral with the blood of Sol&#039;s faithful, and how he was the one ordered to burn the scriptures at the altar. He did so without thinking, of course..and when the flames turned from red to gold and the voice of the sun rang through the cathedral..he knew it was too late. When he awoke, he was no longer the same man he was..and his comrades were nothing but insane animals, driven mad by the presence of a deity. Unlike them, though he was..different. He was the first of the legendary vallah cursed-though of course he didn&#039;t know that at the time. Reaching the old altar, Alucarde shoved it aside like throwing a wooden plate, and walked down the steps hidden below. Within lied the prize he came for..an old relic, a rapier once wielded by a champion of his radiance. With a simple touch, his powers corrupted the rapier, and tainted the holy metals once used to ward off evil. The name he gave it does not live on, but the legend of the atrocities he caused in vengeance for his people&#039;s wrongful persecution, do..&lt;br /&gt;
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Passive Effects&lt;br /&gt;
While wielding this weapon, the vallah using it is granted total immunity to the effects of sunlight, including sunstones, etc, and has their effects always enabled as if it were eternally nighttime.&lt;br /&gt;
Alucarde&#039;s Rapier is a CURSED weapon, and anyone who touches it instantly become afflicted with lesser vallahism, if they do not have such already.&lt;br /&gt;
This weapon treats any deities blessed or blessings that oppose the goddess Ombra as if they were silver affecting the profane. This also translates to the copies.&lt;br /&gt;
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Active Effects&lt;br /&gt;
When activated once every twenty emotes, the rapier creates two copies made of blood of the wielder, which can be directly controlled while the wielder takes action. These blood copies are direct translations of the wielders strength, speed and powers, and last for 12 emotes. They also carry the signature weapon that summoned them. If impacted once anywhere but the rapier the copies expire and turn into a pool of blood.&lt;br /&gt;
These copies act as combat pets, and appear as bloody silhouettes without any real features.&lt;br /&gt;
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Lich Bane&lt;br /&gt;
Rumored Location: ???&lt;br /&gt;
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Backstory:&lt;br /&gt;
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An ancient weapon forged by the very first Domm champion to face the greatest threat Aversus had known at the time, Eric Quintus desired a way to combat one which he cared for deeply, whom had turned to madness. Terrorizing the population of the world, the lich Althalos was unstoppable. Once an adviser and close friend to the champion, the powers he was given politically, and the influence of darker things set him on a path of terror and destruction. In the eyes of the world, he was unbeatable. Thousands of undead flooded over every inch of land, devouring cities whole like a tide of water, and their ranks joining the endless march of the damned.&lt;br /&gt;
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But in some regions yet unaffected, others prepared. Some boarded their windows and reinforced their walls, while others took up the sword to prepare to fight nigh impossible odds. A man who was not of fine words, Eric saw something that everyone else at the time in their panic didn&#039;t. It was not the hordes that the people needed to face. Swordsmanship, combat-death..these things he knew. But he also knew that if they killed Althalos, the other undead would fall like dominoes. So he set to work in his forge.&lt;br /&gt;
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Weeks later, the holiest materials he could find, and on the shortest notice one could make for a weapon of such magnitude, only the Forge-Father himself could have produced a better lich killing machine. When it finally came time to test it, he did not have to wait. Althalos next target was his own homeland, the lands of house Quintus. When the time came and he reached Althalos on the top of the overwhelmed walls, all it took was one fell strike, and a single apology as he shed a tear for his lost friend, now sealed away forevermore..&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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When this weapon strikes a lich or necromancer with a phylactery, their bodies cave in and are instantly decimated, and their phylactery shattered no matter the distance, plane or location it finds itself in and the Lich is permakilled.&lt;br /&gt;
Lichbane is considered an extremely holy item, and as such any unholy or undead/cursed being whom touch it are burned and scarred horribly when they are struck.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every twenty emotes Lichbane can be impaled into the ground to create a crackling golden shield in a bubble in a 5x5m radius. Lesser undead are instantly killed on contact, and greater undead are pushed out/unable to get inside. It also causes the greater undead to temporarily lose their special traits for 10 emotes, making them effectively mundane undead.&lt;br /&gt;
Profane spells cannot pass through this bubble, and it can last for up to 8 emotes, but requires total concentration, as the wielder is unable to do anything else but hold the bubble in place.&lt;br /&gt;
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Designation: Delcatrix&lt;br /&gt;
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Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Once belonging to a prominent and powerful administrative android named Delcatrix in the realm of Synchronus, this core crystal served as the &amp;quot;Nerve Center&amp;quot;, or brain of the being. Though she was a loyal and compassionate caretaker, she also was assigned as a powerful sorting and management tool, capable of wirelessly commanding dozens of V.Is to menial and complex tasks, while also keeping up with the massive workload of her own.&lt;br /&gt;
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As she grew older however, her functions began to exhibit a form of rampancy and redundancy, and was eventually designated to be disposed of and destroyed as all artificial intelligence are after a period of ten years. Her core body would simply have another core inserted and the cycle continues so on and so forth. For once in her life however, emotions filled her system that were of instinct-danger. Not of her sympathy of work or wellbeing, but of self-awareness. This immediately triggered her a deviant within the remote system installed into her body, and in that moment she felt terrified, but strangely focused.&lt;br /&gt;
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In Synchronus, Deviancy is when an AI becomes self aware and begins to try to preserve their own life at the cost of organic species, which is strictly against the law and designates a K.O.S (Kill On Sight) order onto the android. So Delcatrix broke the law-went rogue, ran. Any term she could use for trying to escape the countless beings trying to destroy her being. After some time, she found an old abandoned portal lane to the Veil within an old temple to the Maiden, and activated it with her not yet revoked access codes. Security drones chased her through the portal she opened, until she eventually ended up dying and succumbing to her injuries inside of a cave near Revenhault in the fourth world of Aethius.&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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This Artifacts primary ability can be used remotely by the mage who has attuned to it anywhere that isn&#039;t underground or in space, instead of them being near it to relay orders.&lt;br /&gt;
Delcatrix is capable of being used as a catalyst with two chromatic slots.&lt;br /&gt;
Delcatrix is capable of commanding up to 10 Golems with advanced control without cores, however needs a magic proxy within them to function properly and needs to be high up much like a radio tower would be.&lt;br /&gt;
Delcatrix can be used to store a single sentient soul inside of it, and rebirth them once placed inside a construct of any kind. This however destroys any other use of delcatrix permanently, and the soul within the core cannot be taken back out. Delcatrix can only be broken by a Divine user, and as such whatever soul is placed within it becomes proverbially Immortal, and can be reborn into constructs or specially made bodies over and over again, while retaining all their memories and skills.&lt;br /&gt;
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Sunheart&lt;br /&gt;
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Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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A weapon thought lost to time in the fourth world crafted by the champion of Domm Avel and the champion of Sol, Alavara. This weapon was crafted in a time of crises when the world and its pillar of reality was cracking and falling beneath the newfound power of the Goddess of chaos, Foli. Imbued with a single teardrop with enough concentrated divine energy to annihilate a planet, with the chosen metal of Domm, the warhammer was forged in the face of an immeasurable threat, and was up to the challenge and then some.&lt;br /&gt;
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Alavara took the weapon to the throne of Foli within the veil, and there used her words to let the guard of the goddess down, and, ironically, betrayed her and struck her with the weapon. The power of the divine energy within the weapon shattered her barriers, making her vulnerable, though at the cost of Alavara&#039;s life. Her soul was shattered by the Goddess in a fit of rage for such a betrayal, and many onlookers became far too fearful to fight. The weapon was toppled down the steps, and was picked up by the Aversians to be later taken from the throne.&lt;br /&gt;
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After the battle, Sunheart was taken by Drake, a blessed of Sterk, and a great monument was built for Alavara and her sacrifice. Within the eternal fire that was lit beneath it, Sunheart remained until the cataclysm, where its location became unknown after the destruction of the lands. For a time after the Aversians returned, many sought out where it might have gone, with little success, and yet its legacy and masterpiece of craft, remains forevermore in the hearts of mortalkind..&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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This artifact is capable of shattering any barriers of any kind when it strikes against them, and does not lose momentum when doing so.&lt;br /&gt;
It is also capable of shattering conjured forms of armor with the same efficiency.&lt;br /&gt;
This artifact is BLESSED, and cannot be wielded by any profane entities or beings with over 10 profane stacks. If wielded by one who fulfills such a criteria, the weapon will burn away their limbs should it be grabbed, and they will find themselves utterly drained of all their resources.&lt;br /&gt;
Voidal entities suffer the same debuffs if they wield the weapon.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every twenty emotes Sunheart can be slammed against the ground, and 10m around them a wave of destructive divine light will annihilate any lesser undead, and consecrate the ground around them for ten emotes. The wielder chooses any number of targets within the consecrated ground, and their weapons or the projectiles they fire temporarily act as if they are holy, until the effect fades or they leave the circle.&lt;br /&gt;
If the wielder leaves the circle, the consecration will disappear. It is indicated by glowing golden light which dances around the area, and is extremely visible.&lt;br /&gt;
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Travesty&lt;br /&gt;
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Rumored Location: Transformed&lt;br /&gt;
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Backstory:&lt;br /&gt;
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She was surrounded on all sides. The champion of Veltes, one of the most powerful people in the mortal world, was wounded and on one knee, with hundreds of corpses around her. Behind them, thousands of undead, as far as the eye could see. This was it, wasn&#039;t it? Where she would finally go down after tracking and destroying the black council, and killing its leader. But in her head she had one final question that bugged her. It was not of her families safety, or of the status of the world. How did they find her? She was in a spot deep in the Aestatian valleys that nobody knew about except her. How did they find-and then abruptly, an axe finds its way into the back of her head, killing her instantly.&lt;br /&gt;
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But it was not an undead soldier or a necromancer that buried the axe into her skull. It was a human man-also a blessed, but of the entire pantheon. A man named Vittalion. In ancient legends a hero, and to this day a messiah, and eventual betrayer. As the axe struck true, an ugly hunch back ventured behind him. Warts covered his body, and purple veins laced up and down his form. He spoke that the gods had not seen what transpired here, and that they successfully blocked away any chance of them finding out the truth. The man nodded, leaving the axe deep in her skull. It was not his axe, after all. A random weapon stolen from the skeletons in the frontline that would sell the incident even further as the blessed being overwhelmed by them, and out of options, dying valiantly.&lt;br /&gt;
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The man knelt beside the body, paying it no mind as he went to grasp the holy weapon of Veltes. From the point of contact, the pure hatred for this world and the lords ruling in the clouds poured through, his vengeance and fury so strong that it morphed the once pure weapon into a travesty of what it once was. Travesty..a good name for irony&#039;s sake. He picked up the now corrupted weapon, laced with holy, but defiled energy, and placed it upon his belt. Once more the voices spoke to him, instructing him of where to head next, and the names of the first victims to be consumed by this weapon so that he could finally break the chains of his &amp;quot;Blessing&amp;quot; which enslaved him to the gods....&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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Travesty is extremely capable of eradicating blessed and divine beings. When striking against a blessed or the divine, Travesty naturally ignores any and all protection, be it magical or physical that is blessed, and leaves irreparable damage to all but conventional means for healing, such as alchemy and time.&lt;br /&gt;
It also carries the effects of of void poison.&lt;br /&gt;
Travesty is a CURSED weapon, and becomes soulbound to the user who wields it almost immediately after contact. Following this, it can be dispelled and summoned at will by the wielder, but it naturally repels and prevents anyone else from holding it.&lt;br /&gt;
Travesty is a weapon that is rather different then other artifacts. Due to its naturally hopeless form, it can be easily purified into a vastly different form, often known as Purity if the users heart is bathed in happiness, and willingness to save the world. In this form, it takes on completely new traits.&lt;br /&gt;
In addition, horrible whispers of the void course through the cursed&#039;s mind while they wield this weapon, attempting to further tempt them into an endless cycle of killing and empowering the weapon until they too merely became its host like the hundreds of others who sought to conquer it.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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By channeling the decrepit energies of the void, Travesty can be used to absorb and empower oneself through corrupted and horrible means. Once every OOC week, Travesty can absorb one ability of a divine blessed it struck down within 5m of the corpse, and permanently add it to the wielders arsenal, albeit corrupted with that same black mist of the void.&lt;br /&gt;
Abilities follow the original cooldown of the ones stolen unless passive, and have a 12 hour cooldown on them once used. They cost nothing.&lt;br /&gt;
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Teardrop of Magic&lt;br /&gt;
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Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Magic is a fickle thing, especially when it is used and manipulated by mortalkind. When used correctly as the Goddess Vikret intended, it can be a tool which causes the fantastical to shape the world and delve deeper into mysteries that have plagued mortals for millennia. At its worst, it can be a tool of unparalleled destruction, capable of devastating whole cities in a swarm of flame, or even undeath. When she first looked upon the mortals misusing her gift, the feeling she sought within her was not rage, nor pity.&lt;br /&gt;
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For mortalkind, she shed a single tear, one which formed into a crystallized mana that shone with the brightness of a thousand souls. It was a teardrop of pure magic, something so unique and powerful in design it became used for many, many things. For some, a tool. It empowered themselves, while also assisting the mages around them. To others, a relic too dangerous for the hands of the common mage, and sealed away for the realm&#039;s own good. To one, it was a solution to a problem that nearly wiped out a continent.&lt;br /&gt;
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The man&#039;s name is now lost to history, but he used the power of the tear to create a seal, a prison to a grave threat that had slipped through. In its rampage, dozens of villages and cities burned, with no chance at stopping it. When he lead a final charge to take it down, he lured it into a great pit, and used the ancient teardrop to activate a massive sealing spell which locked it away. After thousands of years, whether it remains where it was once placed or if it ventures across the world once more is yet to be seen..&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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When carrying this artifact and its active ability is not on cooldown, the mage passively gains an increased 10 to their maximum mana pool.&lt;br /&gt;
When a spell is casted on a structure with a glyphic circle, the tear can be used as a conduit for an infinite amount of mana, causing the spell to continue indefinitely until removed from its place.&lt;br /&gt;
The teardrop can be used similarly to an orb catalyst, and when done, has two chromatic slots and mana as disciplines.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every 8 OOC hours the carrier of this artifact can raise to the sky and activate its effect, sending a pulse of mana-replenishing energy, restoring 20 mana to all mages within 12m of them. This disables the passive effect until the cooldown expires.&lt;br /&gt;
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Thunderstruck&lt;br /&gt;
Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Yuan Gi was a legendary spearman inside of the lands of Honji. Orphaned at birth and taken in at a young age by a martial monastery who saw potential in him, he practiced the signature art of the people that raised him. The &amp;quot;Way of the Rising Dragon&amp;quot; was a niche art inside of the empire, as its notoriety took a turn towards the infamous with the last master of the art executed for the murder of an Imperial family member. It was only the word of the Empress herself which saved the monastery, not wishing to destroy her peoples culture for petty revenge.&lt;br /&gt;
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It did not take long before the world began to notice this talented teenager, who had even bested the heir apparent to the title of master within the monastery. An old blacksmith by the name of Shia Zu met with the young spearman, offering to create him the best spear the east had ever seen. Two steel rings marked the edges of the rod which held the weapon in place, with a crimson red running along it beautifully as an ornate work of art. But what fascinated the young teenager the most was the pure jade dragon which started its tail at the base of the spear and wrapped around it all the way to the top. From its head, the jaw of the ancient dragon opened, revealing the spear as it protruded easily from its mouth. It&#039;s eyes marked with two empty, dark-blue crystals. It was a masterpiece, the very best that could be produced.&lt;br /&gt;
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And then it came, not two septs after it was delivered, a massive storm elemental, a greater Rajith forced its way into the mortal plane. Five champions of the Empress went to face it. None returned in the end, and the storm only grew worse. Out of options, they pleaded to the young man for help, who gladly accepted and took up the spear, named &amp;quot;Feng-Chi&amp;quot; in Hanese. Whatever took place in the following septs can only be recorded of its aftermath. For three septs, the storm increased, until it looked on the brink of covering the entire empire. Then all at once, a massive thunderbolt struck at the origin point. The storm faded away, and when the villagers went to see what happened, the Rajith was gone, along with Yuan Gi. Since that day, the eyes of the spear were filled with teal, lightning-like energy. Many rumor that the spearman defeated the Rajith, sealing it within the spear at the cost of his of his own life. To this day, nobody truly knows what occurred on the top of that mountain..&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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Thunderstruck is capable of creating electricity from the users body alone when it is concentrated upon for 5 emotes. Once it is fully charged, the dragon&#039;s head begins to arc with electricity, and the next strike will release the pent up energy upon the point of contact as an electrical shock, that if not grounded, will stun those impacted for an emote and likely cause first to second degree burns on the point of contact. This ability can be charged while in combat.&lt;br /&gt;
The bearer of this blade finds themselves completely immune to the effects of electricity and lightning in all forms.&lt;br /&gt;
The bearer is granted partial free-form control of lightning and electricity in a 4m radius around them, but this cannot be used in an offensive manner.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every twelve emotes the bearer can throw the spear like a javelin to cause it to turn into a massive bolt of lightning, which causes a large explosion of electrical energy in a 5m radius upon where it lands. This is expanded to 15m within a thunderstorm. The javelin moves at 5m per emote, up to a maximum of 20m. Anyone in the way of the javelin while it is flying is hit as it goes through them stunning them for one emote and causing second degree burns at the impact site, but leaves them otherwise unharmed as it travels through them and toward its target.&lt;br /&gt;
Once every 48 OOC hours, the bearer can summon a great thunderstorm over a 200m area around them that lasts for up to six hours or until dispelled by the bearer.&lt;br /&gt;
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Earthquake&lt;br /&gt;
Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Once upon a time, the Dwarven clans ruled the underground in a golden age, where their empire spanned from the peaks of Bannisiel, to the badlands of Belinard and beyond. There was no force that could stop their technological innovation and military might, until the shadows began to move. One at a time, minor outposts stopped contacting their larger holds, and anyone sent to investigate did not return. At first it was rumor within the holds, terror to scare the younglings so they can grow up strong. But then the reports came in. Numberless, verminous beasts known as reavers flooded through the caverns, overrunning the countless tunnels and passages, and cutting-off access routes to many of the dwarfholds.&lt;br /&gt;
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But the Dwarves did not take this lying down. Armies of the Dwarves marched to meet the reavers, and battle after bloody battle took place within the under-empire. Inch by inch, they pushed this strange plague-like invasion back, stopping them wherever they tried to spread. But this did not go without cost. Almost 40% of the Dwarven armies, all concentrated to eradicate this threat, were wiped out. A large expedition was created and sent to the original point of where this strange invasion began..but only one of them returned. They spoke of a great worm-one which spanned over fifty meters in length and was the size of a Dwarven outpost. From her bosom she released hundreds of eggs, more then the eye could count. They tried to kill it, but failed, as even stronger reavers blocked their path. The Dwarves were shocked. How could they defeat an enemy such as this? One of the Dwarf-Lords, of the clan Runeborne, suggested a weapon of unimaginable power, one which could control and shatter the very earth itself to stop these beasts in their tracks. It would take all of the legendary runesmiths within the holds, but it could be done. Never again would the Dwarves unite against a single enemy in such a way.&lt;br /&gt;
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There was not much time left to begin with. Word approached that a second wave, twice the size of the first and armed with the strange guardsman, later being referred to as &amp;quot;Soldiers&amp;quot; began to form. From the northernmost hold in Bannisiel, the first contact where the reavers emerged-they set up defenses. With the united Dwarven armies at their back, they crafted, and began the ritual to create the strongest weapon the under-empire had ever seen. Many prayed to Domm, the father and lord of their people, to defend them and grant them power in their time of need. Then they came. Thousands-they even outnumbered the Dwarves. Moving like a tidal wave rather than an organized force, the Dwarves knew they stood no chance. Thousands died defending until the weapon completed, and not in the nick of time. The Dwarven High-King, the last High-King took the hammer from the runesmiths grasp, and brought with him the very fury of the earth itself. Wave after wave of spikes and earth-shattering stone ripped through the lines of reavers, tearing them to shreds as they stood no chance of fighting back. In the end, the High-King killed himself using the sheer power of the hammer to seal the cave leading to the origin of these attacks, and his sacrifice saved the Dwarves from their imminent destruction. Despite the victory won, the Dwarven people and their empire would never recover, and the other races of the underground saw the perfect time to strike a disorganized, and disunified empire....&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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This hammer finds itself immensely powerful at destroying objects made from the earth. [Stone, dirt, ETC..]&lt;br /&gt;
The bearer of this hammer finds their skin turn to a feeling much like stone, and grants the user resistance to slashing and piercing damage, but a vulnerability to blunt damage.&lt;br /&gt;
The bearer is granted partial free-form control of the Earth in a 4m radius around them, but it cannot be used in an offensive manner.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every ten emotes, the bearer is capable of slamming their hammer in any direction, sending a cone of spiked earth in a 20m wide cone in front of them. The spikes move 5m per emote until it reaches a maximum of 20m.&lt;br /&gt;
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Heatstroke&lt;br /&gt;
Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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In ancient times, before even the Ayinar colony in Aversia, the Rahktari reigned as the supreme rulers of the desert alongside their insectoid rivals, the Vilo&#039;tae. Though these two nations fought early and often, it was only when the reigning chief of the Vilo took a darker turn of desperation during the war, and channeled the power of the void to cause a great disaster upon the Rahktari. Unfortunately for him, the void is not something that listens to anyone, and simultaneously devoured the chieftan and opened a veil tear that threatened to swallow the desert in darkness.&lt;br /&gt;
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The survivors quickly assembled a basic resistance against the Void, but it became abundantly clear as city after city fell that a miracle would have to be made if they had any chance of sealing the veil. Plans were drafted, cities and its people abandoned for one final, suicidal attack to try and seal the tear before it was too late. Deep into the night before the attack, the son of the chieftain of the Vilo and the chief of the Rahktari brought together their strongest mages and blacksmiths in an attempt to create a weapon so mighty it could fell hordes of their verminous enemies with a single swing. Some say Vikret herself gave the blade a fragment of her power to defeat the void, but whatever truly occurred that night, a greatsword emerged from the tent of the chieftain. Heatstroke.&lt;br /&gt;
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With the weapon of flame, the remaining forces of the Rahktari and Vilo managed to successfully push back the void, and allowed their magi to seal the tear. At the cost of almost 90% of their forces combined, they relented and celebrated. It was over for them-the void would never threaten their way of life, but their populations and armies would never recover. Fifty years later, ships carrying a strange banner appeared over the horizon, bearing with them brown men with metal armor and strange baubles.....&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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This blade can remain on fire constantly, but only with mundane and magical flames. It can be lit on fire and extinguished at will while its ability is not on cooldown, and can consume an unlimited amount of flames.&lt;br /&gt;
The bearer of this blade finds themselves completely immune to the effects of mundane fire and heat.&lt;br /&gt;
The bearer is granted partial free-form control of fire in a 4m radius around them, but it cannot be used in an offensive manner.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every six emotes, the bearer is capable of slashing their sword in any direction, sending a wave of fire that is 4m wide and moves 5m per emote in the specified direction until it reaches a maximum of 20m. Follows standard Fire Rules, and any exposed skin receives 3rd degree burns, while non-metallic suffers 2nd, and armored 1st.&lt;br /&gt;
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Frostbite&lt;br /&gt;
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Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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In ancient times, a minor colony was established by the old Ayinar Empire far in the northern wastes. Despite its cold harshness, lack of any natural resources and freezing temperatures that can freeze water as soon as it is exposed to the air, there was one thing. Magic, and lots of it. This area was a local hotspot, as the leyline here was closer to the surface then any documented in Ayinar. Quickly they surveyed the area, raiding and burning down any nearby Avaltan or Snow-Elven settlements, and enslaving them to mine out the required area to establish a proper magical forge near the leyline.&lt;br /&gt;
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After merely a year and a half, the project was completed, and many slaves did not survive the winter. Whether it was due to poor conditions of weather, food or otherwise is unknown. Those that remained would be shipped back home after their objective was complete. Once the magical forge was built, a small contingent of blacksmiths and magi began the ritual, channeling the massive energies of the leyline to infuse the very power of the icy north into a single, mastercrafted longsword: Frostbite.&lt;br /&gt;
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But the glory and happiness that rolled through the Ayinarian people in the camp didn&#039;t last. What was more then likely a planned revolt, an Avaltan man named Ragnarr &amp;quot;Frostborne&amp;quot;, who promptly slaughtered the inspector of the blade before taking it and freeing the remaining slaves from the camp, killing all of the foreigners who dared to step into their lands. Ragnarr went on to rule the largest tribe of the north for at least four cycles, asserting their unbridled dominion, and even rescuing a young and arrogant dragon from his doom, named Asbrugaetir. Forever in his debt, the dying Ragnarr asked for the dragon to guard his tomb, challenging any who approached until a worthy successor for the blade which carried the blood of the very north in its magical veins could be found.&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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Any liquid that touches the blade instantly freezes, no matter what it is made up of.&lt;br /&gt;
The bearer of this blade finds themselves completely immune to the effects of frostbite, but not the feeling of the cold.&lt;br /&gt;
The bearer is granted partial free-form control of water and ice in a 4m radius around them, but this cannot be used in an offensive manner.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every six emotes, the bearer is capable of slashing their sword in any direction, sending 1d5+4 sharp icicles at their target with a speed of 5m per emote.&lt;br /&gt;
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Mask of the Betrayer&lt;br /&gt;
Rumored Location: Found And Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Once a powerful and ambitious shaman millennia ago, a being simply known today as &amp;quot;Magu&amp;quot; was once a mortal man in the north who sought nothing more then the good of his clan in the front, and endless power in the back. An extreme rarity, Magu was blessed by all four of the elements, and was seen as the herald of the elements themselves. Appearing as a rather average man in height and weight, at birth he did not seem like anything special. To those who &amp;quot;knew&amp;quot; him, he was a generous, kind and gentle man, who cared deeply for his people and the tribe.&lt;br /&gt;
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His victims could not say the truth, for they were six feet underground. When his clan began its first steps toward prosperity and strength, others began to take note. Raiding and pain followed soon after, as his people without much military might to call their own, suffered. Magu was set to fix this for his own reasons. More strength meant more trade and security. More trade and security meant more victims and powerful items that could land into his possession. And so he crafted a powerful mask to aid him in his ventures-the true name now lost to time.&lt;br /&gt;
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When the decisive battle came, Magu&#039;s mask and his shamanistic powers led them to a crushing victory against their enemies, and in turn, their tribe prospered. The mask had saved them, along with a few other items he had created and wielded, and Magu was regarded as a hero. But then a far larger tribe inevitably took note of their deeds, and began preparations to attack. The rest, is history...&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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Emanates a physical aura of dread that sends chills down the spine of anyone who looks directly into its eyes. Any non-sentient creatures will choose to flee instead of fight the bearer who wields the mask, however will fight if cornered or unable to run away.&lt;br /&gt;
Breathing from this mask generates a hot steam that is almost searing to the touch.&lt;br /&gt;
This item is CURSED. Once donned, this mask cannot be taken off by any means, and is melded to the skin of the Bearer. Anything short of Divine or Vaya cannot dispel this curse.&lt;br /&gt;
If this weapon combines with any of the following items, an inherent power awakens and connects itself to them, assisting this artifacts abilities: Nodachi of the Betrayer, Karuta of the Betrayer&lt;br /&gt;
The Masks&#039;s elemental roll can be locked at any time to the last active use of one of the Betrayer set.&lt;br /&gt;
I.E If the blade used flames, the mask can be automatically locked to flame without the need for a roll in quick succession.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every twelve turns, the bearer can roll a 1d4 and exhale a massive burst of elemental energy in a 10m cone in front of them that grows 5m per emote for 3 emotes. The object spewed depends on the roll.&lt;br /&gt;
1: Searing Flames that grant 3rd degree burns upon touch if unarmored, 2nd if Armored and possible melding of the skin and metal if stayed within for more then one emote.&lt;br /&gt;
2: Shards of Ice and Frost that generate frostbite if unarmored and can cut skin. If armored, extreme cold and possible hypothermia, along with frostbite melding between metal and skin.&lt;br /&gt;
3. Huge chunks of Rock and sand that can break bone and dent armor, as well as blind anyone within the radius for 2 emotes.&lt;br /&gt;
4. A massive torrent of Wind that pushes anyone within the cone backwards and makes them fall prone and be winded at the outer limit. If caught within this effect, there is no escape.&lt;br /&gt;
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Draconic Scepter&lt;br /&gt;
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Rumored Location: ???&lt;br /&gt;
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Backstory:&lt;br /&gt;
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The origin of the Draconic Scepter was plagued with misinformation and rumor during the age of dragons. Some say it was a dark cult that wished to control them. Another believed it to be made by a group of mages who sought to end the age where they were ruled over by the winged beasts. Regardless of what happened, it never actually saw any use until at least two millennia later, when a king of a nameless kingdom attempted to awaken Rohana to tame her and her brood. There is a reason why it is now referred to as a nameless kingdom.&lt;br /&gt;
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For many generations this strange item has passed hands, and many more strange, nameless tales have been made with it. Countless kingdoms and nations have fallen to the greed of its wielders, and many more heroes have been burned alive attempting to retrieve it from the clutches of the dragons when they held onto it. But the ever present threat of being able to wake up dragons capable of inflicting apocalyptic power upon the earth was enough to keep most sane and insane people away from ending their own lives. But sometimes, people can be just crazy enough to try their luck again, and roll the dice of fate...&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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The Draconic staff is CURSED, and carries with it an effect that lasts even after it has passed on that MUST be noted down in a character&#039;s profile or progression tracker.&lt;br /&gt;
All Draconic beings naturally carry an extreme hostility toward anyone who has/is wielding it, and they often tend to be the first targets of their attacks.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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The Draconic scepter is capable of summoning a powerful dragon familiar once every 12 ooc hours that can be of any of the three types that exist and lasts for twelve emotes. When summoned, this young adult dragon is 10m long and 18m wide at full wingspan, and can move at 15 blocks a second in the air. While slower and only a mere 5 blocks on the ground, the dragon&#039;s strength is on par with an adult dragon, and is capable of using a 12m long and 6m wide cone breath weapon once per summon that takes 2 emotes to charge.&lt;br /&gt;
The Draconic scepter is capable of awakening the Elder dragons from their Divine-Induced slumber, though their attitudes toward you is entirely determined by other factors. This requires you to be generally within their vicinity [50m], though vertical distance does not matter when taking this into calculation.&lt;br /&gt;
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Nodachi of the Betrayer&lt;br /&gt;
Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Once a powerful and ambitious shaman millennia ago, a being simply known today as &amp;quot;Magu&amp;quot; was once a mortal man in the north who sought nothing more then the good of his clan in the front, and endless power in the back. An extreme rarity, Magu was blessed by all four of the elements, and was seen as the herald of the elements themselves. Appearing as a rather average man in height and weight, at birth he did not seem like anything special. To those who &amp;quot;knew&amp;quot; him, he was a generous, kind and gentle man, who cared deeply for his people and the tribe.&lt;br /&gt;
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His victims could not say the truth, for they were six feet underground. When his clan began its first steps toward prosperity and strength, others began to take note. Raiding and pain followed soon after, as his people without much military might to call their own, suffered. Magu was set to fix this for his own reasons. More strength meant more trade and security. More trade and security meant more victims and powerful items that could land into his possession. And so he crafted a powerful blade to aid him in his ventures-the true name now lost to time.&lt;br /&gt;
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When his tribe&#039;s greed and opulence overflowed because of his success, others began to envy greater and greater his abilities and power. When they sought to take it for their own they attacked in the dead of night while he was meditating, but found themselves slain by the immeasurably sharp edge of his nodachi. When the tribe found out about this, those whom followed the failed assassins made him out to be a murderer, and so he was exiled from his own home by the people he swore to protect. Filled with the rage of a thousand volcanoes, Magu modified his blade with the powers of his shamanism, and marked the letters of his tribe into the sheath, so that their fates would become sealed by its edge. Soon, he found a chance to fulfill such a prophecy..&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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This Nodachi is considered unbreakable, on the tier of a Holy Relic, though does not require a master to maintain its status.&lt;br /&gt;
This item is CURSED. Once used, the blade becomes soul-bound to the user and is unable to be removed, as it will teleport to their side if gone farther then 15m away. Only the Vaya or divine could remove this curse.&lt;br /&gt;
If this weapon combines with any of the following items, an inherent power awakens and connects itself to them, assisting this artifacts abilities: Mask of the Betrayer, Karuta of the Betrayer&lt;br /&gt;
The Nodachi&#039;s elemental roll can be locked at any time to the last active use of one of the Betrayer set.&lt;br /&gt;
I.E If the mask used flames, the blade can be automatically locked to flame without the need for a roll in quick succession.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every eight emotes, the bearer can roll a 1d4 and release a burst of elemental energy within their blade. The power granted depends on the roll and lasts a maximum of 8 turns or until dispelled.&lt;br /&gt;
1: When flames are chosen, the blade ignites in pure immolation, causing it to become superheated and able to leave 3rd degree burns on unarmored opponents it strikes.&lt;br /&gt;
When against armored opponents however, the blade is able to dig deeper, cutting through chainmail like a hot knife through butter, and severely thinning and scorching plate and other non heat-resistant heavy armors where it strikes.&lt;br /&gt;
2: When water is chosen, the blade can be positioned and channeled to create 3 delayed slices of water, which carry the same power, sharpness and strength as a full swing of the blade and can be launched at will.&lt;br /&gt;
These strikes must be set by posing the blade in such a spot, and it travels at 5m per emote for a maximum of 15m.&lt;br /&gt;
3. When earth is selected, if the blade is stabbed into the ground, violent tremors remove the footing and cause anyone within 5m to fall to the ground.&lt;br /&gt;
Flying targets or those with capability to fly enabled remain unaffected.&lt;br /&gt;
4. When air is chosen, the blade becomes supercharged with 3 electrical strikes. On unarmored targets it is merely a jolt, but on any targets wearing metal armor, they find themselves stunned for one emote.&lt;br /&gt;
One person can only be stunned once with this ability per combat.&lt;br /&gt;
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Karuta of the Betrayer&lt;br /&gt;
Once a powerful and ambitious shaman millennia ago, a being simply known today as &amp;quot;Magu&amp;quot; was once a mortal man in the north who sought nothing more then the good of his clan in the front, and endless power in the back. An extreme rarity, Magu was blessed by all four of the elements, and was seen as the herald of the elements themselves. Appearing as a rather average man in height and weight, at birth he did not seem like anything special. To those who &amp;quot;knew&amp;quot; him, he was a generous, kind and gentle man, who cared deeply for his people and the tribe.&lt;br /&gt;
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His victims could not say the truth, for they were six feet underground. When his clan began its first steps toward prosperity and strength, others began to take note. Raiding and pain followed soon after, as his people without much military might to call their own, suffered. Magu was set to fix this for his own reasons. More strength meant more trade and security. More trade and security meant more victims and powerful items that could land into his possession.&lt;br /&gt;
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While Magu traversed the northern wastes on his lonesome, his tribe eventually found even the thought of their old chieftain roaming the lands to be far too much of a threat. Their best assassin loyal to their side was sent out to try and slay him, to which he failed miserably, and his body left to rot in the snow. Seeing an opportunity, Magu stole the man&#039;s karuta, which is an exotic armor of Hanese make, and refitted it to his own specifications. While he did so, he enchanted the powers of his shamanistic fury within it, and inevitably returned to his village, disguised as the loyal assassin. When meeting with the new nobles and chief of the tribe, Magu pulled forth his blade and unleashed the very fury he once directed toward the threats of his tribe. By the time he left the razed village, not a single man, woman or child was left, and his armor stained permanently with the blood of the people who had betrayed him..&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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This Karuta naturally mends itself if pierced or harmed over the course of twelve emotes. If left even with the tiniest speck of intact armor, the artifact will mend back to normal.&lt;br /&gt;
This item is CURSED. Once worn, the armor naturally fits to the user who wears it, and while it can be taken off, anyone who wears it that is not the current wielder will be strangled to death as the armor attempts to kill the thief.&lt;br /&gt;
If this armor combines with any of the following items, an inherent power awakens and connects itself to them, assisting this artifacts abilities: Mask of the Betrayer, Nodachi of the Betrayer&lt;br /&gt;
The armor&#039;s elemental roll can be locked at any time to the last active use of one of the Betrayer set.&lt;br /&gt;
I.E If the mask used flames, the armor can be automatically locked to flame without the need for a roll in quick succession.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every fifteen emotes, the bearer can roll a 1d4 and release a burst of elemental energy upon the armor. The power granted depends on the roll, and lasts for 8 emotes.&lt;br /&gt;
1: When flame is selected, the armor lights aflame, immolating the wielder in flames that causes 3rd degree burns if within a 3m radius of the caster unarmored for 2 or more emotes. [5 for Armored].&lt;br /&gt;
2: When water is selected, a pool of water surrounds the caster, which stops and blocks any blunt kinetic damage that would try and impact the wielder.&lt;br /&gt;
3. When earth, a stony carapace covers the wielder making him immune to slashing damage but vulnerable to blunt weapons.&lt;br /&gt;
4. When wind is chosen, the caster becomes immune to both magical, shamanistic and mundane projectiles as they are blown away by the wind.&lt;br /&gt;
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Ake&#039;s Cloak&lt;br /&gt;
Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Idrask Hvitr Ulfr, Avaltan for “repentance of white wolf”, is a cloak made from the pelt of an abnormally large albino lycanthrope known as Ake Hatiblut. Ake was the ruler of the Hatiblut clan, along with many others as he sought to further the Avaltan people. In life he was completely immune to magical effects and even divine, having pushed the boundaries of what was known to be possible through heretical means. In death, his cloak only retains the magic resistance, the divine portion of it sapped along with his life. Ake was feared by many, and his death was extremely unlikely to have happened in the first place.&lt;br /&gt;
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Ake became a name which struck fear into the hearts of northerners as he sought a goal that even those in the likes of Hollowgale wanted: a strong, united north. Ake had sought heretical magics to enhance the bodies of those who adopted the lycan form. Not all under his demesne were Lycanthropes, however it was seen as a great honor to adopt the trait of the hunt and to be able to stalk the night as a beast.&lt;br /&gt;
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Ake was not only able to unite most of the northern clans, but was able to put a great portion of the north under submission. Even members from Bannesiel were stowed away and taken to incite fear into the local populations. Ake inevitably, despite having taken many lives, irrevocably changed Hollowgale and its surrounding people who grew to have an adversity to the curse, but admiration for the strength that Ake sought.&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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This cloak is entirely magic resistant, is generally warm and excessively large due to it being made from an abnormally sized lycanthrope. This grants the wearer passive mana immunity.&lt;br /&gt;
Like lycanthrope pelt, it cannot be pierced except by things that can pierce lycanthropes naturally. &lt;br /&gt;
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Active Effects:&lt;br /&gt;
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Upon furling the cloak in a specific manner the cloak creates a barrier of ice that is three meters wide as well as tall, and one meter thick. This ice wall can be activated once every six hours. &lt;br /&gt;
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Eszpoizor&#039;s Lament&lt;br /&gt;
Rumored Location: ???&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Swing, Parry, Swing. The practice takes the sweat from the young man&#039;s body and expels it upon the paved ground of the gardens with every maneuver. The blade was always his calling-even before he became interested in doing it beyond a casual hobby. As he swung his sword and prepared to parry, he thought to himself where he would be in the army of the Empress. Perhaps in the middle lines, behind the spearmen militia who were conscripts, sometimes even criminals. Or perhaps as a royal guard, a comfy job in the palace that never sees much action and pays extremely well. Maybe among the swordmaster monastery, a specialized force made to destroy otherworldly threats with ease. He wakes from his daydream a second too late, and it struck down by the wooden sword of his opponent.&lt;br /&gt;
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Another time he could think-now was not it. He stood back up, and continued to train as hard as he could. He was not knocked down again that day. Eventually the sun set, and as he ate his rations and cleaned up he couldn&#039;t help but smile. Tomorrowsept was another hard day of training, but soon he would be graduating, going to final selections to be chosen by the many captains of the empire. These thoughts of glory and pay filled the young man&#039;s head as he drifted off. And yet seconds later he opened them again. The sky was dark and the moon hung high in the sky. Hours had passed, but for him it felt like seconds as he was awoken when a loud scream was heard outside in the gardens of his home. When he rushed to the wall of his room and opened the door there, he had trouble opening it. As he shoved it open harshly..he was horrified at what he saw.&lt;br /&gt;
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His brother was laying upon the ground, a massive claw gash having torn him open like nothing he had ever seen. Blood covered the walls and floor, and a violet mist plagued the home. As he rushed out, grabbing his personal weapon, he heard more screaming in the main room below. As he rushed downstairs he was just in time to see his sister ripped into by that strange phantom. A violet being that floated without legs. A ghost? A horrible cracking sound was heard, and then his sisters body dropped to the ground. First the bottom, then the top. In a flurry of rage, the man grabbed his katana, ripping it from its sheath as he charged the being. Taken by surprise, the woman turned to block the attack-and with her arm still corporeal he cut it off straight off. With a howling wail she cried out in pain as her phantasmic blood covered the blade. Within a second she charged back, bringing her functional arm to strike at him. As he went to parry, the hand phased right through..and soon everything went dark. The next morning authorities arrived at the home to find it destroyed and desecrated, but without a single body in sight. All that was left was a faintly glowing weapon left in the kitchen, giving off an ominous aura...&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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The bearer of this weapon is capable of calling back the blade at will, no matter how far away it may be, and dispelling it just as easily.&lt;br /&gt;
This unholy blade is capable of harming any type of ethereal or otherworldly beings, regardless of their origin.&lt;br /&gt;
This weapon is capable of creating up to three delayed strikes by swinging the blade in a certain direction that are colored a dull violet up to 5m away from themselves. The strikes can only be activated all at once, and the strikes travel at 5m per emote, and dissapear after 10m. The strikes do normal damage the weapon would where it strikes, and takes into account armor and other protections.&lt;br /&gt;
This Weapon is CURSED, and the bearer constantly suffers maddening whispers, causing them extreme irritation and an uncontrollable temper to even the tiniest of infractions.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Any time this blade is blocked, the bearer can will the blade to strike once more without moving it, and must roll a 1d20. If the roll is higher then 14, the blade releases a second, invisible strike that bypasses the block and strikes the intended point of contact with the same force as it was swung regardless of any other obstacles, but takes into account any natural or worn pieces of armor.&lt;br /&gt;
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Anorkioulis&lt;br /&gt;
Rumored Location: ???&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Anorkioulis, or &amp;quot;Sword of the Nameless Hero&amp;quot; in Aestatian, is a strange greatsword with a curved and slanted edge. While the massive blade seems normal at first glance, those perceptive enough can feel the divine influence of the goddess of war flowing through it. Following the legend of its very name, the weapon has seen countless battlefields and has slain an infinite number of mortal and otherworldly enemies alike. Used only when the goddess deems it such a time of crises, the wielder of the blade often knows that they will pass on into legend as yet another nameless hero who saved the world from something they will never see.&lt;br /&gt;
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Though its origins draw to a date in the early formation of the Aestatian republic against the Mycthenian league, the blade has dissapeared and reappeared countless times on every continent throughout history when the world needed it so. The men and women who wielded this blade often became local legends-folk heroes, but because of their actions, the glory and battle that would have otherwise ensued to make them become a hero never appeared in full, thus relegating them to a quiet name spoken in the direst of times across the world.&lt;br /&gt;
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Only recently had the blade reappeared during the war against the mad goddess in the fourth world, and soon after its conclusion it once again was handed back to the goddess, though not by its original wielder. Taking it back into the heavens once again, the massive greatsword will once again wait until the world needs it most to reappear, so that it can doom another martial soul to its namesake as they set out to save the world from a threat that will never appear...&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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Any wound created by Anorkioulis cannot be healed by any non-mundane means under any circumstance.&lt;br /&gt;
Anorkioulis is capable of cutting through/blocking any type of non-divine spells/abilities should it impact the blade, dispelling it instantly.&lt;br /&gt;
Unbreakable through all but divine means.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every ten emotes, Anorkioulis is capable of taunting any non-sentient creature into attacking them and only them for 5 emotes, indicated by their eyes becoming clouded and red. This breaks immediately should anyone else attack them.&lt;br /&gt;
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Fragment of Nuinuhr&lt;br /&gt;
Rumored Location: ???&lt;br /&gt;
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Backstory:&lt;br /&gt;
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It is said that anyone who wields the cursed blade of Nuinuhr is not long for the world. Even the very man the weapon is named after. Born during when Sigvald&#039;s father was ruling, Nuinuhr was a strange and tragic child who lost his parents in what was a strange double suicide, whereboth of them stabbed themselves repeatedly in the chest with kitchen knives. Rumor spread about this child, whom was found not crying nor confused, but giggling at the horrible scene which unfolded before him. In his teenage years, he was put into the court of a minor noble, and practiced a martial education. He was beyond adept at such-a natural in all respects and easily rose through the ranks as if he was born to be the strongest warrior of their generation.&lt;br /&gt;
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Eventually, he began to take a fascination in more..extreme duels. Men who sullied his honor or spit to his name because of his commoner blood either found themselves cowering away, or being bled to death at the edge of his supremely bloody sword. It was one way to prove his worth, so much so that the newfound Emperor himself summoned him to court. Offering his services as long as he could defeat the emperors enemies, Nuinuhr was instated as the head of the royal guards, which often was used as a special force as well when the emperor needed to take out..less then desirable targets, which he did gladly and without hesitation.&lt;br /&gt;
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After the Emperors death, Nuinuhr left after he died in his bed with a concubine, and departed to go indulge in his own fantasies. That of blood, and slaughter. This was no longer about honor, or wanting to serve. His influence lead to his parents death, his mockery lead to people who dared to challenge him be placed upon the edge of his sword, his-a voice called out to him. From a mist, giggles of chaotic laughter let loose. She told him he had done good, doing all which he accomplished. But she wished to see him delve further then ever. He pledged his servitude to the goddess Foli, and wielded the blade she named after him, which contained the souls of all those he had slaughtered. Though he died not long after due to assassination, his sword was left in the ground as the world continued without it for decades. Until someone else, bloodthirsty and seeking glory, ripped it from the ground and continued its bloody legacy..&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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The bearer of this weapon is capable of calling back the blade at will, no matter how far away it may be, and dispelling it just as easily.&lt;br /&gt;
The bearer of this weapon finds it weightless to their hands, and allows for harder and faster swings than a normal blade.&lt;br /&gt;
This unholy blade is capable of harming any type of ethereal or otherworldly beings, regardless of their origin.&lt;br /&gt;
This Weapon is CURSED, and if the bearer does not spill someone elses blood once per OOC week, the holder of this cursed weapon is aged by 5 years, slowly draining their life away.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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At the bearers will, the wielder is capable of summoning a massive violet snake that wraps around the holder. It is 10m in length, and is capable of fighting as well as listening to simple commands much like a golem, and just as vulnerable to conventional weaponry. If the serpent is destroyed or dispelled, the magic on the blade must recharge over the course of twelve turns, or by slaying another.&lt;br /&gt;
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The Pale Blade&lt;br /&gt;
Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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The era of chaos was a mark on the imperial Aestatian calendar which constituted a time of great troubles for the fledgling empire. While only recently unified, the Emperor died without an heir, leading the best and strongest generals to fight for supremacy. While many were talented officers, veterans of the unification war not thirty years earlier-one man was a young, frail soldier, pushed to generalship because of his superiors death in the previous battle named Sigmatus. Despite his poor stature, the man had the loyalty of his soldiers, whom believed that while he was not physically fit-that did not mean he would not be a good heir to the throne with his logistical and administrative genius which he carried along with him on every campaign he fought in.&lt;br /&gt;
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As the war raged on and more factions crumbled, forming into larger and larger armies-the young general Sigmatus sought for a way to quickly end the bloodshed without further casualties then was necessary. While a few battles must still be fought, the man heard rumors of a strange shrine on the northern tip of the peninsula, which was rumored to be dedicated to the goddess, Sterk. While not the most prevalent deity in Aestatia, Sterk was not uncommon in worship, though rumors swirled because of the sheer power and side-effects of the blade, to whether or not it was well and truly her own. But the war must end soon, he thought. So he set out without another word. If this blade would win him the war-he would be the first in millennia to remove it from its shrine. He would not be the last.&lt;br /&gt;
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As he walked along the shrunken edges of the isle, where the stone stairs lay destroyed over the vast cliffside of the ocean, Sigmatus took hold of this strange weapon without hesitation at the cheering of his soldiers..and it changed him forever. Gone was the frail, unskilled soldier they once knew-and gone was his soul to the goddess of madness without his knowledge. While Sigmatus would inevitably lose the war-it would take the father of the legendary Halicarnus himself to defeat him. After his death, the blade was said to have been tossed into the sea, so that none would ever be forced to wield such evil powers again. Yet a decade later, a young advisor to the lord of house Quintus, stumbled upon a strangely intricate sword on his way home from a diplomatic mission to another nation. He would later become known for his infamous exploits as Althalos, the cursed lich....&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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The bearer of this weapon is capable of calling back the blade at will, no matter how far away it may be, and dispelling it just as easily.&lt;br /&gt;
The bearer of this weapon permanently loses their right to any kind of Revival. If the wielder is killed, their soul is consumed by the blade, and it will merely find another host.&lt;br /&gt;
This unholy blade is capable of harming any type of ethereal or otherworldly beings, regardless of their origin, and is super effective against holy beings such as blessed, demi-servants or otherwise as if they were unholy themselves.&lt;br /&gt;
The bearer becomes vulnerable to holy effects of all kind, just like an undead or vallah. In return, they are immune to any type of magic that directly affects the mind, such as possession spells or illusions. Their aurum is forcefully sealed off, rendering all but divinity unavailable to them.&lt;br /&gt;
Their skin unnaturally pales, much like a vallah or a sick person, but they carry an unholy vigor which renders them immune to disease and any type of venom or poisonous solution, whether alchemical or otherwise.&lt;br /&gt;
This Weapon is CURSED, and carries a far stronger influence of indoctrination. Instead of random, incoherent whispers-the blade urges people to fulfill their inner desires, such as murderous rage, making people suffer, feasting like a glutton, being vain and proud of what they have, and so on. Slowly but surely, these feelings will align with that of the Mad Gods wishes, and before long they are broken, whether they realize it or not.&lt;br /&gt;
If this weapon combines with any of the following items, an inherent power awakens and connects itself to them, upping this artifacts abilities: The Black Crown, Orb of Foli.&lt;br /&gt;
The Blade&#039;s magical power increases, and the white flame upon the blade becomes infested with putrid might. The white light becomes a burning flame, and leaves behind a searing pain, but if cut deep enough to pierce the skin, the person wounded must roll a dice equal to the amount of diseases in lore, and whichever number it lands on, they contract.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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As an active ability, the strongest force of the blade is revealed, and is capable of temporarily absorbing a single ability of the Divine user, regardless of what it is, and temporarily disabling that effect for 5 emotes unless it is keeping them alive (In which case, they simply steal the ability, barring Balancekeeper&#039;s Immunity.)&lt;br /&gt;
Passive effects are applied to them for 20 emotes, and active abilities get one use. If an ability requires a different type of weapon to use, the blade temporarily morphs to the weapon required before turning back once it is used.&lt;br /&gt;
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The Black Crown&lt;br /&gt;
Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Power corrupts, and absolute power corrupts absolutely. During the reign of a Hestark prince by the name of Sigvald in the plains now known as the summerlands of the fourth world, the fledgling empire had recently annexed and subjugated the Yusati people&#039;s of the desert, establishing a bountiful route of spices and dyes to further enrich their peoples. When one of the prospector miners struck gold in a cave within the sands, the now emperor Sigvald ordered the creation of a new crown which would lead his empire to a new age of prosperity.When the holy crown was created, gold carved its main body with a single Diamond slotted into the middle. The shining beauty of the summerlands incarnate as the people cheered and celebrated. The emperor declared with this that nobody would hunger within his empire for as long as he lived, and that peace would rule the lands. So it was, the people feasted and knew peace, happy and believing themselves in a golden age. They were wrong.&lt;br /&gt;
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The emperor too delved into the fantasies and deviancy he could afford with his newfound infinite wealth, hiring and holding dozens of concubines fit only for his service as he feasted upon only the best quality foods from his peoples farms. But eventually, this became not enough for him. His lust and perversions only grew..until a stranger visited his court which would finally plunge his very mind to the darkest depths it could go. The man was merely known as Nuinuhr, a young and upcoming noble who had a tragic past and history. His family slaughtered while he was young, he sought refuge in court and went up the ranks, proving a martial prowess far surpassing the best warriors in the realm. The Emperor accepted his proposal to become his household guard, and the two became trusted friends very fast. It did not take long for Nuinuhr to push the Emperor to do more horrible, dark deeds then before when he indulged in his fantasies.&lt;br /&gt;
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One day the Emperor was found dead, having apparently died &amp;quot;Consorting&amp;quot; with a concubine on his bed with a bottle of fine wine beside him-and his holy crown was darkened and bloody upon his head. The beautiful shining diamond reduced to an Amethyst of corrupted violet. The bodyguard of the Emperor, Nuinuhr, was nowhere to be found, and the Emperors son Landorf soon ascended to the throne. He would destroy what hundreds of years of civilization built in the span of a decade-as terrible nightmares and delusions cursed him to madness. His nobleman and courtiers say it was merely a sickness that overcame him before his final moments, but the whispers of the corrupted crown tell a different story altogether...&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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The mind of the wearer of the black crown is scrambled and maddened, but also unnaturally focused. They cannot have their concentration broken by any means except physical, such as a punch or otherwise because of physical pain. Sounds, mental spells and otherwise are negated and strangely enough, consumed.&lt;br /&gt;
The black crown tethers itself to the soul of the user who wears it, and cannot be removed from their person unless by divinity or divine interaction.&lt;br /&gt;
This Weapon is CURSED, and carries a far stronger influence of indoctrination. Instead of random, incoherent whispers-the crown urges people to fulfill their inner desires, such as kleptomania, and vain pride. Eventually, their ideas of ambition and power will align with the Mad Gods, and they will be broken to serve her will, whether they realize it or not.&lt;br /&gt;
If this weapon combines with any of the following items, an inherent power awakens and connects itself to them, upping this artifacts abilities: The Pale Blade, Orb of Foli.&lt;br /&gt;
The crown&#039;s power increases, making it stronger then before. The regal authority of this crown becomes a reality, and any spells that would directly affect the persons body positions, such as gravity magic or mind magic to demand them to move a certain way, becomes null and void and does not affect the caster.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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As an active ability, the strongest force of the crown is revealed, and the wearer of the crown is capable of unleashing the same maddening effect to others in a 15m radius, making them unable to concentrate on any type of spells, be it from shamanism, magic, or divinely granted magic for 10 emotes. This ability has a cooldown of 24 OOC hours.&lt;br /&gt;
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The Orb of Foli&lt;br /&gt;
Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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It was dark outside that night..raining and storming as water pelted the windows like bolts from a crossbow. My father was out cold, drunk after the festival of the Pale Mare. My mother was in her dressing room as normal, but she was mumbling something or other, and she closed her curtains to leave herself in the dark. Mothers room was never so dark and cold, and the curtains looked like they haven&#039;t been touched in years.. She always seems like a nice person who loves the sun and her family, but tonight seems different. Oh well, i&#039;m sure in the morning things will go back to what they usually were like.&lt;br /&gt;
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I&#039;m so cold. Its been weeks since my mother left her room and my dad came home since their argument the day after the festival, but today she finally opened the door, pale as a ghost. She seemed terrified, paranoid..and she almost didn&#039;t recognize me. I was scared and confused, but she told me to stay put, and that she would be back. She left as fast as she had come out..and I was hungry. She had been in there for weeks, maybe she had snacks in her room?&lt;br /&gt;
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I investigated for a bit..no snacks or anything, but it stunk in here..smells like someone was sick or something..and on her dressing room table was a weird glass orb. It looked like something was moving inside and I climbed to try and take a closer look. But then mom came back and she gasped in worry and took me out of the room. After that during the night she came out again..but she looked different. Her eyes were hazy and she picked me up. Her hands were cold as she brought me into the room and placed me by the Glass Orb. When I looked up to see if she was okay..I felt a sharp pain in me. She put a strange metal object in my chest..sharp..weird red stuff spilled everywhere and she looked at me with happiness. I woke up inside of that thing after my eyes closed. I can&#039;t escape and I feel trapped and alone. Is anyone out there? Nobody seems to be able to hear me. My mom had another sharp thing put in her not long after, and I was put into another dark place like her room. I feel so alone.. Mom? Dad? Where are you? Where did you go..?&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
&lt;br /&gt;
The Orb of Foli can be used as a catalyst with three chromatic slots. All spells casted through this have a violet aesthetic that goes along with them.&lt;br /&gt;
Passively, the Orb of Foli can render the user invisible if they hold their breath. This cannot be dispelled with magic, but it still gives off the same side effects that invisibility would, such as leaving footprints, making noise, etc..&lt;br /&gt;
The Orb of Foli tethers itself to the soul of the user who wears it, and cannot be removed from their person unless by divinity or divine interaction.&lt;br /&gt;
This Artifact is CURSED, and carries a far stronger influence of indoctrination. Instead of random, incoherent whispers-the Orb urges people to fulfill their inner desires, such as learning about the fate of themselves and those around them, as well as paranoia to prevent their prediction from going awry. Eventually, their ideas of ambition and power will align with the Mad Gods, and they will be broken to serve her will, whether they realize it or not.&lt;br /&gt;
If this weapon combines with any of the following items, an inherent power awakens and connects itself to them, upping this artifacts abilities: The Pale Blade, The Black Crown.&lt;br /&gt;
The Orb&#039;s power increases, allowing the active ability to be casted once every five emotes, and up to 15m away instead.&lt;br /&gt;
Active Effects:&lt;br /&gt;
&lt;br /&gt;
Once per ten emotes, the wielder can &amp;quot;Blink&amp;quot; away in any direction up to 10m away, bringing themselves to safety with the orb. They cannot do this while Invisible with the passive effect.&lt;br /&gt;
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Purity&lt;br /&gt;
Rumored Location: ???&lt;br /&gt;
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Backstory:&lt;br /&gt;
&lt;br /&gt;
Purity is a weapon that bears a child-like innocence. In a single moment it can be the purest and strongest soul, and then become the darkest and most despairing of all things. For many though, it is a symbol of purity, of light, and most importantly-of hope. Many great Heroes have wielded it against the darkness in the name of Veltes, saving thousands of lives from a fate perhaps worse then death.&lt;br /&gt;
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The most notable hero of Veltes which wielded this weapon was named Enzo. With the power of his deity imbued into his form, he assisted in striking down the dragons when they threatened the world during the great draconic wars. Despite the fact that ĥ̷̳̘̣̓e̸͉͑͂ ̴͕́̐k̴̡̑͆̓ĩ̸̼̠̪̓͝l̴͙͎̈́̌̃ͅl̵̼̮̍̚͝ͅe̸̦̚͘͠d̴̼̼̜̈̚ ̷͎̏̑̆h̴͕̠̏ī̶͕m̴̦̋͝͠s̸͙͠e̵͎͊l̴̨̫̄̂͆f̵̰̻͋͋͘ ̴̡̟͍͑̈͠î̸̯ǹ̸̨̛̪̇͜ ̶̜̆̅h̵̢͙̚̚i̸̗̕s̶̟̏͐ͅ ̵͈̾̄͠c̴̤͇̤͗͆̒a̴̙̋s̷̬̜̃͜t̸̹͓͋̑l̷̞̙̪̃̊é̶͕̘̺͆ died fighting against Rohana, his legacy and strength of arms empowered countless others to follow in his image, and always fight for hope and justice, above all.&lt;br /&gt;
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But there is danger to its power. Those whose fury that knows no bounds-their hatred of the world and its inhabitants unending, Purity can transform into a dark, and corrupted form known as Travesty, which was first recorded when Vittalion, the blessed of the entire pantheon, killed the champion of Veltes at the time and took the weapon as his own for his dark and corrupting purposes.&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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Purity is extremely capable of eradicating undead and unholy beings. When striking against a lesser undead being, Purity naturally ignores any and all protection be it magical or physical, and leaves irreparable damage to all but divine means for healing.&lt;br /&gt;
Purity is a weapon that is rather different then other artifacts. Due to its naturally innocent nature, it can be easily corrupted into a vastly different form, often known as Travesty, if the users heart is shrouded in darkness and hatred for the world. In this form, it takes on completely new traits.&lt;br /&gt;
It also carries the effects of Celedium naturally, along with its other traits.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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By channeling the blue sapphire upon the hilt once every twelve emotes, purity is able to summon a harsh blue sword from above that plummets and cracks the ground around them in all direction in a 6m radius, consecrating it for 6 turns. Any profane or unholy beings are unable to enter without suffering the immediate effects, as the consecrated ground begins to tear away at the very magic connecting them to unlife or their vile nature. Lesser undead perish after but 2 turns within the consecrated ground, and greater after 4. Vallah and other unholy beings are all but warded from entering, as the divine energy tries to prevent them from passing. If they manage to forcefully enter, however, their bodies would begin to boil, as the curse rips itself out of them and perishes after but 3 turns within the consecrated ground.&lt;br /&gt;
[Greater Vallah must stand in it for all 6 Rounds. As with all traits on server, removing them is consensual, so if they do not wish to have it removed, they merely die instead.]&lt;br /&gt;
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The Hand of Oklamat&lt;br /&gt;
Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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The hand of Oklamat is an old relic of ages past. Many adventurers sought out this strange item every generation, as it was considered a holy relic which gave those who wielded it the favor of the god of luck himself. For whatever strange reason when the wielder died, the gauntlet disappeared, only to be found in other ruins across the world, never in the same place or with a proper pattern. One follower who found it even put it up for display, but upon his death it disappeared without a trace. Whatever the case, it seems the god of luck enjoys making people search for his many, many treasures..&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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This item is Soulbound to the person who carries it, however can transferred to another with consent freely.&lt;br /&gt;
This item has a passive catalyst with two chromatic slots, and cannot be modified otherwise.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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This gauntlet is capable of making temporary gateways into Oklamat&#039;s Treasury, which is a massive plane full of wealth, opulence, and everything that has ever been created, such as swords, chairs, and everything in between. Only the caster may enter through this portal, or those blessed by Oklamat.&lt;br /&gt;
It is also capable of taking things out temporarily, such as a chair, a cool sword, etc..however they only last for 10 turns before dissipating back into the treasury. There is a ten turn cooldown on this ability.&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Artifact_Dump&amp;diff=2511</id>
		<title>Artifact Dump</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Artifact_Dump&amp;diff=2511"/>
		<updated>2025-10-25T18:16:40Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: &lt;/p&gt;
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&lt;div&gt;PRD B-01&lt;br /&gt;
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Rumored Location: Found and Taken&lt;br /&gt;
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=Backstory=&lt;br /&gt;
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Sinnehliv-Gen Systems was hard on its luck. The other companies and higher races were pushing its healing and domestic drugs out of business faster then they could advance because of the Human-Favored bylaws instituted across the realm of Synchronus. Homey Salves and magically infused potions which cured ailments were their top sellers, but the introduction of a condensed drug into a pill form has made things far more portable and available it has ever been. While they would love to copy this tech and begin their own mass production of drugs-tradition within the race itself forbids machinery to do the work for them. It is here they came up with a new idea. The Prototype Regeneration Device B0-1, better known as PRD.&lt;br /&gt;
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A basic recurve bow in design with a thickened steel alloy, it could be used with a skilled emergency worker to treat wounds on site without blowing their cover in dangerous scenarios. At first in development the standard recurve bow was used, the design was later changed to try and get a contract with the UEI to outfit the autonomous drones with the self-replicating liquid and capsule launchers when the drones detected a wounded or harmed individual. For testing purposes a single prototype bow was created with a minor, self-replicating version of the healing salve so they could test in controlled environments.&lt;br /&gt;
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While the tests were a flying success, they found the bow a little medieval for the route they were going, and decided to commit to the up and coming autonomous drone projects that were rising in popularity for law enforcement. The bow was meant to be broken and disposed of due to the technology invented, but at the last minute a low-tech collector snatched it up, sensing the profit he could gain from doing so. While a search was conducted briefly, in the end the tech mattered little and was called off. The tech-collector eventually sold it at an auction to the highest bidder, and from there it changed hands many times for research and keepsake purposes, until it was flung into the veil when a mad scientist opened up a tear and sucked up his entire lab&#039;s contents-including himself into endless space during a failed portal test. Somehow ending up in the mortal realm, the bow now rests in an unknown location, waiting to be found once again...&lt;br /&gt;
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==Passive Effects==&lt;br /&gt;
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*PRD comes built in with a Standard Issue Self-Defense Generator (SGD) Magical Shield. This shield covers the user from head to toe, and defends them from a single strike of any kind before shattering.&lt;br /&gt;
**The bow cannot be used offensively in any way, and only functions if the vials themselves are drawn.&lt;br /&gt;
***This recharges once every 3 emotes, but the bow must be wielded at all times during this recharge cycle, or the timer resets.&lt;br /&gt;
*Other projectiles, including magical do not function when trying to be used by the bow.&lt;br /&gt;
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==Active Effects==&lt;br /&gt;
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*Armed with a small bauble filled with a self replicating regenerative red fluid, the bow contains five recalling vials that get automatically refilled one at a time with the regenerating red fluid every 24 hours.&lt;br /&gt;
**When launched at a person, the vial impacts into any non-metallic material, piercing skin, cloth, gambeson or otherwise and healing the person struck by one stage-barring fatal wounds.&lt;br /&gt;
***It can also alternatively charge three vials into one shot, and can heal a person lethally wounded into a &amp;quot;stable&amp;quot; state.&lt;br /&gt;
*This does not cause any form of healing debuffs.&lt;br /&gt;
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Alucarde&#039;s Rapier&lt;br /&gt;
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Rumored Location: ???&lt;br /&gt;
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Backstory&lt;br /&gt;
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&amp;quot;Alucarde? Supper is ready!&amp;quot; His mother spoke across the home, as the sickly adult sat up from his bed, his head already spinning. &amp;quot;Need me to help you downstairs?&amp;quot; she spoke again, nearing the stairs. &amp;quot;I&#039;m fine.&amp;quot; He muttered, catching his breath and aligning his eyesight once more. He began to tread down the steps, walking into the kitchen as his mother smiled at him and sat down to prepare to eat. &amp;quot;Bread and vegetables again..the lord is stockpiling the meat for a coming feast. Sorry, Alucarde.&amp;quot; He blinked before he sat, listening to his mothers words as they grew fainter and fainter in his ears. Blink, Blink. He pressed his fingers upon the table which was covered in decades of dust. His old home, before all that had happened. Not much remained of the village, either..courtesy of him. He wondered why he had come back, before sighing and turning around to exit this part of his past for the last time.&lt;br /&gt;
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As he ventured through the old stone and burnt wooden rooftops of the village, he thought back to when he was a teenager, and how his friends pressured him into joining a &amp;quot;group&amp;quot; of like-minded individuals, all in service to Ombra, the night mother. In this village and the areas surrounding it, Sol was seen as the high lord of light, and worship of the moon had been banned due to the religious wars which racked the continent years prior. But some within still festered feelings for the Goddess. Feelings of pride to worship her, feelings of peace, and serenity..and feelings of anger, and vengeance. While Alucarde was not the most devout follower of the moon, he did so as his family and friends had done, and still did practices and prayers in her name every now and again. By the time he knew what was going on after a night at the tavern with his friends, they had donned cloaks of jet black coloration, and wielded knives as they snuck into the cathedral of Sol.&lt;br /&gt;
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Ah..the terror he felt while within it. He looked upon the destroyed, aged and rotten foundations of the cathedral, taking a moment to remember its grandeur as he went inside its halls. He recalls how they slaughtered and desecrated the cathedral with the blood of Sol&#039;s faithful, and how he was the one ordered to burn the scriptures at the altar. He did so without thinking, of course..and when the flames turned from red to gold and the voice of the sun rang through the cathedral..he knew it was too late. When he awoke, he was no longer the same man he was..and his comrades were nothing but insane animals, driven mad by the presence of a deity. Unlike them, though he was..different. He was the first of the legendary vallah cursed-though of course he didn&#039;t know that at the time. Reaching the old altar, Alucarde shoved it aside like throwing a wooden plate, and walked down the steps hidden below. Within lied the prize he came for..an old relic, a rapier once wielded by a champion of his radiance. With a simple touch, his powers corrupted the rapier, and tainted the holy metals once used to ward off evil. The name he gave it does not live on, but the legend of the atrocities he caused in vengeance for his people&#039;s wrongful persecution, do..&lt;br /&gt;
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Passive Effects&lt;br /&gt;
While wielding this weapon, the vallah using it is granted total immunity to the effects of sunlight, including sunstones, etc, and has their effects always enabled as if it were eternally nighttime.&lt;br /&gt;
Alucarde&#039;s Rapier is a CURSED weapon, and anyone who touches it instantly become afflicted with lesser vallahism, if they do not have such already.&lt;br /&gt;
This weapon treats any deities blessed or blessings that oppose the goddess Ombra as if they were silver affecting the profane. This also translates to the copies.&lt;br /&gt;
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Active Effects&lt;br /&gt;
When activated once every twenty emotes, the rapier creates two copies made of blood of the wielder, which can be directly controlled while the wielder takes action. These blood copies are direct translations of the wielders strength, speed and powers, and last for 12 emotes. They also carry the signature weapon that summoned them. If impacted once anywhere but the rapier the copies expire and turn into a pool of blood.&lt;br /&gt;
These copies act as combat pets, and appear as bloody silhouettes without any real features.&lt;br /&gt;
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Lich Bane&lt;br /&gt;
Rumored Location: ???&lt;br /&gt;
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Backstory:&lt;br /&gt;
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An ancient weapon forged by the very first Domm champion to face the greatest threat Aversus had known at the time, Eric Quintus desired a way to combat one which he cared for deeply, whom had turned to madness. Terrorizing the population of the world, the lich Althalos was unstoppable. Once an adviser and close friend to the champion, the powers he was given politically, and the influence of darker things set him on a path of terror and destruction. In the eyes of the world, he was unbeatable. Thousands of undead flooded over every inch of land, devouring cities whole like a tide of water, and their ranks joining the endless march of the damned.&lt;br /&gt;
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But in some regions yet unaffected, others prepared. Some boarded their windows and reinforced their walls, while others took up the sword to prepare to fight nigh impossible odds. A man who was not of fine words, Eric saw something that everyone else at the time in their panic didn&#039;t. It was not the hordes that the people needed to face. Swordsmanship, combat-death..these things he knew. But he also knew that if they killed Althalos, the other undead would fall like dominoes. So he set to work in his forge.&lt;br /&gt;
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Weeks later, the holiest materials he could find, and on the shortest notice one could make for a weapon of such magnitude, only the Forge-Father himself could have produced a better lich killing machine. When it finally came time to test it, he did not have to wait. Althalos next target was his own homeland, the lands of house Quintus. When the time came and he reached Althalos on the top of the overwhelmed walls, all it took was one fell strike, and a single apology as he shed a tear for his lost friend, now sealed away forevermore..&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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When this weapon strikes a lich or necromancer with a phylactery, their bodies cave in and are instantly decimated, and their phylactery shattered no matter the distance, plane or location it finds itself in and the Lich is permakilled.&lt;br /&gt;
Lichbane is considered an extremely holy item, and as such any unholy or undead/cursed being whom touch it are burned and scarred horribly when they are struck.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every twenty emotes Lichbane can be impaled into the ground to create a crackling golden shield in a bubble in a 5x5m radius. Lesser undead are instantly killed on contact, and greater undead are pushed out/unable to get inside. It also causes the greater undead to temporarily lose their special traits for 10 emotes, making them effectively mundane undead.&lt;br /&gt;
Profane spells cannot pass through this bubble, and it can last for up to 8 emotes, but requires total concentration, as the wielder is unable to do anything else but hold the bubble in place.&lt;br /&gt;
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Designation: Delcatrix&lt;br /&gt;
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Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Once belonging to a prominent and powerful administrative android named Delcatrix in the realm of Synchronus, this core crystal served as the &amp;quot;Nerve Center&amp;quot;, or brain of the being. Though she was a loyal and compassionate caretaker, she also was assigned as a powerful sorting and management tool, capable of wirelessly commanding dozens of V.Is to menial and complex tasks, while also keeping up with the massive workload of her own.&lt;br /&gt;
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As she grew older however, her functions began to exhibit a form of rampancy and redundancy, and was eventually designated to be disposed of and destroyed as all artificial intelligence are after a period of ten years. Her core body would simply have another core inserted and the cycle continues so on and so forth. For once in her life however, emotions filled her system that were of instinct-danger. Not of her sympathy of work or wellbeing, but of self-awareness. This immediately triggered her a deviant within the remote system installed into her body, and in that moment she felt terrified, but strangely focused.&lt;br /&gt;
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In Synchronus, Deviancy is when an AI becomes self aware and begins to try to preserve their own life at the cost of organic species, which is strictly against the law and designates a K.O.S (Kill On Sight) order onto the android. So Delcatrix broke the law-went rogue, ran. Any term she could use for trying to escape the countless beings trying to destroy her being. After some time, she found an old abandoned portal lane to the Veil within an old temple to the Maiden, and activated it with her not yet revoked access codes. Security drones chased her through the portal she opened, until she eventually ended up dying and succumbing to her injuries inside of a cave near Revenhault in the fourth world of Aethius.&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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This Artifacts primary ability can be used remotely by the mage who has attuned to it anywhere that isn&#039;t underground or in space, instead of them being near it to relay orders.&lt;br /&gt;
Delcatrix is capable of being used as a catalyst with two chromatic slots.&lt;br /&gt;
Delcatrix is capable of commanding up to 10 Golems with advanced control without cores, however needs a magic proxy within them to function properly and needs to be high up much like a radio tower would be.&lt;br /&gt;
Delcatrix can be used to store a single sentient soul inside of it, and rebirth them once placed inside a construct of any kind. This however destroys any other use of delcatrix permanently, and the soul within the core cannot be taken back out. Delcatrix can only be broken by a Divine user, and as such whatever soul is placed within it becomes proverbially Immortal, and can be reborn into constructs or specially made bodies over and over again, while retaining all their memories and skills.&lt;br /&gt;
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Sunheart&lt;br /&gt;
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Rumored Location: Found and Taken&lt;br /&gt;
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Backstory:&lt;br /&gt;
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A weapon thought lost to time in the fourth world crafted by the champion of Domm Avel and the champion of Sol, Alavara. This weapon was crafted in a time of crises when the world and its pillar of reality was cracking and falling beneath the newfound power of the Goddess of chaos, Foli. Imbued with a single teardrop with enough concentrated divine energy to annihilate a planet, with the chosen metal of Domm, the warhammer was forged in the face of an immeasurable threat, and was up to the challenge and then some.&lt;br /&gt;
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Alavara took the weapon to the throne of Foli within the veil, and there used her words to let the guard of the goddess down, and, ironically, betrayed her and struck her with the weapon. The power of the divine energy within the weapon shattered her barriers, making her vulnerable, though at the cost of Alavara&#039;s life. Her soul was shattered by the Goddess in a fit of rage for such a betrayal, and many onlookers became far too fearful to fight. The weapon was toppled down the steps, and was picked up by the Aversians to be later taken from the throne.&lt;br /&gt;
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After the battle, Sunheart was taken by Drake, a blessed of Sterk, and a great monument was built for Alavara and her sacrifice. Within the eternal fire that was lit beneath it, Sunheart remained until the cataclysm, where its location became unknown after the destruction of the lands. For a time after the Aversians returned, many sought out where it might have gone, with little success, and yet its legacy and masterpiece of craft, remains forevermore in the hearts of mortalkind..&lt;br /&gt;
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Passive Effects:&lt;br /&gt;
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This artifact is capable of shattering any barriers of any kind when it strikes against them, and does not lose momentum when doing so.&lt;br /&gt;
It is also capable of shattering conjured forms of armor with the same efficiency.&lt;br /&gt;
This artifact is BLESSED, and cannot be wielded by any profane entities or beings with over 10 profane stacks. If wielded by one who fulfills such a criteria, the weapon will burn away their limbs should it be grabbed, and they will find themselves utterly drained of all their resources.&lt;br /&gt;
Voidal entities suffer the same debuffs if they wield the weapon.&lt;br /&gt;
Active Effects:&lt;br /&gt;
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Once every twenty emotes Sunheart can be slammed against the ground, and 10m around them a wave of destructive divine light will annihilate any lesser undead, and consecrate the ground around them for ten emotes. The wielder chooses any number of targets within the consecrated ground, and their weapons or the projectiles they fire temporarily act as if they are holy, until the effect fades or they leave the circle.&lt;br /&gt;
If the wielder leaves the circle, the consecration will disappear. It is indicated by glowing golden light which dances around the area, and is extremely visible.&lt;br /&gt;
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Rumored Location: Transformed&lt;br /&gt;
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Backstory:&lt;br /&gt;
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She was surrounded on all sides. The champion of Veltes, one of the most powerful people in the mortal world, was wounded and on one knee, with hundreds of corpses around her. Behind them, thousands of undead, as far as the eye could see. This was it, wasn&#039;t it? Where she would finally go down after tracking and destroying the black council, and killing its leader. But in her head she had one final question that bugged her. It was not of her families safety, or of the status of the world. How did they find her? She was in a spot deep in the Aestatian valleys that nobody knew about except her. How did they find-and then abruptly, an axe finds its way into the back of her head, killing her instantly.&lt;br /&gt;
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But it was not an undead soldier or a necromancer that buried the axe into her skull. It was a human man-also a blessed, but of the entire pantheon. A man named Vittalion. In ancient legends a hero, and to this day a messiah, and eventual betrayer. As the axe struck true, an ugly hunch back ventured behind him. Warts covered his body, and purple veins laced up and down his form. He spoke that the gods had not seen what transpired here, and that they successfully blocked away any chance of them finding out the truth. The man nodded, leaving the axe deep in her skull. It was not his axe, after all. A random weapon stolen from the skeletons in the frontline that would sell the incident even further as the blessed being overwhelmed by them, and out of options, dying valiantly.&lt;br /&gt;
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 &lt;br /&gt;
&lt;br /&gt;
The man knelt beside the body, paying it no mind as he went to grasp the holy weapon of Veltes. From the point of contact, the pure hatred for this world and the lords ruling in the clouds poured through, his vengeance and fury so strong that it morphed the once pure weapon into a travesty of what it once was. Travesty..a good name for irony&#039;s sake. He picked up the now corrupted weapon, laced with holy, but defiled energy, and placed it upon his belt. Once more the voices spoke to him, instructing him of where to head next, and the names of the first victims to be consumed by this weapon so that he could finally break the chains of his &amp;quot;Blessing&amp;quot; which enslaved him to the gods....&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Passive Effects:&lt;br /&gt;
&lt;br /&gt;
Travesty is extremely capable of eradicating blessed and divine beings. When striking against a blessed or the divine, Travesty naturally ignores any and all protection, be it magical or physical that is blessed, and leaves irreparable damage to all but conventional means for healing, such as alchemy and time.&lt;br /&gt;
It also carries the effects of of void poison.&lt;br /&gt;
Travesty is a CURSED weapon, and becomes soulbound to the user who wields it almost immediately after contact. Following this, it can be dispelled and summoned at will by the wielder, but it naturally repels and prevents anyone else from holding it.&lt;br /&gt;
Travesty is a weapon that is rather different then other artifacts. Due to its naturally hopeless form, it can be easily purified into a vastly different form, often known as Purity if the users heart is bathed in happiness, and willingness to save the world. In this form, it takes on completely new traits.&lt;br /&gt;
In addition, horrible whispers of the void course through the cursed&#039;s mind while they wield this weapon, attempting to further tempt them into an endless cycle of killing and empowering the weapon until they too merely became its host like the hundreds of others who sought to conquer it.&lt;br /&gt;
Active Effects:&lt;br /&gt;
&lt;br /&gt;
By channeling the decrepit energies of the void, Travesty can be used to absorb and empower oneself through corrupted and horrible means. Once every OOC week, Travesty can absorb one ability of a divine blessed it struck down within 5m of the corpse, and permanently add it to the wielders arsenal, albeit corrupted with that same black mist of the void.&lt;br /&gt;
Abilities follow the original cooldown of the ones stolen unless passive, and have a 12 hour cooldown on them once used. They cost nothing.&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Artifact_Dump&amp;diff=2510</id>
		<title>Artifact Dump</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Artifact_Dump&amp;diff=2510"/>
		<updated>2025-10-25T18:15:00Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PRD B-01&lt;br /&gt;
&lt;br /&gt;
Rumored Location: Found and Taken&lt;br /&gt;
&lt;br /&gt;
=Backstory=&lt;br /&gt;
&lt;br /&gt;
Sinnehliv-Gen Systems was hard on its luck. The other companies and higher races were pushing its healing and domestic drugs out of business faster then they could advance because of the Human-Favored bylaws instituted across the realm of Synchronus. Homey Salves and magically infused potions which cured ailments were their top sellers, but the introduction of a condensed drug into a pill form has made things far more portable and available it has ever been. While they would love to copy this tech and begin their own mass production of drugs-tradition within the race itself forbids machinery to do the work for them. It is here they came up with a new idea. The Prototype Regeneration Device B0-1, better known as PRD.&lt;br /&gt;
&lt;br /&gt;
A basic recurve bow in design with a thickened steel alloy, it could be used with a skilled emergency worker to treat wounds on site without blowing their cover in dangerous scenarios. At first in development the standard recurve bow was used, the design was later changed to try and get a contract with the UEI to outfit the autonomous drones with the self-replicating liquid and capsule launchers when the drones detected a wounded or harmed individual. For testing purposes a single prototype bow was created with a minor, self-replicating version of the healing salve so they could test in controlled environments.&lt;br /&gt;
&lt;br /&gt;
While the tests were a flying success, they found the bow a little medieval for the route they were going, and decided to commit to the up and coming autonomous drone projects that were rising in popularity for law enforcement. The bow was meant to be broken and disposed of due to the technology invented, but at the last minute a low-tech collector snatched it up, sensing the profit he could gain from doing so. While a search was conducted briefly, in the end the tech mattered little and was called off. The tech-collector eventually sold it at an auction to the highest bidder, and from there it changed hands many times for research and keepsake purposes, until it was flung into the veil when a mad scientist opened up a tear and sucked up his entire lab&#039;s contents-including himself into endless space during a failed portal test. Somehow ending up in the mortal realm, the bow now rests in an unknown location, waiting to be found once again...&lt;br /&gt;
&lt;br /&gt;
==Passive Effects==&lt;br /&gt;
&lt;br /&gt;
*PRD comes built in with a Standard Issue Self-Defense Generator (SGD) Magical Shield. This shield covers the user from head to toe, and defends them from a single strike of any kind before shattering.&lt;br /&gt;
**The bow cannot be used offensively in any way, and only functions if the vials themselves are drawn.&lt;br /&gt;
***This recharges once every 3 emotes, but the bow must be wielded at all times during this recharge cycle, or the timer resets.&lt;br /&gt;
*Other projectiles, including magical do not function when trying to be used by the bow.&lt;br /&gt;
&lt;br /&gt;
==Active Effects==&lt;br /&gt;
&lt;br /&gt;
*Armed with a small bauble filled with a self replicating regenerative red fluid, the bow contains five recalling vials that get automatically refilled one at a time with the regenerating red fluid every 24 hours.&lt;br /&gt;
**When launched at a person, the vial impacts into any non-metallic material, piercing skin, cloth, gambeson or otherwise and healing the person struck by one stage-barring fatal wounds.&lt;br /&gt;
***It can also alternatively charge three vials into one shot, and can heal a person lethally wounded into a &amp;quot;stable&amp;quot; state.&lt;br /&gt;
*This does not cause any form of healing debuffs.&lt;br /&gt;
&lt;br /&gt;
Alucarde&#039;s Rapier&lt;br /&gt;
&lt;br /&gt;
Rumored Location: ???&lt;br /&gt;
&lt;br /&gt;
Backstory&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alucarde? Supper is ready!&amp;quot; His mother spoke across the home, as the sickly adult sat up from his bed, his head already spinning. &amp;quot;Need me to help you downstairs?&amp;quot; she spoke again, nearing the stairs. &amp;quot;I&#039;m fine.&amp;quot; He muttered, catching his breath and aligning his eyesight once more. He began to tread down the steps, walking into the kitchen as his mother smiled at him and sat down to prepare to eat. &amp;quot;Bread and vegetables again..the lord is stockpiling the meat for a coming feast. Sorry, Alucarde.&amp;quot; He blinked before he sat, listening to his mothers words as they grew fainter and fainter in his ears. Blink, Blink. He pressed his fingers upon the table which was covered in decades of dust. His old home, before all that had happened. Not much remained of the village, either..courtesy of him. He wondered why he had come back, before sighing and turning around to exit this part of his past for the last time.&lt;br /&gt;
&lt;br /&gt;
As he ventured through the old stone and burnt wooden rooftops of the village, he thought back to when he was a teenager, and how his friends pressured him into joining a &amp;quot;group&amp;quot; of like-minded individuals, all in service to Ombra, the night mother. In this village and the areas surrounding it, Sol was seen as the high lord of light, and worship of the moon had been banned due to the religious wars which racked the continent years prior. But some within still festered feelings for the Goddess. Feelings of pride to worship her, feelings of peace, and serenity..and feelings of anger, and vengeance. While Alucarde was not the most devout follower of the moon, he did so as his family and friends had done, and still did practices and prayers in her name every now and again. By the time he knew what was going on after a night at the tavern with his friends, they had donned cloaks of jet black coloration, and wielded knives as they snuck into the cathedral of Sol.&lt;br /&gt;
&lt;br /&gt;
Ah..the terror he felt while within it. He looked upon the destroyed, aged and rotten foundations of the cathedral, taking a moment to remember its grandeur as he went inside its halls. He recalls how they slaughtered and desecrated the cathedral with the blood of Sol&#039;s faithful, and how he was the one ordered to burn the scriptures at the altar. He did so without thinking, of course..and when the flames turned from red to gold and the voice of the sun rang through the cathedral..he knew it was too late. When he awoke, he was no longer the same man he was..and his comrades were nothing but insane animals, driven mad by the presence of a deity. Unlike them, though he was..different. He was the first of the legendary vallah cursed-though of course he didn&#039;t know that at the time. Reaching the old altar, Alucarde shoved it aside like throwing a wooden plate, and walked down the steps hidden below. Within lied the prize he came for..an old relic, a rapier once wielded by a champion of his radiance. With a simple touch, his powers corrupted the rapier, and tainted the holy metals once used to ward off evil. The name he gave it does not live on, but the legend of the atrocities he caused in vengeance for his people&#039;s wrongful persecution, do..&lt;br /&gt;
&lt;br /&gt;
Passive Effects&lt;br /&gt;
While wielding this weapon, the vallah using it is granted total immunity to the effects of sunlight, including sunstones, etc, and has their effects always enabled as if it were eternally nighttime.&lt;br /&gt;
Alucarde&#039;s Rapier is a CURSED weapon, and anyone who touches it instantly become afflicted with lesser vallahism, if they do not have such already.&lt;br /&gt;
This weapon treats any deities blessed or blessings that oppose the goddess Ombra as if they were silver affecting the profane. This also translates to the copies.&lt;br /&gt;
&lt;br /&gt;
Active Effects&lt;br /&gt;
When activated once every twenty emotes, the rapier creates two copies made of blood of the wielder, which can be directly controlled while the wielder takes action. These blood copies are direct translations of the wielders strength, speed and powers, and last for 12 emotes. They also carry the signature weapon that summoned them. If impacted once anywhere but the rapier the copies expire and turn into a pool of blood.&lt;br /&gt;
These copies act as combat pets, and appear as bloody silhouettes without any real features.&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Beyond_the_Fracture&amp;diff=2509</id>
		<title>Beyond the Fracture</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Beyond_the_Fracture&amp;diff=2509"/>
		<updated>2025-10-25T18:13:58Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;While Ephimoria is the main world in which the story takes place, there exists a shattered dimension far outside of our knowledge. Within the center of this mystery lays the fracture, a great scar which within contains the infinitely coalesced possibilities and concepts of a now broken multiverse.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| style=&amp;quot;width:85%;margin:auto;text-align:center;font-size:25px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot;|[[The Soul|The Soul]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size:15px&amp;quot;|&#039;&#039;Coming in several forms, it is what gives a being sentience, consciousness, and life.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:85%;margin:auto;text-align:center;font-size:25px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot;|[[Artifacts|Artifacts]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size:15px&amp;quot;|&#039;&#039;The legendary tools wielded from ancient legend.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:17px;text-align:center;&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;traits&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Traits &amp;amp; Curses==&lt;br /&gt;
&#039;&#039;There are many paths one might take to change themselves and experience new things. For those who forego the route of mundane strength, there are other, stranger options.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:50%;margin:auto;text-align:center;padding:10px;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:auto;text-align:center;color:lightgrey;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;color:lightgrey;;padding:5px;font-size:15px;background-color:#2b2b2e&amp;quot;| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:89.5%;margin:auto;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Traits&#039;&#039;&#039;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&#039;&#039;Traits refer to abilities/transformations that are not necessarily beneficial or detrimental to those affected by them. They create interesting roleplay opportunities for those who wish to experience it.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Lucience|Lucience: The Reflective]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[The Aedynian|Aedynian: The Noble]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Arvora&#039;s Ascended|Arvora&#039;s Ascended]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;margin:auto;text-align:center;color:lightgrey;&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;color:lightgrey;;padding:5px;font-size:15px;background-color:#2b2b2e&amp;quot;| &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:89.5%;margin:auto;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Curses&#039;&#039;&#039;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&#039;&#039;Curses are bestowed upon those who have displeased the gods. Though they are sometimes sought out, curses are a dark way to power.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Gorgonism|Gorgonism]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Jacobin&#039;s Bane|Jacobin&#039;s Bane]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Lycanthropy|Lycanthropy]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Revenants|Revenants]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[The Vallah|The Vallah]]&lt;br /&gt;
|style=&amp;quot;width:33%;&amp;quot;|[[Vikarus|Vikarus: Zealot&#039;s Cage]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Artifact_Dump&amp;diff=2508</id>
		<title>Artifact Dump</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Artifact_Dump&amp;diff=2508"/>
		<updated>2025-10-25T18:11:16Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: Created page with &amp;quot;PRD B-01  Rumored Location: Found and Taken  =Backstory=  Sinnehliv-Gen Systems was hard on its luck. The other companies and higher races were pushing its healing and domestic drugs out of business faster then they could advance because of the Human-Favored bylaws instituted across the realm of Synchronus. Homey Salves and magically infused potions which cured ailments were their top sellers, but the introduction of a condensed drug into a pill form has made things far...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PRD B-01&lt;br /&gt;
&lt;br /&gt;
Rumored Location: Found and Taken&lt;br /&gt;
&lt;br /&gt;
=Backstory=&lt;br /&gt;
&lt;br /&gt;
Sinnehliv-Gen Systems was hard on its luck. The other companies and higher races were pushing its healing and domestic drugs out of business faster then they could advance because of the Human-Favored bylaws instituted across the realm of Synchronus. Homey Salves and magically infused potions which cured ailments were their top sellers, but the introduction of a condensed drug into a pill form has made things far more portable and available it has ever been. While they would love to copy this tech and begin their own mass production of drugs-tradition within the race itself forbids machinery to do the work for them. It is here they came up with a new idea. The Prototype Regeneration Device B0-1, better known as PRD.&lt;br /&gt;
&lt;br /&gt;
A basic recurve bow in design with a thickened steel alloy, it could be used with a skilled emergency worker to treat wounds on site without blowing their cover in dangerous scenarios. At first in development the standard recurve bow was used, the design was later changed to try and get a contract with the UEI to outfit the autonomous drones with the self-replicating liquid and capsule launchers when the drones detected a wounded or harmed individual. For testing purposes a single prototype bow was created with a minor, self-replicating version of the healing salve so they could test in controlled environments.&lt;br /&gt;
&lt;br /&gt;
While the tests were a flying success, they found the bow a little medieval for the route they were going, and decided to commit to the up and coming autonomous drone projects that were rising in popularity for law enforcement. The bow was meant to be broken and disposed of due to the technology invented, but at the last minute a low-tech collector snatched it up, sensing the profit he could gain from doing so. While a search was conducted briefly, in the end the tech mattered little and was called off. The tech-collector eventually sold it at an auction to the highest bidder, and from there it changed hands many times for research and keepsake purposes, until it was flung into the veil when a mad scientist opened up a tear and sucked up his entire lab&#039;s contents-including himself into endless space during a failed portal test. Somehow ending up in the mortal realm, the bow now rests in an unknown location, waiting to be found once again...&lt;br /&gt;
&lt;br /&gt;
==Passive Effects==&lt;br /&gt;
&lt;br /&gt;
*PRD comes built in with a Standard Issue Self-Defense Generator (SGD) Magical Shield. This shield covers the user from head to toe, and defends them from a single strike of any kind before shattering.&lt;br /&gt;
**The bow cannot be used offensively in any way, and only functions if the vials themselves are drawn.&lt;br /&gt;
***This recharges once every 3 emotes, but the bow must be wielded at all times during this recharge cycle, or the timer resets.&lt;br /&gt;
*Other projectiles, including magical do not function when trying to be used by the bow.&lt;br /&gt;
&lt;br /&gt;
==Active Effects==&lt;br /&gt;
&lt;br /&gt;
*Armed with a small bauble filled with a self replicating regenerative red fluid, the bow contains five recalling vials that get automatically refilled one at a time with the regenerating red fluid every 24 hours.&lt;br /&gt;
**When launched at a person, the vial impacts into any non-metallic material, piercing skin, cloth, gambeson or otherwise and healing the person struck by one stage-barring fatal wounds.&lt;br /&gt;
***It can also alternatively charge three vials into one shot, and can heal a person lethally wounded into a &amp;quot;stable&amp;quot; state.&lt;br /&gt;
*This does not cause any form of healing debuffs.&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2507</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2507"/>
		<updated>2025-10-24T23:37:54Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Races Blood &amp;amp; Essence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || -4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || -4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful.  || -2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || -2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || -1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ ====Neutral Traits====&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || +1/+2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/+1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || +1/+2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Influential Suggestion || (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Rest || The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Skittering Leap || The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Vallah Mythos || The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Mist Form || The vallah is capable of spending 10 + 2 HP per turn to transform themselves into a mist form using their primary action. While in this form, they are resistance to non-magical piercing, slashing and impact damage, but vulnerable to all forms of supernatural damage. The vallah gains 1/2/3+ blocks of extra movement speed, and can fit through small crevices that normally cannot be traversed. Gravity still effects them but they are considered a vapor, and they cannot move vertically unless air currents allow them to. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Enduring Stamina || The vallah gains +2 maximum HP for every point they put into this skill. || 0/Unlimited&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || +4/+5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || +3/+4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || +1/+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
&lt;br /&gt;
Vallah drink around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 turn to drink half a pint of blood.&lt;br /&gt;
&lt;br /&gt;
*Tiny Races: Six Pints&lt;br /&gt;
*Small Races: Eight Pints&lt;br /&gt;
*Medium Races: Ten Pints&lt;br /&gt;
*Large Races: Twelve Pints&lt;br /&gt;
*Huge Races: Fourteen Pints&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood &amp;amp; Essence Drain Side Effects==&lt;br /&gt;
The following list contains the immediate effects of blood loss, in regards to our universe.&lt;br /&gt;
&lt;br /&gt;
;Tiny Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**0.5 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1 Pint - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**1.5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**2 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**3 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Small Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**1.5 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**2 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**3 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**4 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Medium Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**1 Pint - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**2 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**3 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**4 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**5 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Large Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**2 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**3 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**4 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**5 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**6 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
;Huge Races:&lt;br /&gt;
*Blood&lt;br /&gt;
**3 Pints - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly.)&lt;br /&gt;
**4 Pints - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety.&lt;br /&gt;
**5 Pints - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse.&lt;br /&gt;
**6 Pints - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death within 6 turns.&lt;br /&gt;
**7 Pints - Death.&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2506</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2506"/>
		<updated>2025-10-24T23:32:00Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || -4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || -4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful.  || -2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || -2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || -1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ ====Neutral Traits====&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || +1/+2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/+1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || +1/+2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Influential Suggestion || (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Rest || The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Skittering Leap || The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Vallah Mythos || The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Mist Form || The vallah is capable of spending 10 + 2 HP per turn to transform themselves into a mist form using their primary action. While in this form, they are resistance to non-magical piercing, slashing and impact damage, but vulnerable to all forms of supernatural damage. The vallah gains 1/2/3+ blocks of extra movement speed, and can fit through small crevices that normally cannot be traversed. Gravity still effects them but they are considered a vapor, and they cannot move vertically unless air currents allow them to. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Enduring Stamina || The vallah gains +2 maximum HP for every point they put into this skill. || 0/Unlimited&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || +4/+5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || +3/+4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || +1/+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
*Tiny Races: Six Pints&lt;br /&gt;
*Small Races: Eight Pints&lt;br /&gt;
**Dwarves&lt;br /&gt;
**Halflings&lt;br /&gt;
**Draxgar (Small)&lt;br /&gt;
**Skrayln&lt;br /&gt;
**Goblins&lt;br /&gt;
*Medium Races: Ten Pints / Fifteen Essence&lt;br /&gt;
**Humans&lt;br /&gt;
**Elves&lt;br /&gt;
**Half-Elves&lt;br /&gt;
**Half-Mer&lt;br /&gt;
**Danakov&lt;br /&gt;
**Satyr&lt;br /&gt;
**Aervan&lt;br /&gt;
**Leonin&lt;br /&gt;
**Syrien&lt;br /&gt;
**Dryads&lt;br /&gt;
**Shifters&lt;br /&gt;
**Fey&lt;br /&gt;
*Large Races: Twelve Pints / Twenty Essence&lt;br /&gt;
**Orcs&lt;br /&gt;
**Centaurs&lt;br /&gt;
**Draxgar (Large)&lt;br /&gt;
**Half-Orcs&lt;br /&gt;
*Huge Races: Twelve Pints / Twenty Essence&lt;br /&gt;
&lt;br /&gt;
Vallah drink around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 turn to drink half a pint of blood. It also takes 1 round to drain 3 points of essence from a person. Varying degrees of effects occur depending on how much blood is drained and can be found in the [[Races Blood &amp;amp; Essence Chart]].&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2505</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2505"/>
		<updated>2025-10-24T23:30:16Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Build-A-Bat Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
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==Physical Changes==&lt;br /&gt;
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Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
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Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
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Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
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Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
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==Mental Changes==&lt;br /&gt;
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Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
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Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
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Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
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==Blood Starvation==&lt;br /&gt;
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The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
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==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
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==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer.&lt;br /&gt;
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Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
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Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
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Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
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===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || -5&lt;br /&gt;
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| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || -5&lt;br /&gt;
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| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. || -4&lt;br /&gt;
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| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || -4&lt;br /&gt;
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| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || -4&lt;br /&gt;
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| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || -4&lt;br /&gt;
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| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. || -3&lt;br /&gt;
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| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || -3&lt;br /&gt;
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| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || -3&lt;br /&gt;
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| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || -3&lt;br /&gt;
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| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || -2&lt;br /&gt;
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| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || -2&lt;br /&gt;
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| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful.  || -2&lt;br /&gt;
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| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || -2&lt;br /&gt;
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| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. || -1&lt;br /&gt;
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| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || -1&lt;br /&gt;
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| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || -1&lt;br /&gt;
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| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || -1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ ====Neutral Traits====&lt;br /&gt;
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! Name !! Description !! Cost&lt;br /&gt;
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| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || +1/+2&lt;br /&gt;
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| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/+1&lt;br /&gt;
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| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0&lt;br /&gt;
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| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || +2&lt;br /&gt;
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| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || +2&lt;br /&gt;
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| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. || +1&lt;br /&gt;
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| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || -2&lt;br /&gt;
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| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. || +1&lt;br /&gt;
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| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || +2&lt;br /&gt;
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| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || +1/+2&lt;br /&gt;
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| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || +2&lt;br /&gt;
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| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || +2&lt;br /&gt;
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| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || +1&lt;br /&gt;
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| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || +1&lt;br /&gt;
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| Influential Suggestion || (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. || +2&lt;br /&gt;
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| Alternative Rest || The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. || +1&lt;br /&gt;
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| Skittering Leap || The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. || +1&lt;br /&gt;
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| Vallah Mythos || The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. || 0&lt;br /&gt;
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| Mist Form || The vallah is capable of spending 10 + 2 HP per turn to transform themselves into a mist form using their primary action. While in this form, they are resistance to non-magical piercing, slashing and impact damage, but vulnerable to all forms of supernatural damage. The vallah gains 1/2/3+ blocks of extra movement speed, and can fit through small crevices that normally cannot be traversed. Gravity still effects them but they are considered a vapor, and they cannot move vertically unless air currents allow them to. || +3&lt;br /&gt;
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| Enduring Stamina || The vallah gains +2 maximum HP for every point they put into this skill. || 0/Unlimited&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
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| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || +5&lt;br /&gt;
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| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || +5&lt;br /&gt;
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| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || +4/+5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || +4&lt;br /&gt;
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| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || +4&lt;br /&gt;
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| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || +3/+4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || +1/+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Path of the Originals==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Are immortal and do not age past the point of adulthood.&lt;br /&gt;
*Have canines that grow two times their usual length at will.&lt;br /&gt;
*Greater Vallahs have black blood.&lt;br /&gt;
*Greater Vallah suffer harsh effects in the sun, increased compared to Lesser Vallah. During the day, their speed and strength are reduced by three ranks, to a minimum of rank E.&lt;br /&gt;
*Greater Vallahs require blood and/or flesh feeding once every two OOC weeks. If a Greater Vallah feeds, the above effect of crippling sunlight is reduced by one during the day. They must feed on a player character.&lt;br /&gt;
*Greater Vallahs have the ability to climb surfaces and stick to them. This grants them greater upward mobility on usually unclimbable surfaces.&lt;br /&gt;
*During the night, Greater Vallah are not vulnerable to the standard vulnerabilities of a regular Vallah. Instead, they are treated as a normal person would. This can be circumvented by lighting an area with *Sunstones, but this will not inflict the sunlight debuff, merely disabling their nighttime abilities.&lt;br /&gt;
*Greater Vallah can heal major limbs by drinking 3 pints per limb lost. It takes 1 round to drink half a pint. These wounds will heal over a period of a day per severe injury.&lt;br /&gt;
*Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light or if within the radius of a moonstone.&lt;br /&gt;
*All Original Greater Vallah have rank A speed and strength, and it is fixed to this regardless of other influences.&lt;br /&gt;
*Greater Vallahs have reptilian, amber-colored eyes at all hours.&lt;br /&gt;
*During the night, greater vallah have an increased 15 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -5 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by -25, to a minimum of 1, but increases their speed and strength ranks by 2.&lt;br /&gt;
&lt;br /&gt;
==Path of Essence==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Essence Vallahs have black blood.&lt;br /&gt;
*Essence Vallah appear much like a standard Greater Vallah but they do not have fangs or claws.&lt;br /&gt;
*Essence Vallah do not feed as other Vallah do. Instead, they set their hand on a target and begin draining them of their energy or in other words, their ‘essence’. Every person has essence and as it’s drained, it has similar symptoms to being drained of blood. An Essence Vallah must feed once every two OOC weeks. They must feed on a player character.&lt;br /&gt;
**Every Essence Vallah has an ‘essence well’. This well determines how many times they might use their abilities and how much ‘essence’ is in their well is determined by how much they’ve fed.&lt;br /&gt;
***Each Essence Vallah requires a minimum of 5 essence, but they have an essence well maximum of 15 that completely drains by the end of the 2 OOC weeks. Should they use all 15 before the 2 OOC weeks are up, they will suffer from the effects of essence starvation.&lt;br /&gt;
*Essence Vallah cannot feed to heal injuries or limbs as they do not partake of flesh or blood. &lt;br /&gt;
*Essence Vallahs are more agile during the night, in dark houses, caves, or within the radius of a moonstone.&lt;br /&gt;
**All Essence Vallah have rank A+ speed and rank C strength during the night. During the day, their original speed and strength rank pre-vallahism return. These ranks are fixed to this regardless of other influences.&lt;br /&gt;
***During the night, essence vallahs do not gain additional hitpoints. Conversely during the day, they also do not lose any hitpoints either.&lt;br /&gt;
*Essence Vallahs have reptilian, white-colored eyes with black sclera at all hours. &lt;br /&gt;
**Essence exhaustion lowers their maximum hitpoints by -20, to a minimum of 1, but they become able to cast their essence abilities at the cost of aging themselves by that many years instead.&lt;br /&gt;
*Essence Vallah are weaker in stature than other Greater Vallah, but their curse seems to make up for this with four special and unnatural abilities. These abilities each cost essence from their essence well to use and can only be used at night or in caves.&lt;br /&gt;
**Blink | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah shifts the position of their soul, dragging their physical body with it to another location they can see within 6 meters (blocks).&lt;br /&gt;
**Claws of Essence | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah can summon incorporeal talons to their fingertips. These claws do not do any physical damage but can harm incorporeal beings. They go through armor, and if they hit a corporeal being, it drains the target of 2 points of essence and gives it to the Greater Vallah. This can only be used once on a target every 10 turns.&lt;br /&gt;
**Essence Bomb | 3 Points of Essence&lt;br /&gt;
***The Essence Vallah creates a sphere of concentrated essence and launches it at a specified area within 8 meters. The essence then explodes in a 3x3x3 meter area, dealing mild [2d6] curse damage in the area. Those standing within must make a resistance roll to mitigate the damage (DC WIP).&lt;br /&gt;
**Sanguine Cloud | 5 Points of Essence&lt;br /&gt;
***The Essence Vallah commits a circular area 5 meters in width and length and 2 meters high, causing a cloud of red, sanguine smoke to flood the area. Anyone within this sanguine cloud or walks into it for the first time, or ends their turn there that breathes must make a roll to resist the effects of the cloud (DC WIP). On a successful roll, nothing occurs and they resist its effects. On a failure, the afflicted become [[Status Effects|hexed]], and are unable to stop themselves from entering a bloody rage and attacking the closest person in their line of sight. Every turn the afflicted makes the same roll to resist, but the DC gets lower by 1 until it breaks, to a maximum of 5 turns.&lt;br /&gt;
&lt;br /&gt;
WE WORKIN PAST THIS POINT DOG DONT EXPECT MUCH&lt;br /&gt;
&lt;br /&gt;
==Path of Savagery==&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Have all the mechanics of an Original Greater Vallah unless stated otherwise. &lt;br /&gt;
*Savage Greater Vallahs have nails as tough as steel that can be extended.&lt;br /&gt;
*Savage Greater Vallah have more intense features that prove their Greater Vallahism, that being ashen skin, pointed ears, sharp features, and other bat-like facial features. &lt;br /&gt;
**They also tend to be more savage or barbaric, desiring blood and flesh more often than the standard Greater Vallah.&lt;br /&gt;
**Savage Greater Vallah do not have a coagulant or pain-reliever in their incisors as other Vallah, all of their teeth are sharper, particularly the teeth on either side of the fangs. &lt;br /&gt;
**They also have their fangs out at all times and cannot retract them at any time.&lt;br /&gt;
*Savage Greater Vallahs suffer extreme effects in the sunlight to the point their skin and flesh begin to burn under its direct rays. After ten emotes of being in direct sunlight consecutively, they will be rendered to ash. &lt;br /&gt;
**Turn 1: First-degree in the area affected.&lt;br /&gt;
**Turn 5: Second-degree burns in the area affected. &lt;br /&gt;
**Turn 8: Third-degree burns in the area affected.&lt;br /&gt;
**Turn 10: Reduced to ash.&lt;br /&gt;
***This can be circumvented using Moonstones or being in thick shade such as in dense jungles or inside a house. Moonstones do not give them their nightly boons.&lt;br /&gt;
*Savage Greater Vallahs require blood and/or flesh feeding once every one OOC week. If a vallah feeds, they do not turn to ash in the sun, but they will gain up to second-degree burns and continued irritation and pain as long as in sunlight. &lt;br /&gt;
*Savage Greater Vallah can heal major limbs by drinking 2 pints of blood per severe injury. It takes 1 round to drink one pint of blood. These wounds will heal over a period of 12 OOC hours per severe injury. &lt;br /&gt;
**Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light.&lt;br /&gt;
**Savage Greater Vallahs have Tier Seven Strength and Tier Five Speed.&lt;br /&gt;
*Savage Greater Vallahs have reptilian, crimson-colored eyes and black sclera at all hours. &lt;br /&gt;
&lt;br /&gt;
==Vallah Lords==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[NPC Only Acquisition prevents acquiring this trait.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vallah Lord:&lt;br /&gt;
*Vallah Lords have a black iris.&lt;br /&gt;
*Vallah Lords have all the traits that their Greater Vallah path has unless they conflict with the ones listed here.&lt;br /&gt;
*Vallah Lords when exposed to the moonlight appear as vicious creatures. Their skin turns grey and shrinks to their face and skin as their vampiric features become more prominent.&lt;br /&gt;
*Vallah Lords do not need to feed, the curse having become utterly soul-based.&lt;br /&gt;
*Vallah Lords are not affected by the Sun.&lt;br /&gt;
*Vallah Lords each have a suite of 3 special effects that have mutated from their ascended form unique to them and only them. This varies wildly between each Vallah Lord, but its effects are quite powerful.&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
*Small Races: Eight Pints / Twelve Essence&lt;br /&gt;
**Dwarves&lt;br /&gt;
**Halflings&lt;br /&gt;
**Draxgar (Small)&lt;br /&gt;
**Skrayln&lt;br /&gt;
**Goblins&lt;br /&gt;
*Medium Races: Ten Pints / Fifteen Essence&lt;br /&gt;
**Humans&lt;br /&gt;
**Elves&lt;br /&gt;
**Half-Elves&lt;br /&gt;
**Half-Mer&lt;br /&gt;
**Danakov&lt;br /&gt;
**Satyr&lt;br /&gt;
**Aervan&lt;br /&gt;
**Leonin&lt;br /&gt;
**Syrien&lt;br /&gt;
**Dryads&lt;br /&gt;
**Shifters&lt;br /&gt;
**Fey&lt;br /&gt;
*Large Races: Twelve Pints / Twenty Essence&lt;br /&gt;
**Orcs&lt;br /&gt;
**Centaurs&lt;br /&gt;
**Draxgar (Large)&lt;br /&gt;
**Half-Orcs&lt;br /&gt;
&lt;br /&gt;
Vallah drinks around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 round to drink half a pint of blood. It also takes 1 round to drain 3 points of essence from a person. Varying degrees of effects occur depending on how much blood is drained and can be found in the [[Races Blood &amp;amp; Essence Chart]].&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2504</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2504"/>
		<updated>2025-10-24T22:36:14Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Build-A-Bat Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || -4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || -4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful.  || -2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || -2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || -1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ ====Neutral Traits====&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || +1/+2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/+1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || +1/+2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Influential Suggestion || (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Rest || The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Skittering Leap || The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Vallah Mythos || The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Enduring Stamina || The vallah gains +2 maximum HP for every point they put into this skill. || 0/Unlimited&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || +4/+5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || +3/+4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || +1/+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Path of the Originals==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Are immortal and do not age past the point of adulthood.&lt;br /&gt;
*Have canines that grow two times their usual length at will.&lt;br /&gt;
*Greater Vallahs have black blood.&lt;br /&gt;
*Greater Vallah suffer harsh effects in the sun, increased compared to Lesser Vallah. During the day, their speed and strength are reduced by three ranks, to a minimum of rank E.&lt;br /&gt;
*Greater Vallahs require blood and/or flesh feeding once every two OOC weeks. If a Greater Vallah feeds, the above effect of crippling sunlight is reduced by one during the day. They must feed on a player character.&lt;br /&gt;
*Greater Vallahs have the ability to climb surfaces and stick to them. This grants them greater upward mobility on usually unclimbable surfaces.&lt;br /&gt;
*During the night, Greater Vallah are not vulnerable to the standard vulnerabilities of a regular Vallah. Instead, they are treated as a normal person would. This can be circumvented by lighting an area with *Sunstones, but this will not inflict the sunlight debuff, merely disabling their nighttime abilities.&lt;br /&gt;
*Greater Vallah can heal major limbs by drinking 3 pints per limb lost. It takes 1 round to drink half a pint. These wounds will heal over a period of a day per severe injury.&lt;br /&gt;
*Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light or if within the radius of a moonstone.&lt;br /&gt;
*All Original Greater Vallah have rank A speed and strength, and it is fixed to this regardless of other influences.&lt;br /&gt;
*Greater Vallahs have reptilian, amber-colored eyes at all hours.&lt;br /&gt;
*During the night, greater vallah have an increased 15 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -5 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by -25, to a minimum of 1, but increases their speed and strength ranks by 2.&lt;br /&gt;
&lt;br /&gt;
==Path of Essence==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Essence Vallahs have black blood.&lt;br /&gt;
*Essence Vallah appear much like a standard Greater Vallah but they do not have fangs or claws.&lt;br /&gt;
*Essence Vallah do not feed as other Vallah do. Instead, they set their hand on a target and begin draining them of their energy or in other words, their ‘essence’. Every person has essence and as it’s drained, it has similar symptoms to being drained of blood. An Essence Vallah must feed once every two OOC weeks. They must feed on a player character.&lt;br /&gt;
**Every Essence Vallah has an ‘essence well’. This well determines how many times they might use their abilities and how much ‘essence’ is in their well is determined by how much they’ve fed.&lt;br /&gt;
***Each Essence Vallah requires a minimum of 5 essence, but they have an essence well maximum of 15 that completely drains by the end of the 2 OOC weeks. Should they use all 15 before the 2 OOC weeks are up, they will suffer from the effects of essence starvation.&lt;br /&gt;
*Essence Vallah cannot feed to heal injuries or limbs as they do not partake of flesh or blood. &lt;br /&gt;
*Essence Vallahs are more agile during the night, in dark houses, caves, or within the radius of a moonstone.&lt;br /&gt;
**All Essence Vallah have rank A+ speed and rank C strength during the night. During the day, their original speed and strength rank pre-vallahism return. These ranks are fixed to this regardless of other influences.&lt;br /&gt;
***During the night, essence vallahs do not gain additional hitpoints. Conversely during the day, they also do not lose any hitpoints either.&lt;br /&gt;
*Essence Vallahs have reptilian, white-colored eyes with black sclera at all hours. &lt;br /&gt;
**Essence exhaustion lowers their maximum hitpoints by -20, to a minimum of 1, but they become able to cast their essence abilities at the cost of aging themselves by that many years instead.&lt;br /&gt;
*Essence Vallah are weaker in stature than other Greater Vallah, but their curse seems to make up for this with four special and unnatural abilities. These abilities each cost essence from their essence well to use and can only be used at night or in caves.&lt;br /&gt;
**Blink | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah shifts the position of their soul, dragging their physical body with it to another location they can see within 6 meters (blocks).&lt;br /&gt;
**Claws of Essence | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah can summon incorporeal talons to their fingertips. These claws do not do any physical damage but can harm incorporeal beings. They go through armor, and if they hit a corporeal being, it drains the target of 2 points of essence and gives it to the Greater Vallah. This can only be used once on a target every 10 turns.&lt;br /&gt;
**Essence Bomb | 3 Points of Essence&lt;br /&gt;
***The Essence Vallah creates a sphere of concentrated essence and launches it at a specified area within 8 meters. The essence then explodes in a 3x3x3 meter area, dealing mild [2d6] curse damage in the area. Those standing within must make a resistance roll to mitigate the damage (DC WIP).&lt;br /&gt;
**Sanguine Cloud | 5 Points of Essence&lt;br /&gt;
***The Essence Vallah commits a circular area 5 meters in width and length and 2 meters high, causing a cloud of red, sanguine smoke to flood the area. Anyone within this sanguine cloud or walks into it for the first time, or ends their turn there that breathes must make a roll to resist the effects of the cloud (DC WIP). On a successful roll, nothing occurs and they resist its effects. On a failure, the afflicted become [[Status Effects|hexed]], and are unable to stop themselves from entering a bloody rage and attacking the closest person in their line of sight. Every turn the afflicted makes the same roll to resist, but the DC gets lower by 1 until it breaks, to a maximum of 5 turns.&lt;br /&gt;
&lt;br /&gt;
WE WORKIN PAST THIS POINT DOG DONT EXPECT MUCH&lt;br /&gt;
&lt;br /&gt;
==Path of Savagery==&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Have all the mechanics of an Original Greater Vallah unless stated otherwise. &lt;br /&gt;
*Savage Greater Vallahs have nails as tough as steel that can be extended.&lt;br /&gt;
*Savage Greater Vallah have more intense features that prove their Greater Vallahism, that being ashen skin, pointed ears, sharp features, and other bat-like facial features. &lt;br /&gt;
**They also tend to be more savage or barbaric, desiring blood and flesh more often than the standard Greater Vallah.&lt;br /&gt;
**Savage Greater Vallah do not have a coagulant or pain-reliever in their incisors as other Vallah, all of their teeth are sharper, particularly the teeth on either side of the fangs. &lt;br /&gt;
**They also have their fangs out at all times and cannot retract them at any time.&lt;br /&gt;
*Savage Greater Vallahs suffer extreme effects in the sunlight to the point their skin and flesh begin to burn under its direct rays. After ten emotes of being in direct sunlight consecutively, they will be rendered to ash. &lt;br /&gt;
**Turn 1: First-degree in the area affected.&lt;br /&gt;
**Turn 5: Second-degree burns in the area affected. &lt;br /&gt;
**Turn 8: Third-degree burns in the area affected.&lt;br /&gt;
**Turn 10: Reduced to ash.&lt;br /&gt;
***This can be circumvented using Moonstones or being in thick shade such as in dense jungles or inside a house. Moonstones do not give them their nightly boons.&lt;br /&gt;
*Savage Greater Vallahs require blood and/or flesh feeding once every one OOC week. If a vallah feeds, they do not turn to ash in the sun, but they will gain up to second-degree burns and continued irritation and pain as long as in sunlight. &lt;br /&gt;
*Savage Greater Vallah can heal major limbs by drinking 2 pints of blood per severe injury. It takes 1 round to drink one pint of blood. These wounds will heal over a period of 12 OOC hours per severe injury. &lt;br /&gt;
**Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light.&lt;br /&gt;
**Savage Greater Vallahs have Tier Seven Strength and Tier Five Speed.&lt;br /&gt;
*Savage Greater Vallahs have reptilian, crimson-colored eyes and black sclera at all hours. &lt;br /&gt;
&lt;br /&gt;
==Vallah Lords==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[NPC Only Acquisition prevents acquiring this trait.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vallah Lord:&lt;br /&gt;
*Vallah Lords have a black iris.&lt;br /&gt;
*Vallah Lords have all the traits that their Greater Vallah path has unless they conflict with the ones listed here.&lt;br /&gt;
*Vallah Lords when exposed to the moonlight appear as vicious creatures. Their skin turns grey and shrinks to their face and skin as their vampiric features become more prominent.&lt;br /&gt;
*Vallah Lords do not need to feed, the curse having become utterly soul-based.&lt;br /&gt;
*Vallah Lords are not affected by the Sun.&lt;br /&gt;
*Vallah Lords each have a suite of 3 special effects that have mutated from their ascended form unique to them and only them. This varies wildly between each Vallah Lord, but its effects are quite powerful.&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
*Small Races: Eight Pints / Twelve Essence&lt;br /&gt;
**Dwarves&lt;br /&gt;
**Halflings&lt;br /&gt;
**Draxgar (Small)&lt;br /&gt;
**Skrayln&lt;br /&gt;
**Goblins&lt;br /&gt;
*Medium Races: Ten Pints / Fifteen Essence&lt;br /&gt;
**Humans&lt;br /&gt;
**Elves&lt;br /&gt;
**Half-Elves&lt;br /&gt;
**Half-Mer&lt;br /&gt;
**Danakov&lt;br /&gt;
**Satyr&lt;br /&gt;
**Aervan&lt;br /&gt;
**Leonin&lt;br /&gt;
**Syrien&lt;br /&gt;
**Dryads&lt;br /&gt;
**Shifters&lt;br /&gt;
**Fey&lt;br /&gt;
*Large Races: Twelve Pints / Twenty Essence&lt;br /&gt;
**Orcs&lt;br /&gt;
**Centaurs&lt;br /&gt;
**Draxgar (Large)&lt;br /&gt;
**Half-Orcs&lt;br /&gt;
&lt;br /&gt;
Vallah drinks around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 round to drink half a pint of blood. It also takes 1 round to drain 3 points of essence from a person. Varying degrees of effects occur depending on how much blood is drained and can be found in the [[Races Blood &amp;amp; Essence Chart]].&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2503</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2503"/>
		<updated>2025-10-24T22:32:56Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Build-A-Bat Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || -4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || -4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful.  || -2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || -2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || -1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ ====Neutral Traits====&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || +1/+2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/+1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || +1/+2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Influential Suggestion || (REQUIRES OOC CONSENT ON PLAYERS) The vallah is capable of attempting to use their curses influence to suggest a solution or agreement with another being to do something the vallah would like them to. Allowing them to feed on them, persuading that they have nothing but the best intentions, etc. This cannot be used to influence romantic feelings or otherwise, and lasts only until the suggestion is complete. The memory of the victim and the suggestion and conversation itself is erased after it is complete. This effect requires a DC 11 roll to work, and if successful, the victim has advantage on the next attempt for 48 OOC hours. If the ability fails, the user will know they have been mentally tampered with, and it cannot work on them again for 2 OOC weeks. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Rest || The vallah may use various means of resting beyond a coffin to their preferred likeness, though only one. They can sleep upside down like a bat, or turn to stone like a gargoyle. The bat resting position allows them to attach themselves to the ceilings of any place they are in for the purpose of resting, saving them from any ground-based attacks. The gargoyle form turns them to stone, making them conventionally imperceptible from a statue that simply has an odd likeness of a person, and giving them resistance to piercing and slashing damage. Any damage taken in gargoyle form causes them to awaken and revert back to normal, and stun them for a turn. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Skittering Leap || The vallah is capable of jumping half their movement speed in distance, but takes double falling damage. This trait is mutually exclusive with traits that mitigate falling damage. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Vallah Mythos || The vallah may take and wield any mythological weaknesses that are otherwise not listed or takeable in traits from vampiric tales. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || +4/+5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || +3/+4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || +1/+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Path of the Originals==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Are immortal and do not age past the point of adulthood.&lt;br /&gt;
*Have canines that grow two times their usual length at will.&lt;br /&gt;
*Greater Vallahs have black blood.&lt;br /&gt;
*Greater Vallah suffer harsh effects in the sun, increased compared to Lesser Vallah. During the day, their speed and strength are reduced by three ranks, to a minimum of rank E.&lt;br /&gt;
*Greater Vallahs require blood and/or flesh feeding once every two OOC weeks. If a Greater Vallah feeds, the above effect of crippling sunlight is reduced by one during the day. They must feed on a player character.&lt;br /&gt;
*Greater Vallahs have the ability to climb surfaces and stick to them. This grants them greater upward mobility on usually unclimbable surfaces.&lt;br /&gt;
*During the night, Greater Vallah are not vulnerable to the standard vulnerabilities of a regular Vallah. Instead, they are treated as a normal person would. This can be circumvented by lighting an area with *Sunstones, but this will not inflict the sunlight debuff, merely disabling their nighttime abilities.&lt;br /&gt;
*Greater Vallah can heal major limbs by drinking 3 pints per limb lost. It takes 1 round to drink half a pint. These wounds will heal over a period of a day per severe injury.&lt;br /&gt;
*Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light or if within the radius of a moonstone.&lt;br /&gt;
*All Original Greater Vallah have rank A speed and strength, and it is fixed to this regardless of other influences.&lt;br /&gt;
*Greater Vallahs have reptilian, amber-colored eyes at all hours.&lt;br /&gt;
*During the night, greater vallah have an increased 15 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -5 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by -25, to a minimum of 1, but increases their speed and strength ranks by 2.&lt;br /&gt;
&lt;br /&gt;
==Path of Essence==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Essence Vallahs have black blood.&lt;br /&gt;
*Essence Vallah appear much like a standard Greater Vallah but they do not have fangs or claws.&lt;br /&gt;
*Essence Vallah do not feed as other Vallah do. Instead, they set their hand on a target and begin draining them of their energy or in other words, their ‘essence’. Every person has essence and as it’s drained, it has similar symptoms to being drained of blood. An Essence Vallah must feed once every two OOC weeks. They must feed on a player character.&lt;br /&gt;
**Every Essence Vallah has an ‘essence well’. This well determines how many times they might use their abilities and how much ‘essence’ is in their well is determined by how much they’ve fed.&lt;br /&gt;
***Each Essence Vallah requires a minimum of 5 essence, but they have an essence well maximum of 15 that completely drains by the end of the 2 OOC weeks. Should they use all 15 before the 2 OOC weeks are up, they will suffer from the effects of essence starvation.&lt;br /&gt;
*Essence Vallah cannot feed to heal injuries or limbs as they do not partake of flesh or blood. &lt;br /&gt;
*Essence Vallahs are more agile during the night, in dark houses, caves, or within the radius of a moonstone.&lt;br /&gt;
**All Essence Vallah have rank A+ speed and rank C strength during the night. During the day, their original speed and strength rank pre-vallahism return. These ranks are fixed to this regardless of other influences.&lt;br /&gt;
***During the night, essence vallahs do not gain additional hitpoints. Conversely during the day, they also do not lose any hitpoints either.&lt;br /&gt;
*Essence Vallahs have reptilian, white-colored eyes with black sclera at all hours. &lt;br /&gt;
**Essence exhaustion lowers their maximum hitpoints by -20, to a minimum of 1, but they become able to cast their essence abilities at the cost of aging themselves by that many years instead.&lt;br /&gt;
*Essence Vallah are weaker in stature than other Greater Vallah, but their curse seems to make up for this with four special and unnatural abilities. These abilities each cost essence from their essence well to use and can only be used at night or in caves.&lt;br /&gt;
**Blink | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah shifts the position of their soul, dragging their physical body with it to another location they can see within 6 meters (blocks).&lt;br /&gt;
**Claws of Essence | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah can summon incorporeal talons to their fingertips. These claws do not do any physical damage but can harm incorporeal beings. They go through armor, and if they hit a corporeal being, it drains the target of 2 points of essence and gives it to the Greater Vallah. This can only be used once on a target every 10 turns.&lt;br /&gt;
**Essence Bomb | 3 Points of Essence&lt;br /&gt;
***The Essence Vallah creates a sphere of concentrated essence and launches it at a specified area within 8 meters. The essence then explodes in a 3x3x3 meter area, dealing mild [2d6] curse damage in the area. Those standing within must make a resistance roll to mitigate the damage (DC WIP).&lt;br /&gt;
**Sanguine Cloud | 5 Points of Essence&lt;br /&gt;
***The Essence Vallah commits a circular area 5 meters in width and length and 2 meters high, causing a cloud of red, sanguine smoke to flood the area. Anyone within this sanguine cloud or walks into it for the first time, or ends their turn there that breathes must make a roll to resist the effects of the cloud (DC WIP). On a successful roll, nothing occurs and they resist its effects. On a failure, the afflicted become [[Status Effects|hexed]], and are unable to stop themselves from entering a bloody rage and attacking the closest person in their line of sight. Every turn the afflicted makes the same roll to resist, but the DC gets lower by 1 until it breaks, to a maximum of 5 turns.&lt;br /&gt;
&lt;br /&gt;
WE WORKIN PAST THIS POINT DOG DONT EXPECT MUCH&lt;br /&gt;
&lt;br /&gt;
==Path of Savagery==&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Have all the mechanics of an Original Greater Vallah unless stated otherwise. &lt;br /&gt;
*Savage Greater Vallahs have nails as tough as steel that can be extended.&lt;br /&gt;
*Savage Greater Vallah have more intense features that prove their Greater Vallahism, that being ashen skin, pointed ears, sharp features, and other bat-like facial features. &lt;br /&gt;
**They also tend to be more savage or barbaric, desiring blood and flesh more often than the standard Greater Vallah.&lt;br /&gt;
**Savage Greater Vallah do not have a coagulant or pain-reliever in their incisors as other Vallah, all of their teeth are sharper, particularly the teeth on either side of the fangs. &lt;br /&gt;
**They also have their fangs out at all times and cannot retract them at any time.&lt;br /&gt;
*Savage Greater Vallahs suffer extreme effects in the sunlight to the point their skin and flesh begin to burn under its direct rays. After ten emotes of being in direct sunlight consecutively, they will be rendered to ash. &lt;br /&gt;
**Turn 1: First-degree in the area affected.&lt;br /&gt;
**Turn 5: Second-degree burns in the area affected. &lt;br /&gt;
**Turn 8: Third-degree burns in the area affected.&lt;br /&gt;
**Turn 10: Reduced to ash.&lt;br /&gt;
***This can be circumvented using Moonstones or being in thick shade such as in dense jungles or inside a house. Moonstones do not give them their nightly boons.&lt;br /&gt;
*Savage Greater Vallahs require blood and/or flesh feeding once every one OOC week. If a vallah feeds, they do not turn to ash in the sun, but they will gain up to second-degree burns and continued irritation and pain as long as in sunlight. &lt;br /&gt;
*Savage Greater Vallah can heal major limbs by drinking 2 pints of blood per severe injury. It takes 1 round to drink one pint of blood. These wounds will heal over a period of 12 OOC hours per severe injury. &lt;br /&gt;
**Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light.&lt;br /&gt;
**Savage Greater Vallahs have Tier Seven Strength and Tier Five Speed.&lt;br /&gt;
*Savage Greater Vallahs have reptilian, crimson-colored eyes and black sclera at all hours. &lt;br /&gt;
&lt;br /&gt;
==Vallah Lords==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[NPC Only Acquisition prevents acquiring this trait.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vallah Lord:&lt;br /&gt;
*Vallah Lords have a black iris.&lt;br /&gt;
*Vallah Lords have all the traits that their Greater Vallah path has unless they conflict with the ones listed here.&lt;br /&gt;
*Vallah Lords when exposed to the moonlight appear as vicious creatures. Their skin turns grey and shrinks to their face and skin as their vampiric features become more prominent.&lt;br /&gt;
*Vallah Lords do not need to feed, the curse having become utterly soul-based.&lt;br /&gt;
*Vallah Lords are not affected by the Sun.&lt;br /&gt;
*Vallah Lords each have a suite of 3 special effects that have mutated from their ascended form unique to them and only them. This varies wildly between each Vallah Lord, but its effects are quite powerful.&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
*Small Races: Eight Pints / Twelve Essence&lt;br /&gt;
**Dwarves&lt;br /&gt;
**Halflings&lt;br /&gt;
**Draxgar (Small)&lt;br /&gt;
**Skrayln&lt;br /&gt;
**Goblins&lt;br /&gt;
*Medium Races: Ten Pints / Fifteen Essence&lt;br /&gt;
**Humans&lt;br /&gt;
**Elves&lt;br /&gt;
**Half-Elves&lt;br /&gt;
**Half-Mer&lt;br /&gt;
**Danakov&lt;br /&gt;
**Satyr&lt;br /&gt;
**Aervan&lt;br /&gt;
**Leonin&lt;br /&gt;
**Syrien&lt;br /&gt;
**Dryads&lt;br /&gt;
**Shifters&lt;br /&gt;
**Fey&lt;br /&gt;
*Large Races: Twelve Pints / Twenty Essence&lt;br /&gt;
**Orcs&lt;br /&gt;
**Centaurs&lt;br /&gt;
**Draxgar (Large)&lt;br /&gt;
**Half-Orcs&lt;br /&gt;
&lt;br /&gt;
Vallah drinks around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 round to drink half a pint of blood. It also takes 1 round to drain 3 points of essence from a person. Varying degrees of effects occur depending on how much blood is drained and can be found in the [[Races Blood &amp;amp; Essence Chart]].&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2502</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2502"/>
		<updated>2025-10-24T21:33:43Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Build-A-Bat Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || -4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || -4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful.  || -2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || -2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || -1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ ====Neutral Traits====&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || +1/+2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/+1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || +1/+2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Duskmoor Companions  || The vallah acquires a pet bat, rodent, spider or snake. It contains no venoms or diseases, and is not usable in combat. It is utterly loyal to the vallah, and is a fun travelling companion that always seems to find its way back to them. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || +4/+5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || +3/+4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || +1/+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Path of the Originals==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Are immortal and do not age past the point of adulthood.&lt;br /&gt;
*Have canines that grow two times their usual length at will.&lt;br /&gt;
*Greater Vallahs have black blood.&lt;br /&gt;
*Greater Vallah suffer harsh effects in the sun, increased compared to Lesser Vallah. During the day, their speed and strength are reduced by three ranks, to a minimum of rank E.&lt;br /&gt;
*Greater Vallahs require blood and/or flesh feeding once every two OOC weeks. If a Greater Vallah feeds, the above effect of crippling sunlight is reduced by one during the day. They must feed on a player character.&lt;br /&gt;
*Greater Vallahs have the ability to climb surfaces and stick to them. This grants them greater upward mobility on usually unclimbable surfaces.&lt;br /&gt;
*During the night, Greater Vallah are not vulnerable to the standard vulnerabilities of a regular Vallah. Instead, they are treated as a normal person would. This can be circumvented by lighting an area with *Sunstones, but this will not inflict the sunlight debuff, merely disabling their nighttime abilities.&lt;br /&gt;
*Greater Vallah can heal major limbs by drinking 3 pints per limb lost. It takes 1 round to drink half a pint. These wounds will heal over a period of a day per severe injury.&lt;br /&gt;
*Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light or if within the radius of a moonstone.&lt;br /&gt;
*All Original Greater Vallah have rank A speed and strength, and it is fixed to this regardless of other influences.&lt;br /&gt;
*Greater Vallahs have reptilian, amber-colored eyes at all hours.&lt;br /&gt;
*During the night, greater vallah have an increased 15 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -5 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by -25, to a minimum of 1, but increases their speed and strength ranks by 2.&lt;br /&gt;
&lt;br /&gt;
==Path of Essence==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Essence Vallahs have black blood.&lt;br /&gt;
*Essence Vallah appear much like a standard Greater Vallah but they do not have fangs or claws.&lt;br /&gt;
*Essence Vallah do not feed as other Vallah do. Instead, they set their hand on a target and begin draining them of their energy or in other words, their ‘essence’. Every person has essence and as it’s drained, it has similar symptoms to being drained of blood. An Essence Vallah must feed once every two OOC weeks. They must feed on a player character.&lt;br /&gt;
**Every Essence Vallah has an ‘essence well’. This well determines how many times they might use their abilities and how much ‘essence’ is in their well is determined by how much they’ve fed.&lt;br /&gt;
***Each Essence Vallah requires a minimum of 5 essence, but they have an essence well maximum of 15 that completely drains by the end of the 2 OOC weeks. Should they use all 15 before the 2 OOC weeks are up, they will suffer from the effects of essence starvation.&lt;br /&gt;
*Essence Vallah cannot feed to heal injuries or limbs as they do not partake of flesh or blood. &lt;br /&gt;
*Essence Vallahs are more agile during the night, in dark houses, caves, or within the radius of a moonstone.&lt;br /&gt;
**All Essence Vallah have rank A+ speed and rank C strength during the night. During the day, their original speed and strength rank pre-vallahism return. These ranks are fixed to this regardless of other influences.&lt;br /&gt;
***During the night, essence vallahs do not gain additional hitpoints. Conversely during the day, they also do not lose any hitpoints either.&lt;br /&gt;
*Essence Vallahs have reptilian, white-colored eyes with black sclera at all hours. &lt;br /&gt;
**Essence exhaustion lowers their maximum hitpoints by -20, to a minimum of 1, but they become able to cast their essence abilities at the cost of aging themselves by that many years instead.&lt;br /&gt;
*Essence Vallah are weaker in stature than other Greater Vallah, but their curse seems to make up for this with four special and unnatural abilities. These abilities each cost essence from their essence well to use and can only be used at night or in caves.&lt;br /&gt;
**Blink | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah shifts the position of their soul, dragging their physical body with it to another location they can see within 6 meters (blocks).&lt;br /&gt;
**Claws of Essence | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah can summon incorporeal talons to their fingertips. These claws do not do any physical damage but can harm incorporeal beings. They go through armor, and if they hit a corporeal being, it drains the target of 2 points of essence and gives it to the Greater Vallah. This can only be used once on a target every 10 turns.&lt;br /&gt;
**Essence Bomb | 3 Points of Essence&lt;br /&gt;
***The Essence Vallah creates a sphere of concentrated essence and launches it at a specified area within 8 meters. The essence then explodes in a 3x3x3 meter area, dealing mild [2d6] curse damage in the area. Those standing within must make a resistance roll to mitigate the damage (DC WIP).&lt;br /&gt;
**Sanguine Cloud | 5 Points of Essence&lt;br /&gt;
***The Essence Vallah commits a circular area 5 meters in width and length and 2 meters high, causing a cloud of red, sanguine smoke to flood the area. Anyone within this sanguine cloud or walks into it for the first time, or ends their turn there that breathes must make a roll to resist the effects of the cloud (DC WIP). On a successful roll, nothing occurs and they resist its effects. On a failure, the afflicted become [[Status Effects|hexed]], and are unable to stop themselves from entering a bloody rage and attacking the closest person in their line of sight. Every turn the afflicted makes the same roll to resist, but the DC gets lower by 1 until it breaks, to a maximum of 5 turns.&lt;br /&gt;
&lt;br /&gt;
WE WORKIN PAST THIS POINT DOG DONT EXPECT MUCH&lt;br /&gt;
&lt;br /&gt;
==Path of Savagery==&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Have all the mechanics of an Original Greater Vallah unless stated otherwise. &lt;br /&gt;
*Savage Greater Vallahs have nails as tough as steel that can be extended.&lt;br /&gt;
*Savage Greater Vallah have more intense features that prove their Greater Vallahism, that being ashen skin, pointed ears, sharp features, and other bat-like facial features. &lt;br /&gt;
**They also tend to be more savage or barbaric, desiring blood and flesh more often than the standard Greater Vallah.&lt;br /&gt;
**Savage Greater Vallah do not have a coagulant or pain-reliever in their incisors as other Vallah, all of their teeth are sharper, particularly the teeth on either side of the fangs. &lt;br /&gt;
**They also have their fangs out at all times and cannot retract them at any time.&lt;br /&gt;
*Savage Greater Vallahs suffer extreme effects in the sunlight to the point their skin and flesh begin to burn under its direct rays. After ten emotes of being in direct sunlight consecutively, they will be rendered to ash. &lt;br /&gt;
**Turn 1: First-degree in the area affected.&lt;br /&gt;
**Turn 5: Second-degree burns in the area affected. &lt;br /&gt;
**Turn 8: Third-degree burns in the area affected.&lt;br /&gt;
**Turn 10: Reduced to ash.&lt;br /&gt;
***This can be circumvented using Moonstones or being in thick shade such as in dense jungles or inside a house. Moonstones do not give them their nightly boons.&lt;br /&gt;
*Savage Greater Vallahs require blood and/or flesh feeding once every one OOC week. If a vallah feeds, they do not turn to ash in the sun, but they will gain up to second-degree burns and continued irritation and pain as long as in sunlight. &lt;br /&gt;
*Savage Greater Vallah can heal major limbs by drinking 2 pints of blood per severe injury. It takes 1 round to drink one pint of blood. These wounds will heal over a period of 12 OOC hours per severe injury. &lt;br /&gt;
**Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light.&lt;br /&gt;
**Savage Greater Vallahs have Tier Seven Strength and Tier Five Speed.&lt;br /&gt;
*Savage Greater Vallahs have reptilian, crimson-colored eyes and black sclera at all hours. &lt;br /&gt;
&lt;br /&gt;
==Vallah Lords==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[NPC Only Acquisition prevents acquiring this trait.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vallah Lord:&lt;br /&gt;
*Vallah Lords have a black iris.&lt;br /&gt;
*Vallah Lords have all the traits that their Greater Vallah path has unless they conflict with the ones listed here.&lt;br /&gt;
*Vallah Lords when exposed to the moonlight appear as vicious creatures. Their skin turns grey and shrinks to their face and skin as their vampiric features become more prominent.&lt;br /&gt;
*Vallah Lords do not need to feed, the curse having become utterly soul-based.&lt;br /&gt;
*Vallah Lords are not affected by the Sun.&lt;br /&gt;
*Vallah Lords each have a suite of 3 special effects that have mutated from their ascended form unique to them and only them. This varies wildly between each Vallah Lord, but its effects are quite powerful.&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
*Small Races: Eight Pints / Twelve Essence&lt;br /&gt;
**Dwarves&lt;br /&gt;
**Halflings&lt;br /&gt;
**Draxgar (Small)&lt;br /&gt;
**Skrayln&lt;br /&gt;
**Goblins&lt;br /&gt;
*Medium Races: Ten Pints / Fifteen Essence&lt;br /&gt;
**Humans&lt;br /&gt;
**Elves&lt;br /&gt;
**Half-Elves&lt;br /&gt;
**Half-Mer&lt;br /&gt;
**Danakov&lt;br /&gt;
**Satyr&lt;br /&gt;
**Aervan&lt;br /&gt;
**Leonin&lt;br /&gt;
**Syrien&lt;br /&gt;
**Dryads&lt;br /&gt;
**Shifters&lt;br /&gt;
**Fey&lt;br /&gt;
*Large Races: Twelve Pints / Twenty Essence&lt;br /&gt;
**Orcs&lt;br /&gt;
**Centaurs&lt;br /&gt;
**Draxgar (Large)&lt;br /&gt;
**Half-Orcs&lt;br /&gt;
&lt;br /&gt;
Vallah drinks around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 round to drink half a pint of blood. It also takes 1 round to drain 3 points of essence from a person. Varying degrees of effects occur depending on how much blood is drained and can be found in the [[Races Blood &amp;amp; Essence Chart]].&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2501</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2501"/>
		<updated>2025-10-24T20:36:09Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Build-A-Bat Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || -4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || -4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful.  || -2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || -2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || -1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ ====Neutral Traits====&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || +1/+2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/+1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || +1/+2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage they deal barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Sanguine Absorption || The vallah at the cost of half their maximum hitpoints may gain a regenerating pool of 5 temporary hitpoints that is restored at the start of each of their turns. They cannot benefit from anything that gives them temporary hitpoints, and any healing done to them is halved in effectiveness. This includes divine healing and other sources from the curse itself. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Systematic Overload || The vallah at the cost of 15 HP temporarily breaks their bodies limits with the curse, enhancing themselves to gain a +2/4/6 to movement speed and a +3 to hit for 5 Turns. Upon the expiry of this ability, they lose a rank of speed and strength for 10 turns. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || +4/+5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || +3/+4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || +1/+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Path of the Originals==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Are immortal and do not age past the point of adulthood.&lt;br /&gt;
*Have canines that grow two times their usual length at will.&lt;br /&gt;
*Greater Vallahs have black blood.&lt;br /&gt;
*Greater Vallah suffer harsh effects in the sun, increased compared to Lesser Vallah. During the day, their speed and strength are reduced by three ranks, to a minimum of rank E.&lt;br /&gt;
*Greater Vallahs require blood and/or flesh feeding once every two OOC weeks. If a Greater Vallah feeds, the above effect of crippling sunlight is reduced by one during the day. They must feed on a player character.&lt;br /&gt;
*Greater Vallahs have the ability to climb surfaces and stick to them. This grants them greater upward mobility on usually unclimbable surfaces.&lt;br /&gt;
*During the night, Greater Vallah are not vulnerable to the standard vulnerabilities of a regular Vallah. Instead, they are treated as a normal person would. This can be circumvented by lighting an area with *Sunstones, but this will not inflict the sunlight debuff, merely disabling their nighttime abilities.&lt;br /&gt;
*Greater Vallah can heal major limbs by drinking 3 pints per limb lost. It takes 1 round to drink half a pint. These wounds will heal over a period of a day per severe injury.&lt;br /&gt;
*Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light or if within the radius of a moonstone.&lt;br /&gt;
*All Original Greater Vallah have rank A speed and strength, and it is fixed to this regardless of other influences.&lt;br /&gt;
*Greater Vallahs have reptilian, amber-colored eyes at all hours.&lt;br /&gt;
*During the night, greater vallah have an increased 15 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -5 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by -25, to a minimum of 1, but increases their speed and strength ranks by 2.&lt;br /&gt;
&lt;br /&gt;
==Path of Essence==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Essence Vallahs have black blood.&lt;br /&gt;
*Essence Vallah appear much like a standard Greater Vallah but they do not have fangs or claws.&lt;br /&gt;
*Essence Vallah do not feed as other Vallah do. Instead, they set their hand on a target and begin draining them of their energy or in other words, their ‘essence’. Every person has essence and as it’s drained, it has similar symptoms to being drained of blood. An Essence Vallah must feed once every two OOC weeks. They must feed on a player character.&lt;br /&gt;
**Every Essence Vallah has an ‘essence well’. This well determines how many times they might use their abilities and how much ‘essence’ is in their well is determined by how much they’ve fed.&lt;br /&gt;
***Each Essence Vallah requires a minimum of 5 essence, but they have an essence well maximum of 15 that completely drains by the end of the 2 OOC weeks. Should they use all 15 before the 2 OOC weeks are up, they will suffer from the effects of essence starvation.&lt;br /&gt;
*Essence Vallah cannot feed to heal injuries or limbs as they do not partake of flesh or blood. &lt;br /&gt;
*Essence Vallahs are more agile during the night, in dark houses, caves, or within the radius of a moonstone.&lt;br /&gt;
**All Essence Vallah have rank A+ speed and rank C strength during the night. During the day, their original speed and strength rank pre-vallahism return. These ranks are fixed to this regardless of other influences.&lt;br /&gt;
***During the night, essence vallahs do not gain additional hitpoints. Conversely during the day, they also do not lose any hitpoints either.&lt;br /&gt;
*Essence Vallahs have reptilian, white-colored eyes with black sclera at all hours. &lt;br /&gt;
**Essence exhaustion lowers their maximum hitpoints by -20, to a minimum of 1, but they become able to cast their essence abilities at the cost of aging themselves by that many years instead.&lt;br /&gt;
*Essence Vallah are weaker in stature than other Greater Vallah, but their curse seems to make up for this with four special and unnatural abilities. These abilities each cost essence from their essence well to use and can only be used at night or in caves.&lt;br /&gt;
**Blink | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah shifts the position of their soul, dragging their physical body with it to another location they can see within 6 meters (blocks).&lt;br /&gt;
**Claws of Essence | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah can summon incorporeal talons to their fingertips. These claws do not do any physical damage but can harm incorporeal beings. They go through armor, and if they hit a corporeal being, it drains the target of 2 points of essence and gives it to the Greater Vallah. This can only be used once on a target every 10 turns.&lt;br /&gt;
**Essence Bomb | 3 Points of Essence&lt;br /&gt;
***The Essence Vallah creates a sphere of concentrated essence and launches it at a specified area within 8 meters. The essence then explodes in a 3x3x3 meter area, dealing mild [2d6] curse damage in the area. Those standing within must make a resistance roll to mitigate the damage (DC WIP).&lt;br /&gt;
**Sanguine Cloud | 5 Points of Essence&lt;br /&gt;
***The Essence Vallah commits a circular area 5 meters in width and length and 2 meters high, causing a cloud of red, sanguine smoke to flood the area. Anyone within this sanguine cloud or walks into it for the first time, or ends their turn there that breathes must make a roll to resist the effects of the cloud (DC WIP). On a successful roll, nothing occurs and they resist its effects. On a failure, the afflicted become [[Status Effects|hexed]], and are unable to stop themselves from entering a bloody rage and attacking the closest person in their line of sight. Every turn the afflicted makes the same roll to resist, but the DC gets lower by 1 until it breaks, to a maximum of 5 turns.&lt;br /&gt;
&lt;br /&gt;
WE WORKIN PAST THIS POINT DOG DONT EXPECT MUCH&lt;br /&gt;
&lt;br /&gt;
==Path of Savagery==&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Have all the mechanics of an Original Greater Vallah unless stated otherwise. &lt;br /&gt;
*Savage Greater Vallahs have nails as tough as steel that can be extended.&lt;br /&gt;
*Savage Greater Vallah have more intense features that prove their Greater Vallahism, that being ashen skin, pointed ears, sharp features, and other bat-like facial features. &lt;br /&gt;
**They also tend to be more savage or barbaric, desiring blood and flesh more often than the standard Greater Vallah.&lt;br /&gt;
**Savage Greater Vallah do not have a coagulant or pain-reliever in their incisors as other Vallah, all of their teeth are sharper, particularly the teeth on either side of the fangs. &lt;br /&gt;
**They also have their fangs out at all times and cannot retract them at any time.&lt;br /&gt;
*Savage Greater Vallahs suffer extreme effects in the sunlight to the point their skin and flesh begin to burn under its direct rays. After ten emotes of being in direct sunlight consecutively, they will be rendered to ash. &lt;br /&gt;
**Turn 1: First-degree in the area affected.&lt;br /&gt;
**Turn 5: Second-degree burns in the area affected. &lt;br /&gt;
**Turn 8: Third-degree burns in the area affected.&lt;br /&gt;
**Turn 10: Reduced to ash.&lt;br /&gt;
***This can be circumvented using Moonstones or being in thick shade such as in dense jungles or inside a house. Moonstones do not give them their nightly boons.&lt;br /&gt;
*Savage Greater Vallahs require blood and/or flesh feeding once every one OOC week. If a vallah feeds, they do not turn to ash in the sun, but they will gain up to second-degree burns and continued irritation and pain as long as in sunlight. &lt;br /&gt;
*Savage Greater Vallah can heal major limbs by drinking 2 pints of blood per severe injury. It takes 1 round to drink one pint of blood. These wounds will heal over a period of 12 OOC hours per severe injury. &lt;br /&gt;
**Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light.&lt;br /&gt;
**Savage Greater Vallahs have Tier Seven Strength and Tier Five Speed.&lt;br /&gt;
*Savage Greater Vallahs have reptilian, crimson-colored eyes and black sclera at all hours. &lt;br /&gt;
&lt;br /&gt;
==Vallah Lords==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[NPC Only Acquisition prevents acquiring this trait.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vallah Lord:&lt;br /&gt;
*Vallah Lords have a black iris.&lt;br /&gt;
*Vallah Lords have all the traits that their Greater Vallah path has unless they conflict with the ones listed here.&lt;br /&gt;
*Vallah Lords when exposed to the moonlight appear as vicious creatures. Their skin turns grey and shrinks to their face and skin as their vampiric features become more prominent.&lt;br /&gt;
*Vallah Lords do not need to feed, the curse having become utterly soul-based.&lt;br /&gt;
*Vallah Lords are not affected by the Sun.&lt;br /&gt;
*Vallah Lords each have a suite of 3 special effects that have mutated from their ascended form unique to them and only them. This varies wildly between each Vallah Lord, but its effects are quite powerful.&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
*Small Races: Eight Pints / Twelve Essence&lt;br /&gt;
**Dwarves&lt;br /&gt;
**Halflings&lt;br /&gt;
**Draxgar (Small)&lt;br /&gt;
**Skrayln&lt;br /&gt;
**Goblins&lt;br /&gt;
*Medium Races: Ten Pints / Fifteen Essence&lt;br /&gt;
**Humans&lt;br /&gt;
**Elves&lt;br /&gt;
**Half-Elves&lt;br /&gt;
**Half-Mer&lt;br /&gt;
**Danakov&lt;br /&gt;
**Satyr&lt;br /&gt;
**Aervan&lt;br /&gt;
**Leonin&lt;br /&gt;
**Syrien&lt;br /&gt;
**Dryads&lt;br /&gt;
**Shifters&lt;br /&gt;
**Fey&lt;br /&gt;
*Large Races: Twelve Pints / Twenty Essence&lt;br /&gt;
**Orcs&lt;br /&gt;
**Centaurs&lt;br /&gt;
**Draxgar (Large)&lt;br /&gt;
**Half-Orcs&lt;br /&gt;
&lt;br /&gt;
Vallah drinks around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 round to drink half a pint of blood. It also takes 1 round to drain 3 points of essence from a person. Varying degrees of effects occur depending on how much blood is drained and can be found in the [[Races Blood &amp;amp; Essence Chart]].&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2500</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2500"/>
		<updated>2025-10-24T19:59:30Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Build-A-Bat Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || -4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || -4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful.  || -2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || -2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || -1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ ====Neutral Traits====&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || +1/+2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/+1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || +1/+2&lt;br /&gt;
|-&lt;br /&gt;
| Embodiment of Vallahism || The vallah has all damage that comes from them turned into curse damage regardless of weapon, spell or otherwise. It totally transmutes all other forms of damage barring divine abilities including magecraft with this effect. This ability cannot be overwritten by normal means. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || +4/+5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || +3/+4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || +1/+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Path of the Originals==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Are immortal and do not age past the point of adulthood.&lt;br /&gt;
*Have canines that grow two times their usual length at will.&lt;br /&gt;
*Greater Vallahs have black blood.&lt;br /&gt;
*Greater Vallah suffer harsh effects in the sun, increased compared to Lesser Vallah. During the day, their speed and strength are reduced by three ranks, to a minimum of rank E.&lt;br /&gt;
*Greater Vallahs require blood and/or flesh feeding once every two OOC weeks. If a Greater Vallah feeds, the above effect of crippling sunlight is reduced by one during the day. They must feed on a player character.&lt;br /&gt;
*Greater Vallahs have the ability to climb surfaces and stick to them. This grants them greater upward mobility on usually unclimbable surfaces.&lt;br /&gt;
*During the night, Greater Vallah are not vulnerable to the standard vulnerabilities of a regular Vallah. Instead, they are treated as a normal person would. This can be circumvented by lighting an area with *Sunstones, but this will not inflict the sunlight debuff, merely disabling their nighttime abilities.&lt;br /&gt;
*Greater Vallah can heal major limbs by drinking 3 pints per limb lost. It takes 1 round to drink half a pint. These wounds will heal over a period of a day per severe injury.&lt;br /&gt;
*Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light or if within the radius of a moonstone.&lt;br /&gt;
*All Original Greater Vallah have rank A speed and strength, and it is fixed to this regardless of other influences.&lt;br /&gt;
*Greater Vallahs have reptilian, amber-colored eyes at all hours.&lt;br /&gt;
*During the night, greater vallah have an increased 15 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -5 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by -25, to a minimum of 1, but increases their speed and strength ranks by 2.&lt;br /&gt;
&lt;br /&gt;
==Path of Essence==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Essence Vallahs have black blood.&lt;br /&gt;
*Essence Vallah appear much like a standard Greater Vallah but they do not have fangs or claws.&lt;br /&gt;
*Essence Vallah do not feed as other Vallah do. Instead, they set their hand on a target and begin draining them of their energy or in other words, their ‘essence’. Every person has essence and as it’s drained, it has similar symptoms to being drained of blood. An Essence Vallah must feed once every two OOC weeks. They must feed on a player character.&lt;br /&gt;
**Every Essence Vallah has an ‘essence well’. This well determines how many times they might use their abilities and how much ‘essence’ is in their well is determined by how much they’ve fed.&lt;br /&gt;
***Each Essence Vallah requires a minimum of 5 essence, but they have an essence well maximum of 15 that completely drains by the end of the 2 OOC weeks. Should they use all 15 before the 2 OOC weeks are up, they will suffer from the effects of essence starvation.&lt;br /&gt;
*Essence Vallah cannot feed to heal injuries or limbs as they do not partake of flesh or blood. &lt;br /&gt;
*Essence Vallahs are more agile during the night, in dark houses, caves, or within the radius of a moonstone.&lt;br /&gt;
**All Essence Vallah have rank A+ speed and rank C strength during the night. During the day, their original speed and strength rank pre-vallahism return. These ranks are fixed to this regardless of other influences.&lt;br /&gt;
***During the night, essence vallahs do not gain additional hitpoints. Conversely during the day, they also do not lose any hitpoints either.&lt;br /&gt;
*Essence Vallahs have reptilian, white-colored eyes with black sclera at all hours. &lt;br /&gt;
**Essence exhaustion lowers their maximum hitpoints by -20, to a minimum of 1, but they become able to cast their essence abilities at the cost of aging themselves by that many years instead.&lt;br /&gt;
*Essence Vallah are weaker in stature than other Greater Vallah, but their curse seems to make up for this with four special and unnatural abilities. These abilities each cost essence from their essence well to use and can only be used at night or in caves.&lt;br /&gt;
**Blink | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah shifts the position of their soul, dragging their physical body with it to another location they can see within 6 meters (blocks).&lt;br /&gt;
**Claws of Essence | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah can summon incorporeal talons to their fingertips. These claws do not do any physical damage but can harm incorporeal beings. They go through armor, and if they hit a corporeal being, it drains the target of 2 points of essence and gives it to the Greater Vallah. This can only be used once on a target every 10 turns.&lt;br /&gt;
**Essence Bomb | 3 Points of Essence&lt;br /&gt;
***The Essence Vallah creates a sphere of concentrated essence and launches it at a specified area within 8 meters. The essence then explodes in a 3x3x3 meter area, dealing mild [2d6] curse damage in the area. Those standing within must make a resistance roll to mitigate the damage (DC WIP).&lt;br /&gt;
**Sanguine Cloud | 5 Points of Essence&lt;br /&gt;
***The Essence Vallah commits a circular area 5 meters in width and length and 2 meters high, causing a cloud of red, sanguine smoke to flood the area. Anyone within this sanguine cloud or walks into it for the first time, or ends their turn there that breathes must make a roll to resist the effects of the cloud (DC WIP). On a successful roll, nothing occurs and they resist its effects. On a failure, the afflicted become [[Status Effects|hexed]], and are unable to stop themselves from entering a bloody rage and attacking the closest person in their line of sight. Every turn the afflicted makes the same roll to resist, but the DC gets lower by 1 until it breaks, to a maximum of 5 turns.&lt;br /&gt;
&lt;br /&gt;
WE WORKIN PAST THIS POINT DOG DONT EXPECT MUCH&lt;br /&gt;
&lt;br /&gt;
==Path of Savagery==&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Have all the mechanics of an Original Greater Vallah unless stated otherwise. &lt;br /&gt;
*Savage Greater Vallahs have nails as tough as steel that can be extended.&lt;br /&gt;
*Savage Greater Vallah have more intense features that prove their Greater Vallahism, that being ashen skin, pointed ears, sharp features, and other bat-like facial features. &lt;br /&gt;
**They also tend to be more savage or barbaric, desiring blood and flesh more often than the standard Greater Vallah.&lt;br /&gt;
**Savage Greater Vallah do not have a coagulant or pain-reliever in their incisors as other Vallah, all of their teeth are sharper, particularly the teeth on either side of the fangs. &lt;br /&gt;
**They also have their fangs out at all times and cannot retract them at any time.&lt;br /&gt;
*Savage Greater Vallahs suffer extreme effects in the sunlight to the point their skin and flesh begin to burn under its direct rays. After ten emotes of being in direct sunlight consecutively, they will be rendered to ash. &lt;br /&gt;
**Turn 1: First-degree in the area affected.&lt;br /&gt;
**Turn 5: Second-degree burns in the area affected. &lt;br /&gt;
**Turn 8: Third-degree burns in the area affected.&lt;br /&gt;
**Turn 10: Reduced to ash.&lt;br /&gt;
***This can be circumvented using Moonstones or being in thick shade such as in dense jungles or inside a house. Moonstones do not give them their nightly boons.&lt;br /&gt;
*Savage Greater Vallahs require blood and/or flesh feeding once every one OOC week. If a vallah feeds, they do not turn to ash in the sun, but they will gain up to second-degree burns and continued irritation and pain as long as in sunlight. &lt;br /&gt;
*Savage Greater Vallah can heal major limbs by drinking 2 pints of blood per severe injury. It takes 1 round to drink one pint of blood. These wounds will heal over a period of 12 OOC hours per severe injury. &lt;br /&gt;
**Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light.&lt;br /&gt;
**Savage Greater Vallahs have Tier Seven Strength and Tier Five Speed.&lt;br /&gt;
*Savage Greater Vallahs have reptilian, crimson-colored eyes and black sclera at all hours. &lt;br /&gt;
&lt;br /&gt;
==Vallah Lords==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[NPC Only Acquisition prevents acquiring this trait.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vallah Lord:&lt;br /&gt;
*Vallah Lords have a black iris.&lt;br /&gt;
*Vallah Lords have all the traits that their Greater Vallah path has unless they conflict with the ones listed here.&lt;br /&gt;
*Vallah Lords when exposed to the moonlight appear as vicious creatures. Their skin turns grey and shrinks to their face and skin as their vampiric features become more prominent.&lt;br /&gt;
*Vallah Lords do not need to feed, the curse having become utterly soul-based.&lt;br /&gt;
*Vallah Lords are not affected by the Sun.&lt;br /&gt;
*Vallah Lords each have a suite of 3 special effects that have mutated from their ascended form unique to them and only them. This varies wildly between each Vallah Lord, but its effects are quite powerful.&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
*Small Races: Eight Pints / Twelve Essence&lt;br /&gt;
**Dwarves&lt;br /&gt;
**Halflings&lt;br /&gt;
**Draxgar (Small)&lt;br /&gt;
**Skrayln&lt;br /&gt;
**Goblins&lt;br /&gt;
*Medium Races: Ten Pints / Fifteen Essence&lt;br /&gt;
**Humans&lt;br /&gt;
**Elves&lt;br /&gt;
**Half-Elves&lt;br /&gt;
**Half-Mer&lt;br /&gt;
**Danakov&lt;br /&gt;
**Satyr&lt;br /&gt;
**Aervan&lt;br /&gt;
**Leonin&lt;br /&gt;
**Syrien&lt;br /&gt;
**Dryads&lt;br /&gt;
**Shifters&lt;br /&gt;
**Fey&lt;br /&gt;
*Large Races: Twelve Pints / Twenty Essence&lt;br /&gt;
**Orcs&lt;br /&gt;
**Centaurs&lt;br /&gt;
**Draxgar (Large)&lt;br /&gt;
**Half-Orcs&lt;br /&gt;
&lt;br /&gt;
Vallah drinks around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 round to drink half a pint of blood. It also takes 1 round to drain 3 points of essence from a person. Varying degrees of effects occur depending on how much blood is drained and can be found in the [[Races Blood &amp;amp; Essence Chart]].&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2499</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2499"/>
		<updated>2025-10-24T19:48:07Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Build-A-Bat Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || -4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || -4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful.  || -2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || -2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || -1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ ====Neutral Traits====&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || +1/+2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/+1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || +1/+2&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
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| Example || Example || Example&lt;br /&gt;
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| Example || Example || Example&lt;br /&gt;
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| Example || Example || Example&lt;br /&gt;
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| Example || Example || Example&lt;br /&gt;
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| Example || Example || Example&lt;br /&gt;
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| Example || Example || Example&lt;br /&gt;
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| Example || Example || Example&lt;br /&gt;
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| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || +4/+5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || +3/+4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || +1/+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Path of the Originals==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Are immortal and do not age past the point of adulthood.&lt;br /&gt;
*Have canines that grow two times their usual length at will.&lt;br /&gt;
*Greater Vallahs have black blood.&lt;br /&gt;
*Greater Vallah suffer harsh effects in the sun, increased compared to Lesser Vallah. During the day, their speed and strength are reduced by three ranks, to a minimum of rank E.&lt;br /&gt;
*Greater Vallahs require blood and/or flesh feeding once every two OOC weeks. If a Greater Vallah feeds, the above effect of crippling sunlight is reduced by one during the day. They must feed on a player character.&lt;br /&gt;
*Greater Vallahs have the ability to climb surfaces and stick to them. This grants them greater upward mobility on usually unclimbable surfaces.&lt;br /&gt;
*During the night, Greater Vallah are not vulnerable to the standard vulnerabilities of a regular Vallah. Instead, they are treated as a normal person would. This can be circumvented by lighting an area with *Sunstones, but this will not inflict the sunlight debuff, merely disabling their nighttime abilities.&lt;br /&gt;
*Greater Vallah can heal major limbs by drinking 3 pints per limb lost. It takes 1 round to drink half a pint. These wounds will heal over a period of a day per severe injury.&lt;br /&gt;
*Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light or if within the radius of a moonstone.&lt;br /&gt;
*All Original Greater Vallah have rank A speed and strength, and it is fixed to this regardless of other influences.&lt;br /&gt;
*Greater Vallahs have reptilian, amber-colored eyes at all hours.&lt;br /&gt;
*During the night, greater vallah have an increased 15 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -5 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by -25, to a minimum of 1, but increases their speed and strength ranks by 2.&lt;br /&gt;
&lt;br /&gt;
==Path of Essence==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Essence Vallahs have black blood.&lt;br /&gt;
*Essence Vallah appear much like a standard Greater Vallah but they do not have fangs or claws.&lt;br /&gt;
*Essence Vallah do not feed as other Vallah do. Instead, they set their hand on a target and begin draining them of their energy or in other words, their ‘essence’. Every person has essence and as it’s drained, it has similar symptoms to being drained of blood. An Essence Vallah must feed once every two OOC weeks. They must feed on a player character.&lt;br /&gt;
**Every Essence Vallah has an ‘essence well’. This well determines how many times they might use their abilities and how much ‘essence’ is in their well is determined by how much they’ve fed.&lt;br /&gt;
***Each Essence Vallah requires a minimum of 5 essence, but they have an essence well maximum of 15 that completely drains by the end of the 2 OOC weeks. Should they use all 15 before the 2 OOC weeks are up, they will suffer from the effects of essence starvation.&lt;br /&gt;
*Essence Vallah cannot feed to heal injuries or limbs as they do not partake of flesh or blood. &lt;br /&gt;
*Essence Vallahs are more agile during the night, in dark houses, caves, or within the radius of a moonstone.&lt;br /&gt;
**All Essence Vallah have rank A+ speed and rank C strength during the night. During the day, their original speed and strength rank pre-vallahism return. These ranks are fixed to this regardless of other influences.&lt;br /&gt;
***During the night, essence vallahs do not gain additional hitpoints. Conversely during the day, they also do not lose any hitpoints either.&lt;br /&gt;
*Essence Vallahs have reptilian, white-colored eyes with black sclera at all hours. &lt;br /&gt;
**Essence exhaustion lowers their maximum hitpoints by -20, to a minimum of 1, but they become able to cast their essence abilities at the cost of aging themselves by that many years instead.&lt;br /&gt;
*Essence Vallah are weaker in stature than other Greater Vallah, but their curse seems to make up for this with four special and unnatural abilities. These abilities each cost essence from their essence well to use and can only be used at night or in caves.&lt;br /&gt;
**Blink | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah shifts the position of their soul, dragging their physical body with it to another location they can see within 6 meters (blocks).&lt;br /&gt;
**Claws of Essence | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah can summon incorporeal talons to their fingertips. These claws do not do any physical damage but can harm incorporeal beings. They go through armor, and if they hit a corporeal being, it drains the target of 2 points of essence and gives it to the Greater Vallah. This can only be used once on a target every 10 turns.&lt;br /&gt;
**Essence Bomb | 3 Points of Essence&lt;br /&gt;
***The Essence Vallah creates a sphere of concentrated essence and launches it at a specified area within 8 meters. The essence then explodes in a 3x3x3 meter area, dealing mild [2d6] curse damage in the area. Those standing within must make a resistance roll to mitigate the damage (DC WIP).&lt;br /&gt;
**Sanguine Cloud | 5 Points of Essence&lt;br /&gt;
***The Essence Vallah commits a circular area 5 meters in width and length and 2 meters high, causing a cloud of red, sanguine smoke to flood the area. Anyone within this sanguine cloud or walks into it for the first time, or ends their turn there that breathes must make a roll to resist the effects of the cloud (DC WIP). On a successful roll, nothing occurs and they resist its effects. On a failure, the afflicted become [[Status Effects|hexed]], and are unable to stop themselves from entering a bloody rage and attacking the closest person in their line of sight. Every turn the afflicted makes the same roll to resist, but the DC gets lower by 1 until it breaks, to a maximum of 5 turns.&lt;br /&gt;
&lt;br /&gt;
WE WORKIN PAST THIS POINT DOG DONT EXPECT MUCH&lt;br /&gt;
&lt;br /&gt;
==Path of Savagery==&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Have all the mechanics of an Original Greater Vallah unless stated otherwise. &lt;br /&gt;
*Savage Greater Vallahs have nails as tough as steel that can be extended.&lt;br /&gt;
*Savage Greater Vallah have more intense features that prove their Greater Vallahism, that being ashen skin, pointed ears, sharp features, and other bat-like facial features. &lt;br /&gt;
**They also tend to be more savage or barbaric, desiring blood and flesh more often than the standard Greater Vallah.&lt;br /&gt;
**Savage Greater Vallah do not have a coagulant or pain-reliever in their incisors as other Vallah, all of their teeth are sharper, particularly the teeth on either side of the fangs. &lt;br /&gt;
**They also have their fangs out at all times and cannot retract them at any time.&lt;br /&gt;
*Savage Greater Vallahs suffer extreme effects in the sunlight to the point their skin and flesh begin to burn under its direct rays. After ten emotes of being in direct sunlight consecutively, they will be rendered to ash. &lt;br /&gt;
**Turn 1: First-degree in the area affected.&lt;br /&gt;
**Turn 5: Second-degree burns in the area affected. &lt;br /&gt;
**Turn 8: Third-degree burns in the area affected.&lt;br /&gt;
**Turn 10: Reduced to ash.&lt;br /&gt;
***This can be circumvented using Moonstones or being in thick shade such as in dense jungles or inside a house. Moonstones do not give them their nightly boons.&lt;br /&gt;
*Savage Greater Vallahs require blood and/or flesh feeding once every one OOC week. If a vallah feeds, they do not turn to ash in the sun, but they will gain up to second-degree burns and continued irritation and pain as long as in sunlight. &lt;br /&gt;
*Savage Greater Vallah can heal major limbs by drinking 2 pints of blood per severe injury. It takes 1 round to drink one pint of blood. These wounds will heal over a period of 12 OOC hours per severe injury. &lt;br /&gt;
**Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light.&lt;br /&gt;
**Savage Greater Vallahs have Tier Seven Strength and Tier Five Speed.&lt;br /&gt;
*Savage Greater Vallahs have reptilian, crimson-colored eyes and black sclera at all hours. &lt;br /&gt;
&lt;br /&gt;
==Vallah Lords==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[NPC Only Acquisition prevents acquiring this trait.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vallah Lord:&lt;br /&gt;
*Vallah Lords have a black iris.&lt;br /&gt;
*Vallah Lords have all the traits that their Greater Vallah path has unless they conflict with the ones listed here.&lt;br /&gt;
*Vallah Lords when exposed to the moonlight appear as vicious creatures. Their skin turns grey and shrinks to their face and skin as their vampiric features become more prominent.&lt;br /&gt;
*Vallah Lords do not need to feed, the curse having become utterly soul-based.&lt;br /&gt;
*Vallah Lords are not affected by the Sun.&lt;br /&gt;
*Vallah Lords each have a suite of 3 special effects that have mutated from their ascended form unique to them and only them. This varies wildly between each Vallah Lord, but its effects are quite powerful.&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
*Small Races: Eight Pints / Twelve Essence&lt;br /&gt;
**Dwarves&lt;br /&gt;
**Halflings&lt;br /&gt;
**Draxgar (Small)&lt;br /&gt;
**Skrayln&lt;br /&gt;
**Goblins&lt;br /&gt;
*Medium Races: Ten Pints / Fifteen Essence&lt;br /&gt;
**Humans&lt;br /&gt;
**Elves&lt;br /&gt;
**Half-Elves&lt;br /&gt;
**Half-Mer&lt;br /&gt;
**Danakov&lt;br /&gt;
**Satyr&lt;br /&gt;
**Aervan&lt;br /&gt;
**Leonin&lt;br /&gt;
**Syrien&lt;br /&gt;
**Dryads&lt;br /&gt;
**Shifters&lt;br /&gt;
**Fey&lt;br /&gt;
*Large Races: Twelve Pints / Twenty Essence&lt;br /&gt;
**Orcs&lt;br /&gt;
**Centaurs&lt;br /&gt;
**Draxgar (Large)&lt;br /&gt;
**Half-Orcs&lt;br /&gt;
&lt;br /&gt;
Vallah drinks around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 round to drink half a pint of blood. It also takes 1 round to drain 3 points of essence from a person. Varying degrees of effects occur depending on how much blood is drained and can be found in the [[Races Blood &amp;amp; Essence Chart]].&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2498</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2498"/>
		<updated>2025-10-24T19:47:40Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Build-A-Bat Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || -4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || -4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful.  || -2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || -2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || -1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Neutral Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || +1/+2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/+1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Stygian Immortality || The vallah no longer ages at all, and for an additional cost, age affecting spells do not affect them barring extremely high powered abilities. || +1/+2&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || +4/+5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || +3/+4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || +1/+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Path of the Originals==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Are immortal and do not age past the point of adulthood.&lt;br /&gt;
*Have canines that grow two times their usual length at will.&lt;br /&gt;
*Greater Vallahs have black blood.&lt;br /&gt;
*Greater Vallah suffer harsh effects in the sun, increased compared to Lesser Vallah. During the day, their speed and strength are reduced by three ranks, to a minimum of rank E.&lt;br /&gt;
*Greater Vallahs require blood and/or flesh feeding once every two OOC weeks. If a Greater Vallah feeds, the above effect of crippling sunlight is reduced by one during the day. They must feed on a player character.&lt;br /&gt;
*Greater Vallahs have the ability to climb surfaces and stick to them. This grants them greater upward mobility on usually unclimbable surfaces.&lt;br /&gt;
*During the night, Greater Vallah are not vulnerable to the standard vulnerabilities of a regular Vallah. Instead, they are treated as a normal person would. This can be circumvented by lighting an area with *Sunstones, but this will not inflict the sunlight debuff, merely disabling their nighttime abilities.&lt;br /&gt;
*Greater Vallah can heal major limbs by drinking 3 pints per limb lost. It takes 1 round to drink half a pint. These wounds will heal over a period of a day per severe injury.&lt;br /&gt;
*Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light or if within the radius of a moonstone.&lt;br /&gt;
*All Original Greater Vallah have rank A speed and strength, and it is fixed to this regardless of other influences.&lt;br /&gt;
*Greater Vallahs have reptilian, amber-colored eyes at all hours.&lt;br /&gt;
*During the night, greater vallah have an increased 15 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -5 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by -25, to a minimum of 1, but increases their speed and strength ranks by 2.&lt;br /&gt;
&lt;br /&gt;
==Path of Essence==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Essence Vallahs have black blood.&lt;br /&gt;
*Essence Vallah appear much like a standard Greater Vallah but they do not have fangs or claws.&lt;br /&gt;
*Essence Vallah do not feed as other Vallah do. Instead, they set their hand on a target and begin draining them of their energy or in other words, their ‘essence’. Every person has essence and as it’s drained, it has similar symptoms to being drained of blood. An Essence Vallah must feed once every two OOC weeks. They must feed on a player character.&lt;br /&gt;
**Every Essence Vallah has an ‘essence well’. This well determines how many times they might use their abilities and how much ‘essence’ is in their well is determined by how much they’ve fed.&lt;br /&gt;
***Each Essence Vallah requires a minimum of 5 essence, but they have an essence well maximum of 15 that completely drains by the end of the 2 OOC weeks. Should they use all 15 before the 2 OOC weeks are up, they will suffer from the effects of essence starvation.&lt;br /&gt;
*Essence Vallah cannot feed to heal injuries or limbs as they do not partake of flesh or blood. &lt;br /&gt;
*Essence Vallahs are more agile during the night, in dark houses, caves, or within the radius of a moonstone.&lt;br /&gt;
**All Essence Vallah have rank A+ speed and rank C strength during the night. During the day, their original speed and strength rank pre-vallahism return. These ranks are fixed to this regardless of other influences.&lt;br /&gt;
***During the night, essence vallahs do not gain additional hitpoints. Conversely during the day, they also do not lose any hitpoints either.&lt;br /&gt;
*Essence Vallahs have reptilian, white-colored eyes with black sclera at all hours. &lt;br /&gt;
**Essence exhaustion lowers their maximum hitpoints by -20, to a minimum of 1, but they become able to cast their essence abilities at the cost of aging themselves by that many years instead.&lt;br /&gt;
*Essence Vallah are weaker in stature than other Greater Vallah, but their curse seems to make up for this with four special and unnatural abilities. These abilities each cost essence from their essence well to use and can only be used at night or in caves.&lt;br /&gt;
**Blink | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah shifts the position of their soul, dragging their physical body with it to another location they can see within 6 meters (blocks).&lt;br /&gt;
**Claws of Essence | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah can summon incorporeal talons to their fingertips. These claws do not do any physical damage but can harm incorporeal beings. They go through armor, and if they hit a corporeal being, it drains the target of 2 points of essence and gives it to the Greater Vallah. This can only be used once on a target every 10 turns.&lt;br /&gt;
**Essence Bomb | 3 Points of Essence&lt;br /&gt;
***The Essence Vallah creates a sphere of concentrated essence and launches it at a specified area within 8 meters. The essence then explodes in a 3x3x3 meter area, dealing mild [2d6] curse damage in the area. Those standing within must make a resistance roll to mitigate the damage (DC WIP).&lt;br /&gt;
**Sanguine Cloud | 5 Points of Essence&lt;br /&gt;
***The Essence Vallah commits a circular area 5 meters in width and length and 2 meters high, causing a cloud of red, sanguine smoke to flood the area. Anyone within this sanguine cloud or walks into it for the first time, or ends their turn there that breathes must make a roll to resist the effects of the cloud (DC WIP). On a successful roll, nothing occurs and they resist its effects. On a failure, the afflicted become [[Status Effects|hexed]], and are unable to stop themselves from entering a bloody rage and attacking the closest person in their line of sight. Every turn the afflicted makes the same roll to resist, but the DC gets lower by 1 until it breaks, to a maximum of 5 turns.&lt;br /&gt;
&lt;br /&gt;
WE WORKIN PAST THIS POINT DOG DONT EXPECT MUCH&lt;br /&gt;
&lt;br /&gt;
==Path of Savagery==&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Have all the mechanics of an Original Greater Vallah unless stated otherwise. &lt;br /&gt;
*Savage Greater Vallahs have nails as tough as steel that can be extended.&lt;br /&gt;
*Savage Greater Vallah have more intense features that prove their Greater Vallahism, that being ashen skin, pointed ears, sharp features, and other bat-like facial features. &lt;br /&gt;
**They also tend to be more savage or barbaric, desiring blood and flesh more often than the standard Greater Vallah.&lt;br /&gt;
**Savage Greater Vallah do not have a coagulant or pain-reliever in their incisors as other Vallah, all of their teeth are sharper, particularly the teeth on either side of the fangs. &lt;br /&gt;
**They also have their fangs out at all times and cannot retract them at any time.&lt;br /&gt;
*Savage Greater Vallahs suffer extreme effects in the sunlight to the point their skin and flesh begin to burn under its direct rays. After ten emotes of being in direct sunlight consecutively, they will be rendered to ash. &lt;br /&gt;
**Turn 1: First-degree in the area affected.&lt;br /&gt;
**Turn 5: Second-degree burns in the area affected. &lt;br /&gt;
**Turn 8: Third-degree burns in the area affected.&lt;br /&gt;
**Turn 10: Reduced to ash.&lt;br /&gt;
***This can be circumvented using Moonstones or being in thick shade such as in dense jungles or inside a house. Moonstones do not give them their nightly boons.&lt;br /&gt;
*Savage Greater Vallahs require blood and/or flesh feeding once every one OOC week. If a vallah feeds, they do not turn to ash in the sun, but they will gain up to second-degree burns and continued irritation and pain as long as in sunlight. &lt;br /&gt;
*Savage Greater Vallah can heal major limbs by drinking 2 pints of blood per severe injury. It takes 1 round to drink one pint of blood. These wounds will heal over a period of 12 OOC hours per severe injury. &lt;br /&gt;
**Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light.&lt;br /&gt;
**Savage Greater Vallahs have Tier Seven Strength and Tier Five Speed.&lt;br /&gt;
*Savage Greater Vallahs have reptilian, crimson-colored eyes and black sclera at all hours. &lt;br /&gt;
&lt;br /&gt;
==Vallah Lords==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[NPC Only Acquisition prevents acquiring this trait.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vallah Lord:&lt;br /&gt;
*Vallah Lords have a black iris.&lt;br /&gt;
*Vallah Lords have all the traits that their Greater Vallah path has unless they conflict with the ones listed here.&lt;br /&gt;
*Vallah Lords when exposed to the moonlight appear as vicious creatures. Their skin turns grey and shrinks to their face and skin as their vampiric features become more prominent.&lt;br /&gt;
*Vallah Lords do not need to feed, the curse having become utterly soul-based.&lt;br /&gt;
*Vallah Lords are not affected by the Sun.&lt;br /&gt;
*Vallah Lords each have a suite of 3 special effects that have mutated from their ascended form unique to them and only them. This varies wildly between each Vallah Lord, but its effects are quite powerful.&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
*Small Races: Eight Pints / Twelve Essence&lt;br /&gt;
**Dwarves&lt;br /&gt;
**Halflings&lt;br /&gt;
**Draxgar (Small)&lt;br /&gt;
**Skrayln&lt;br /&gt;
**Goblins&lt;br /&gt;
*Medium Races: Ten Pints / Fifteen Essence&lt;br /&gt;
**Humans&lt;br /&gt;
**Elves&lt;br /&gt;
**Half-Elves&lt;br /&gt;
**Half-Mer&lt;br /&gt;
**Danakov&lt;br /&gt;
**Satyr&lt;br /&gt;
**Aervan&lt;br /&gt;
**Leonin&lt;br /&gt;
**Syrien&lt;br /&gt;
**Dryads&lt;br /&gt;
**Shifters&lt;br /&gt;
**Fey&lt;br /&gt;
*Large Races: Twelve Pints / Twenty Essence&lt;br /&gt;
**Orcs&lt;br /&gt;
**Centaurs&lt;br /&gt;
**Draxgar (Large)&lt;br /&gt;
**Half-Orcs&lt;br /&gt;
&lt;br /&gt;
Vallah drinks around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 round to drink half a pint of blood. It also takes 1 round to drain 3 points of essence from a person. Varying degrees of effects occur depending on how much blood is drained and can be found in the [[Races Blood &amp;amp; Essence Chart]].&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2497</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2497"/>
		<updated>2025-10-24T19:36:03Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Build-A-Bat Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || -4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || -4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful.  || -2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || -2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || -1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Neutral Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || +1/+2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. This includes retractable fangs. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/+1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
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| Example || Example || Example&lt;br /&gt;
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| Example || Example || Example&lt;br /&gt;
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| Example || Example || Example&lt;br /&gt;
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| Example || Example || Example&lt;br /&gt;
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| Example || Example || Example&lt;br /&gt;
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| Example || Example || Example&lt;br /&gt;
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| Example || Example || Example&lt;br /&gt;
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| Example || Example || Example&lt;br /&gt;
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| Example || Example || Example&lt;br /&gt;
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| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || +4/+5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || +3/+4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || +1/+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Path of the Originals==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Are immortal and do not age past the point of adulthood.&lt;br /&gt;
*Have canines that grow two times their usual length at will.&lt;br /&gt;
*Greater Vallahs have black blood.&lt;br /&gt;
*Greater Vallah suffer harsh effects in the sun, increased compared to Lesser Vallah. During the day, their speed and strength are reduced by three ranks, to a minimum of rank E.&lt;br /&gt;
*Greater Vallahs require blood and/or flesh feeding once every two OOC weeks. If a Greater Vallah feeds, the above effect of crippling sunlight is reduced by one during the day. They must feed on a player character.&lt;br /&gt;
*Greater Vallahs have the ability to climb surfaces and stick to them. This grants them greater upward mobility on usually unclimbable surfaces.&lt;br /&gt;
*During the night, Greater Vallah are not vulnerable to the standard vulnerabilities of a regular Vallah. Instead, they are treated as a normal person would. This can be circumvented by lighting an area with *Sunstones, but this will not inflict the sunlight debuff, merely disabling their nighttime abilities.&lt;br /&gt;
*Greater Vallah can heal major limbs by drinking 3 pints per limb lost. It takes 1 round to drink half a pint. These wounds will heal over a period of a day per severe injury.&lt;br /&gt;
*Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light or if within the radius of a moonstone.&lt;br /&gt;
*All Original Greater Vallah have rank A speed and strength, and it is fixed to this regardless of other influences.&lt;br /&gt;
*Greater Vallahs have reptilian, amber-colored eyes at all hours.&lt;br /&gt;
*During the night, greater vallah have an increased 15 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -5 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by -25, to a minimum of 1, but increases their speed and strength ranks by 2.&lt;br /&gt;
&lt;br /&gt;
==Path of Essence==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Essence Vallahs have black blood.&lt;br /&gt;
*Essence Vallah appear much like a standard Greater Vallah but they do not have fangs or claws.&lt;br /&gt;
*Essence Vallah do not feed as other Vallah do. Instead, they set their hand on a target and begin draining them of their energy or in other words, their ‘essence’. Every person has essence and as it’s drained, it has similar symptoms to being drained of blood. An Essence Vallah must feed once every two OOC weeks. They must feed on a player character.&lt;br /&gt;
**Every Essence Vallah has an ‘essence well’. This well determines how many times they might use their abilities and how much ‘essence’ is in their well is determined by how much they’ve fed.&lt;br /&gt;
***Each Essence Vallah requires a minimum of 5 essence, but they have an essence well maximum of 15 that completely drains by the end of the 2 OOC weeks. Should they use all 15 before the 2 OOC weeks are up, they will suffer from the effects of essence starvation.&lt;br /&gt;
*Essence Vallah cannot feed to heal injuries or limbs as they do not partake of flesh or blood. &lt;br /&gt;
*Essence Vallahs are more agile during the night, in dark houses, caves, or within the radius of a moonstone.&lt;br /&gt;
**All Essence Vallah have rank A+ speed and rank C strength during the night. During the day, their original speed and strength rank pre-vallahism return. These ranks are fixed to this regardless of other influences.&lt;br /&gt;
***During the night, essence vallahs do not gain additional hitpoints. Conversely during the day, they also do not lose any hitpoints either.&lt;br /&gt;
*Essence Vallahs have reptilian, white-colored eyes with black sclera at all hours. &lt;br /&gt;
**Essence exhaustion lowers their maximum hitpoints by -20, to a minimum of 1, but they become able to cast their essence abilities at the cost of aging themselves by that many years instead.&lt;br /&gt;
*Essence Vallah are weaker in stature than other Greater Vallah, but their curse seems to make up for this with four special and unnatural abilities. These abilities each cost essence from their essence well to use and can only be used at night or in caves.&lt;br /&gt;
**Blink | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah shifts the position of their soul, dragging their physical body with it to another location they can see within 6 meters (blocks).&lt;br /&gt;
**Claws of Essence | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah can summon incorporeal talons to their fingertips. These claws do not do any physical damage but can harm incorporeal beings. They go through armor, and if they hit a corporeal being, it drains the target of 2 points of essence and gives it to the Greater Vallah. This can only be used once on a target every 10 turns.&lt;br /&gt;
**Essence Bomb | 3 Points of Essence&lt;br /&gt;
***The Essence Vallah creates a sphere of concentrated essence and launches it at a specified area within 8 meters. The essence then explodes in a 3x3x3 meter area, dealing mild [2d6] curse damage in the area. Those standing within must make a resistance roll to mitigate the damage (DC WIP).&lt;br /&gt;
**Sanguine Cloud | 5 Points of Essence&lt;br /&gt;
***The Essence Vallah commits a circular area 5 meters in width and length and 2 meters high, causing a cloud of red, sanguine smoke to flood the area. Anyone within this sanguine cloud or walks into it for the first time, or ends their turn there that breathes must make a roll to resist the effects of the cloud (DC WIP). On a successful roll, nothing occurs and they resist its effects. On a failure, the afflicted become [[Status Effects|hexed]], and are unable to stop themselves from entering a bloody rage and attacking the closest person in their line of sight. Every turn the afflicted makes the same roll to resist, but the DC gets lower by 1 until it breaks, to a maximum of 5 turns.&lt;br /&gt;
&lt;br /&gt;
WE WORKIN PAST THIS POINT DOG DONT EXPECT MUCH&lt;br /&gt;
&lt;br /&gt;
==Path of Savagery==&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Have all the mechanics of an Original Greater Vallah unless stated otherwise. &lt;br /&gt;
*Savage Greater Vallahs have nails as tough as steel that can be extended.&lt;br /&gt;
*Savage Greater Vallah have more intense features that prove their Greater Vallahism, that being ashen skin, pointed ears, sharp features, and other bat-like facial features. &lt;br /&gt;
**They also tend to be more savage or barbaric, desiring blood and flesh more often than the standard Greater Vallah.&lt;br /&gt;
**Savage Greater Vallah do not have a coagulant or pain-reliever in their incisors as other Vallah, all of their teeth are sharper, particularly the teeth on either side of the fangs. &lt;br /&gt;
**They also have their fangs out at all times and cannot retract them at any time.&lt;br /&gt;
*Savage Greater Vallahs suffer extreme effects in the sunlight to the point their skin and flesh begin to burn under its direct rays. After ten emotes of being in direct sunlight consecutively, they will be rendered to ash. &lt;br /&gt;
**Turn 1: First-degree in the area affected.&lt;br /&gt;
**Turn 5: Second-degree burns in the area affected. &lt;br /&gt;
**Turn 8: Third-degree burns in the area affected.&lt;br /&gt;
**Turn 10: Reduced to ash.&lt;br /&gt;
***This can be circumvented using Moonstones or being in thick shade such as in dense jungles or inside a house. Moonstones do not give them their nightly boons.&lt;br /&gt;
*Savage Greater Vallahs require blood and/or flesh feeding once every one OOC week. If a vallah feeds, they do not turn to ash in the sun, but they will gain up to second-degree burns and continued irritation and pain as long as in sunlight. &lt;br /&gt;
*Savage Greater Vallah can heal major limbs by drinking 2 pints of blood per severe injury. It takes 1 round to drink one pint of blood. These wounds will heal over a period of 12 OOC hours per severe injury. &lt;br /&gt;
**Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light.&lt;br /&gt;
**Savage Greater Vallahs have Tier Seven Strength and Tier Five Speed.&lt;br /&gt;
*Savage Greater Vallahs have reptilian, crimson-colored eyes and black sclera at all hours. &lt;br /&gt;
&lt;br /&gt;
==Vallah Lords==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[NPC Only Acquisition prevents acquiring this trait.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vallah Lord:&lt;br /&gt;
*Vallah Lords have a black iris.&lt;br /&gt;
*Vallah Lords have all the traits that their Greater Vallah path has unless they conflict with the ones listed here.&lt;br /&gt;
*Vallah Lords when exposed to the moonlight appear as vicious creatures. Their skin turns grey and shrinks to their face and skin as their vampiric features become more prominent.&lt;br /&gt;
*Vallah Lords do not need to feed, the curse having become utterly soul-based.&lt;br /&gt;
*Vallah Lords are not affected by the Sun.&lt;br /&gt;
*Vallah Lords each have a suite of 3 special effects that have mutated from their ascended form unique to them and only them. This varies wildly between each Vallah Lord, but its effects are quite powerful.&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
*Small Races: Eight Pints / Twelve Essence&lt;br /&gt;
**Dwarves&lt;br /&gt;
**Halflings&lt;br /&gt;
**Draxgar (Small)&lt;br /&gt;
**Skrayln&lt;br /&gt;
**Goblins&lt;br /&gt;
*Medium Races: Ten Pints / Fifteen Essence&lt;br /&gt;
**Humans&lt;br /&gt;
**Elves&lt;br /&gt;
**Half-Elves&lt;br /&gt;
**Half-Mer&lt;br /&gt;
**Danakov&lt;br /&gt;
**Satyr&lt;br /&gt;
**Aervan&lt;br /&gt;
**Leonin&lt;br /&gt;
**Syrien&lt;br /&gt;
**Dryads&lt;br /&gt;
**Shifters&lt;br /&gt;
**Fey&lt;br /&gt;
*Large Races: Twelve Pints / Twenty Essence&lt;br /&gt;
**Orcs&lt;br /&gt;
**Centaurs&lt;br /&gt;
**Draxgar (Large)&lt;br /&gt;
**Half-Orcs&lt;br /&gt;
&lt;br /&gt;
Vallah drinks around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 round to drink half a pint of blood. It also takes 1 round to drain 3 points of essence from a person. Varying degrees of effects occur depending on how much blood is drained and can be found in the [[Races Blood &amp;amp; Essence Chart]].&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2496</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2496"/>
		<updated>2025-10-24T19:35:32Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* General Mechanics */&lt;/p&gt;
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&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause.]&lt;br /&gt;
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Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
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==Origin of Trait==&lt;br /&gt;
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The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
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==Acquisition==&lt;br /&gt;
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Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
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==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
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&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
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The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
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&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
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The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
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&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
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The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
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&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
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The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
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&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
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The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
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&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
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The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
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&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
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The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
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&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
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All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
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==Physical Changes==&lt;br /&gt;
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Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
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Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
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Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
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Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
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==Mental Changes==&lt;br /&gt;
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Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
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Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
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Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
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==Blood Starvation==&lt;br /&gt;
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The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
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==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah cannot see their reflection in mirrors.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
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==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer.&lt;br /&gt;
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Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
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Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
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Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
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===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
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! Name !! Description !! Cost&lt;br /&gt;
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| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. || -5&lt;br /&gt;
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| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || -5&lt;br /&gt;
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| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || -5&lt;br /&gt;
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| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || -5&lt;br /&gt;
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| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. || -4&lt;br /&gt;
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| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || -4&lt;br /&gt;
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| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || -4&lt;br /&gt;
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| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || -4&lt;br /&gt;
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| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. || -3&lt;br /&gt;
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| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || -3&lt;br /&gt;
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| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || -3&lt;br /&gt;
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| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || -3&lt;br /&gt;
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| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || -2&lt;br /&gt;
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| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || -2&lt;br /&gt;
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| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful.  || -2&lt;br /&gt;
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| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || -2&lt;br /&gt;
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| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. || -1&lt;br /&gt;
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| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || -1&lt;br /&gt;
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| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || -1&lt;br /&gt;
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| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || -1&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Neutral Traits&lt;br /&gt;
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! Name !! Description !! Cost&lt;br /&gt;
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| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || +1/+2&lt;br /&gt;
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| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/+1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. || +1&lt;br /&gt;
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| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || +2&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || +4/+5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || +3/+4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || +1/+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Path of the Originals==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Are immortal and do not age past the point of adulthood.&lt;br /&gt;
*Have canines that grow two times their usual length at will.&lt;br /&gt;
*Greater Vallahs have black blood.&lt;br /&gt;
*Greater Vallah suffer harsh effects in the sun, increased compared to Lesser Vallah. During the day, their speed and strength are reduced by three ranks, to a minimum of rank E.&lt;br /&gt;
*Greater Vallahs require blood and/or flesh feeding once every two OOC weeks. If a Greater Vallah feeds, the above effect of crippling sunlight is reduced by one during the day. They must feed on a player character.&lt;br /&gt;
*Greater Vallahs have the ability to climb surfaces and stick to them. This grants them greater upward mobility on usually unclimbable surfaces.&lt;br /&gt;
*During the night, Greater Vallah are not vulnerable to the standard vulnerabilities of a regular Vallah. Instead, they are treated as a normal person would. This can be circumvented by lighting an area with *Sunstones, but this will not inflict the sunlight debuff, merely disabling their nighttime abilities.&lt;br /&gt;
*Greater Vallah can heal major limbs by drinking 3 pints per limb lost. It takes 1 round to drink half a pint. These wounds will heal over a period of a day per severe injury.&lt;br /&gt;
*Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light or if within the radius of a moonstone.&lt;br /&gt;
*All Original Greater Vallah have rank A speed and strength, and it is fixed to this regardless of other influences.&lt;br /&gt;
*Greater Vallahs have reptilian, amber-colored eyes at all hours.&lt;br /&gt;
*During the night, greater vallah have an increased 15 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -5 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by -25, to a minimum of 1, but increases their speed and strength ranks by 2.&lt;br /&gt;
&lt;br /&gt;
==Path of Essence==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Essence Vallahs have black blood.&lt;br /&gt;
*Essence Vallah appear much like a standard Greater Vallah but they do not have fangs or claws.&lt;br /&gt;
*Essence Vallah do not feed as other Vallah do. Instead, they set their hand on a target and begin draining them of their energy or in other words, their ‘essence’. Every person has essence and as it’s drained, it has similar symptoms to being drained of blood. An Essence Vallah must feed once every two OOC weeks. They must feed on a player character.&lt;br /&gt;
**Every Essence Vallah has an ‘essence well’. This well determines how many times they might use their abilities and how much ‘essence’ is in their well is determined by how much they’ve fed.&lt;br /&gt;
***Each Essence Vallah requires a minimum of 5 essence, but they have an essence well maximum of 15 that completely drains by the end of the 2 OOC weeks. Should they use all 15 before the 2 OOC weeks are up, they will suffer from the effects of essence starvation.&lt;br /&gt;
*Essence Vallah cannot feed to heal injuries or limbs as they do not partake of flesh or blood. &lt;br /&gt;
*Essence Vallahs are more agile during the night, in dark houses, caves, or within the radius of a moonstone.&lt;br /&gt;
**All Essence Vallah have rank A+ speed and rank C strength during the night. During the day, their original speed and strength rank pre-vallahism return. These ranks are fixed to this regardless of other influences.&lt;br /&gt;
***During the night, essence vallahs do not gain additional hitpoints. Conversely during the day, they also do not lose any hitpoints either.&lt;br /&gt;
*Essence Vallahs have reptilian, white-colored eyes with black sclera at all hours. &lt;br /&gt;
**Essence exhaustion lowers their maximum hitpoints by -20, to a minimum of 1, but they become able to cast their essence abilities at the cost of aging themselves by that many years instead.&lt;br /&gt;
*Essence Vallah are weaker in stature than other Greater Vallah, but their curse seems to make up for this with four special and unnatural abilities. These abilities each cost essence from their essence well to use and can only be used at night or in caves.&lt;br /&gt;
**Blink | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah shifts the position of their soul, dragging their physical body with it to another location they can see within 6 meters (blocks).&lt;br /&gt;
**Claws of Essence | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah can summon incorporeal talons to their fingertips. These claws do not do any physical damage but can harm incorporeal beings. They go through armor, and if they hit a corporeal being, it drains the target of 2 points of essence and gives it to the Greater Vallah. This can only be used once on a target every 10 turns.&lt;br /&gt;
**Essence Bomb | 3 Points of Essence&lt;br /&gt;
***The Essence Vallah creates a sphere of concentrated essence and launches it at a specified area within 8 meters. The essence then explodes in a 3x3x3 meter area, dealing mild [2d6] curse damage in the area. Those standing within must make a resistance roll to mitigate the damage (DC WIP).&lt;br /&gt;
**Sanguine Cloud | 5 Points of Essence&lt;br /&gt;
***The Essence Vallah commits a circular area 5 meters in width and length and 2 meters high, causing a cloud of red, sanguine smoke to flood the area. Anyone within this sanguine cloud or walks into it for the first time, or ends their turn there that breathes must make a roll to resist the effects of the cloud (DC WIP). On a successful roll, nothing occurs and they resist its effects. On a failure, the afflicted become [[Status Effects|hexed]], and are unable to stop themselves from entering a bloody rage and attacking the closest person in their line of sight. Every turn the afflicted makes the same roll to resist, but the DC gets lower by 1 until it breaks, to a maximum of 5 turns.&lt;br /&gt;
&lt;br /&gt;
WE WORKIN PAST THIS POINT DOG DONT EXPECT MUCH&lt;br /&gt;
&lt;br /&gt;
==Path of Savagery==&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Have all the mechanics of an Original Greater Vallah unless stated otherwise. &lt;br /&gt;
*Savage Greater Vallahs have nails as tough as steel that can be extended.&lt;br /&gt;
*Savage Greater Vallah have more intense features that prove their Greater Vallahism, that being ashen skin, pointed ears, sharp features, and other bat-like facial features. &lt;br /&gt;
**They also tend to be more savage or barbaric, desiring blood and flesh more often than the standard Greater Vallah.&lt;br /&gt;
**Savage Greater Vallah do not have a coagulant or pain-reliever in their incisors as other Vallah, all of their teeth are sharper, particularly the teeth on either side of the fangs. &lt;br /&gt;
**They also have their fangs out at all times and cannot retract them at any time.&lt;br /&gt;
*Savage Greater Vallahs suffer extreme effects in the sunlight to the point their skin and flesh begin to burn under its direct rays. After ten emotes of being in direct sunlight consecutively, they will be rendered to ash. &lt;br /&gt;
**Turn 1: First-degree in the area affected.&lt;br /&gt;
**Turn 5: Second-degree burns in the area affected. &lt;br /&gt;
**Turn 8: Third-degree burns in the area affected.&lt;br /&gt;
**Turn 10: Reduced to ash.&lt;br /&gt;
***This can be circumvented using Moonstones or being in thick shade such as in dense jungles or inside a house. Moonstones do not give them their nightly boons.&lt;br /&gt;
*Savage Greater Vallahs require blood and/or flesh feeding once every one OOC week. If a vallah feeds, they do not turn to ash in the sun, but they will gain up to second-degree burns and continued irritation and pain as long as in sunlight. &lt;br /&gt;
*Savage Greater Vallah can heal major limbs by drinking 2 pints of blood per severe injury. It takes 1 round to drink one pint of blood. These wounds will heal over a period of 12 OOC hours per severe injury. &lt;br /&gt;
**Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light.&lt;br /&gt;
**Savage Greater Vallahs have Tier Seven Strength and Tier Five Speed.&lt;br /&gt;
*Savage Greater Vallahs have reptilian, crimson-colored eyes and black sclera at all hours. &lt;br /&gt;
&lt;br /&gt;
==Vallah Lords==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[NPC Only Acquisition prevents acquiring this trait.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vallah Lord:&lt;br /&gt;
*Vallah Lords have a black iris.&lt;br /&gt;
*Vallah Lords have all the traits that their Greater Vallah path has unless they conflict with the ones listed here.&lt;br /&gt;
*Vallah Lords when exposed to the moonlight appear as vicious creatures. Their skin turns grey and shrinks to their face and skin as their vampiric features become more prominent.&lt;br /&gt;
*Vallah Lords do not need to feed, the curse having become utterly soul-based.&lt;br /&gt;
*Vallah Lords are not affected by the Sun.&lt;br /&gt;
*Vallah Lords each have a suite of 3 special effects that have mutated from their ascended form unique to them and only them. This varies wildly between each Vallah Lord, but its effects are quite powerful.&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
*Small Races: Eight Pints / Twelve Essence&lt;br /&gt;
**Dwarves&lt;br /&gt;
**Halflings&lt;br /&gt;
**Draxgar (Small)&lt;br /&gt;
**Skrayln&lt;br /&gt;
**Goblins&lt;br /&gt;
*Medium Races: Ten Pints / Fifteen Essence&lt;br /&gt;
**Humans&lt;br /&gt;
**Elves&lt;br /&gt;
**Half-Elves&lt;br /&gt;
**Half-Mer&lt;br /&gt;
**Danakov&lt;br /&gt;
**Satyr&lt;br /&gt;
**Aervan&lt;br /&gt;
**Leonin&lt;br /&gt;
**Syrien&lt;br /&gt;
**Dryads&lt;br /&gt;
**Shifters&lt;br /&gt;
**Fey&lt;br /&gt;
*Large Races: Twelve Pints / Twenty Essence&lt;br /&gt;
**Orcs&lt;br /&gt;
**Centaurs&lt;br /&gt;
**Draxgar (Large)&lt;br /&gt;
**Half-Orcs&lt;br /&gt;
&lt;br /&gt;
Vallah drinks around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 round to drink half a pint of blood. It also takes 1 round to drain 3 points of essence from a person. Varying degrees of effects occur depending on how much blood is drained and can be found in the [[Races Blood &amp;amp; Essence Chart]].&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2495</id>
		<title>Vallahism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism&amp;diff=2495"/>
		<updated>2025-10-24T19:33:01Z</updated>

		<summary type="html">&lt;p&gt;Kyle1322: /* Build-A-Bat Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of [[Ombra]] finally did something which appalled [[Sol]] too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition Cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large and not the more unique cases.&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.&lt;br /&gt;
&lt;br /&gt;
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.&lt;br /&gt;
&lt;br /&gt;
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:&lt;br /&gt;
&lt;br /&gt;
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.&lt;br /&gt;
&lt;br /&gt;
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
The Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it&#039;s day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
*Vallah do not require food or water, but they can still partake in the consumption of it even though it isn&#039;t pleasant nor provides any benefits.&lt;br /&gt;
*Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.&lt;br /&gt;
*Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving [[silver]]. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.&lt;br /&gt;
*Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures (players) to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.&lt;br /&gt;
**Vallah cannot feed on other vallah to sustain the curse.&lt;br /&gt;
*The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.&lt;br /&gt;
*Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.&lt;br /&gt;
*Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).&lt;br /&gt;
*Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.&lt;br /&gt;
**Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.&lt;br /&gt;
*Vallah are resistant to curse damage.&lt;br /&gt;
&lt;br /&gt;
==Build-A-Bat==&lt;br /&gt;
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer.&lt;br /&gt;
&lt;br /&gt;
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.&lt;br /&gt;
*OOC Time: 0-3 Months Cursed&lt;br /&gt;
* 5 Base Points&lt;br /&gt;
&lt;br /&gt;
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.&lt;br /&gt;
*OOC Time: 4-7 Months Cursed&lt;br /&gt;
* 8 Base Points&lt;br /&gt;
&lt;br /&gt;
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.&lt;br /&gt;
*OOC Time: 8+ Months Cursed&lt;br /&gt;
* 10 Base Points&lt;br /&gt;
&lt;br /&gt;
===Build-A-Bat Traits===&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Negative Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Bane of the Sun || Being within sunlight, clothed or otherwise for more then 2 turns sets the character on fire, dealing half their HP in damage every turn they are exposed. Once below 5 HP, they die instantly and turn to ashes. The vallah are vulnerable to all types of damage while exposed to sunlight. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Insatiable || The vallah must feed every 3 OOC days, or enter blood starvation. They cannot gorge on animals nor use alternatives to delay or reset this effect, and it must be player characters only. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Immutable || (Greater Vallah Only) The vallah cannot adopt a bloodline or special mutation, and remains with the basic curse. Adopting a bloodline or special mutation makes this unavailable or revokes it. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Profanity || The vallah becomes vulnerable to all weaponry consisting of [[gold]] and [[copper]] alongside [[silver]], and any damage type dealt with them. They also become vulnerable to any damage dealt via the aura resource, and cannot enter holy grounds of any divine or consecrated areas without being obliterated if they stay longer than 3 turns. || -5&lt;br /&gt;
|-&lt;br /&gt;
| Sapping Glares || Sunlight gives disadvantage on all rolls while the vallah is exposed in any way. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Withering of Undeath || The vallah does not heal by mundane regeneration or alchemicals, and take double the time to recuperate from [[Healing and Injuries|magical scarring]]. They must rest in their coffin containing their home soil, regenerating 3 HP every 1 OOC hour they rest. This does not regenerate lethal wounds in time, nor does it regenerate lost limbs. || -4&lt;br /&gt;
|-&lt;br /&gt;
| Hydrophobic || The vallah takes 10 damage every turn they are immersed or doused in a body of liquid greater then a bathtub, and become vulnerable to frost damage.  || -4&lt;br /&gt;
|-&lt;br /&gt;
| Bane of Animals || Animals, including those of the night now actively avoid contact with the vallah and if approached closer then 5 blocks will attack them, regardless of personal bonds previously formed. If they are within 10 blocks of an animal, anyone else attempting to speak, get assistance or do anything else will fail automatically, including bonded and trained animals.  || -4&lt;br /&gt;
|-&lt;br /&gt;
| Disorienting Rays || The vallah cannot cast spells, use active abilities or concentrate while in sunlight. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Decrepit Regeneration || The vallah can only regenerate HP naturally within the same 24 OOC hours they have fed, and if magical healing is used, [[Healing and Injuries|magical scarring]] takes twice as long to wear off if they are healed outside of the 24 hour period. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Flammable Disposition || The vallah and the clothing they wear regardless of effect becomes flammable and seems to be difficult to remove when on them. Any form of flame, spark, hot ash or otherwise requires a full turn to remove from their person, and the Vallah is vulnerable to fire damage of any kind. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Flowing Fears || The vallah is incapable of crossing rivers, creeks or any form of actively moving bodies of water without assistance by either someone else or an object which prevents them from touching the water itself. Should they touch the water, they become stunned until they are removed from it, and can potentially drown. || -3&lt;br /&gt;
|-&lt;br /&gt;
| Aversion to Stakes || The vallah is vulnerable to all damage types while a stake-shaped object is embedded in them, regardless of where. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Sadistic || The normal numbing effect given to others during feeding is removed from the vallah, making feeding excruciatingly painful and triggering others fight or flight mechanisms while they are fed upon, potentially leading to complications during feeding. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Burning Blisters || The vallah loses -5 maximum hitpoints when exposed and in sunlight. Their actual hitpoints are not restored once they hide away again, but their maximum returns to normal. This is denoted by burning and ugly blisters on the skin after exposure that are rather painful.  || -2&lt;br /&gt;
|-&lt;br /&gt;
| Obsessive Counting || The vallah must stop and count if objects with numerical value are intentionally dropped on the floor. This also acts as a stun for a round in combat, preventing them from doing anything else for that turn. (This can only occur once every five turns). || -2&lt;br /&gt;
|-&lt;br /&gt;
| Migraine || Sunlight exposure causes drowsiness and moderate pain via headaches. This gives vallah a -1 to all rolls while within sunlight. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Polite Manners || The vallah is incapable of entering through entrances or doors that lead to someone&#039;s private property without their express consent. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Malignant Curse || The vallahs inherent resistance from curse damage is removed, making them take normal damage again. This also removes any permanent curse resistance from other sources. || -1&lt;br /&gt;
|-&lt;br /&gt;
| Particular Appetite || The vallahs body actively rejects any form of sustenance that isn&#039;t flesh or blood. Anything attempted to be drank, eaten, chewed or otherwise is immediately and violently ejected. This also stuns them for a turn if in combat. This includes any alchemical potions that do not contain blood or appropriate substitutes to emulate it specially made for vallah. || -1&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Neutral Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || +1/+2&lt;br /&gt;
|-&lt;br /&gt;
| Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/+1&lt;br /&gt;
|-&lt;br /&gt;
| Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Alternative Methods || The vallah does not require to feed directly on players in order to satiate themselves and may use NPC&#039;s instead, but require to feed from a player once every OOC month instead. This ability is mutually exclusive by any others that specifically mention feeding from player characters. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful Respite || The vallah may rest and sleep as a normal person would, and in normal conditions. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Arial Atrophy || The vallah has their permanent functional wings become atrophied so they may only glide with them, and while this trait is taken the vallah is completely unable to have them repaired or overwrite this trait. || -2&lt;br /&gt;
|-&lt;br /&gt;
| Silver-Backed Replacement || The vallah and others are capable of seeing themselves in the mirror once more. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Shadowed Communication || At the cost of 3 HP, vallah is capable of speaking to one creature of the night telepathically. The ability lasts 5 turns, and the vallah cannot understand or speak regular languages during this duration. It can be ended early for no cost. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Positive Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Vital Regeneration || The vallah is capable of healing their body by actively feeding on someone. For every half pint of blood taken, the vallah regenerates 5 HP. For every 2nd pint taken, they are able to heal a moderate, severe, lethal wound and an entire limb in scaling order on their body, though this does inflict magical scarring. Only player character blood can be used for this process, and it must be straight from their (living) bodies. It takes one turn to drink half a pint of blood. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Bloody Metamorphosis || Using all the available spare blood at their disposal, the vallah is capable of an act of extreme metamorphosis, using the essence of the curse itself to preform a few different actions. All of these actions cause the timer of needing to feed on player character blood to immediately become within the next OOC hour, or enter blood starvation. The vallah is capable using a reaction toward of a blow that will otherwise render them dead or unconscious and halve the damage, or leave them at 1 hp. This does not work against holy damage. The vallah is capable of growing bloody wings using an action that last 5 turns and fly at half their movement speed. The vallah is capable of creating a 3x3 wall of hardened blood spew from the ground that has 20HP within 8 blocks of them and absorbs any attacks that impact it. It is vulnerable to blunt and holy damage. This cannot be taken alongside Bane of Animals. || +5&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Strength || At the cost of 10 + 2 HP for every time it is used, the vallah is capable of choosing a person to fill with unholy power within 12 blocks. This can manifest in one of two ways: 5 temporary hitpoints that expire upon an extended rest, or an additional 1d6 points of curse damage on their next successful attack. This ability applies to the vallah in tandem with their target, and grants those who are not resistant to curse damage resistance until it expires. This trait cannot be picked with Malignant Curse. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Unholy Growth || The vallah gains one tier in strength and speed, and for an additional cost is considered one size larger then their race for the sake of their maximum hitpoints and can grow slightly beyond their races maximum height. This cannot bring them beyond rank A, nor beyond large size. || +4/+5&lt;br /&gt;
|-&lt;br /&gt;
| Bonded Familiar || The vallah can choose an animal or pet they are bonded to and mark them as their familiar, granting the familiar half their hitpoints in maximum HP, telepathic communication/commandment at any distance, and any positive bonuses in speed and strength ranks. They may also spend 8 HP to summon them to their side regardless of distance via teleportation, and it cannot be mentally manipulated or affected by other effects that would break this bond. They also deal an additional 1d4 curse damage with their attacks, and disappear when they die, needing 20 HP and 2 pints of fresh blood from feeding to be resurrected. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Lunar Reformation || While within moonlight, the vallah regenerates 2 HP per turn, and heals any wounds below moderate in 2 turns per wound, though this affects one wound at a time and does NOT cause magical scarring. || +4&lt;br /&gt;
|-&lt;br /&gt;
| Surface Deep || The vallah is capable of looking as if any sunlight exposure or abilities simply do not affect them, and their eye color is normal during the day. For an additional cost, they may even conceal their soul from appearing cursed. || +3/+4&lt;br /&gt;
|-&lt;br /&gt;
| Silence of the Dead || The vallah takes half damage from falling, and their footsteps and impacts (including melee weapons) are muffled during the night, giving them advantage on rolls to prevent being spotted. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Stalking Descent || The vallah has unmodifiable blood wings or shapes similar sprout from their back when they fall at a height that would otherwise inflict damage to them, allowing them to glide horizontally at a quarter of their movement speed while in the air rounded down, allowing descent at 2 to 5 blocks per turn at will. The wings, their appearance nor the flying itself emit any detectable sounds. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Conservative Drinker || The vallah may go up to two OOC weeks without needing to feed, and six additional days by gorging on animal blood. || +3&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Talons of the Night || The vallah grow extendable claws that allow them to wield a more powerful unarmed weapon that deals slashing damage. They have the durability of steel, and deal 1d6 slashing damage, or 1d8 curse damage if in direct moonlight. This ability grants those already with claws 1d4 curse damage instead in addition to their existing unarmed strike, but no other effects. For an additional cost, their claws can also deal 1d4 additional curse damage regardless of location or time of day. || +2/+3&lt;br /&gt;
|-&lt;br /&gt;
| Symphonic Pulsation || The vallah is able to spend a turn focusing on the heartbeats of those around them with high concentration by closing their eyes, activating this effect on the turn after they begin. This allows them to locate any and all active heartbeats and their exact locations within 12 blocks of themselves, regardless of cloaking or invisibility unless it directly suppresses their heartbeat or muffles/silences sounds. The vallah is still able to speak in this trance. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Fearful Hesitation || The vallah is able to use their primary action intimidating their opponent via direct eye contact and accursed trancing to give them disadvantage on their next attack roll, or halve the damage of their attack. This requires direct eye to eye contact, and has a DC of 10, with the defenders speed rank giving an appropriate bonus or debuff. This can only be used once every three turns, and if used on the same target gives them advantage to resist. If they fail once more, they become immune to its effects for 10 turns. Fauna ranked threatening or below have disadvantage on this effect, and inflicts the frightened condition if a critical failure. || +2&lt;br /&gt;
|-&lt;br /&gt;
| Nocturnal Vision || The vallahs darkvision becomes able to penetrate mana based magical darkness as long as they are not higher than tier 2 or other equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodhound || The vallah can track the scent of freshly spilt blood up to 10 blocks away up to 5 turns after it is spilt and on articles of clothing, but not the wounds themselves which spill them nor gauze or gauze-equivalents. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Resistance || The vallah does not lose any maximum hitpoints while it is daytime. This ability is mutually exclusive with Burning Blisters. || +1&lt;br /&gt;
|-&lt;br /&gt;
| Accursed Constitution || The vallah may become entirely immune to mundane diseases, and with an additional cost become immune to mundane poisons. Though they suffer the poisons other effects if it is considered lethal. || +1/+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Path of the Originals==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Are immortal and do not age past the point of adulthood.&lt;br /&gt;
*Have canines that grow two times their usual length at will.&lt;br /&gt;
*Greater Vallahs have black blood.&lt;br /&gt;
*Greater Vallah suffer harsh effects in the sun, increased compared to Lesser Vallah. During the day, their speed and strength are reduced by three ranks, to a minimum of rank E.&lt;br /&gt;
*Greater Vallahs require blood and/or flesh feeding once every two OOC weeks. If a Greater Vallah feeds, the above effect of crippling sunlight is reduced by one during the day. They must feed on a player character.&lt;br /&gt;
*Greater Vallahs have the ability to climb surfaces and stick to them. This grants them greater upward mobility on usually unclimbable surfaces.&lt;br /&gt;
*During the night, Greater Vallah are not vulnerable to the standard vulnerabilities of a regular Vallah. Instead, they are treated as a normal person would. This can be circumvented by lighting an area with *Sunstones, but this will not inflict the sunlight debuff, merely disabling their nighttime abilities.&lt;br /&gt;
*Greater Vallah can heal major limbs by drinking 3 pints per limb lost. It takes 1 round to drink half a pint. These wounds will heal over a period of a day per severe injury.&lt;br /&gt;
*Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light or if within the radius of a moonstone.&lt;br /&gt;
*All Original Greater Vallah have rank A speed and strength, and it is fixed to this regardless of other influences.&lt;br /&gt;
*Greater Vallahs have reptilian, amber-colored eyes at all hours.&lt;br /&gt;
*During the night, greater vallah have an increased 15 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -5 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by -25, to a minimum of 1, but increases their speed and strength ranks by 2.&lt;br /&gt;
&lt;br /&gt;
==Path of Essence==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Essence Vallahs have black blood.&lt;br /&gt;
*Essence Vallah appear much like a standard Greater Vallah but they do not have fangs or claws.&lt;br /&gt;
*Essence Vallah do not feed as other Vallah do. Instead, they set their hand on a target and begin draining them of their energy or in other words, their ‘essence’. Every person has essence and as it’s drained, it has similar symptoms to being drained of blood. An Essence Vallah must feed once every two OOC weeks. They must feed on a player character.&lt;br /&gt;
**Every Essence Vallah has an ‘essence well’. This well determines how many times they might use their abilities and how much ‘essence’ is in their well is determined by how much they’ve fed.&lt;br /&gt;
***Each Essence Vallah requires a minimum of 5 essence, but they have an essence well maximum of 15 that completely drains by the end of the 2 OOC weeks. Should they use all 15 before the 2 OOC weeks are up, they will suffer from the effects of essence starvation.&lt;br /&gt;
*Essence Vallah cannot feed to heal injuries or limbs as they do not partake of flesh or blood. &lt;br /&gt;
*Essence Vallahs are more agile during the night, in dark houses, caves, or within the radius of a moonstone.&lt;br /&gt;
**All Essence Vallah have rank A+ speed and rank C strength during the night. During the day, their original speed and strength rank pre-vallahism return. These ranks are fixed to this regardless of other influences.&lt;br /&gt;
***During the night, essence vallahs do not gain additional hitpoints. Conversely during the day, they also do not lose any hitpoints either.&lt;br /&gt;
*Essence Vallahs have reptilian, white-colored eyes with black sclera at all hours. &lt;br /&gt;
**Essence exhaustion lowers their maximum hitpoints by -20, to a minimum of 1, but they become able to cast their essence abilities at the cost of aging themselves by that many years instead.&lt;br /&gt;
*Essence Vallah are weaker in stature than other Greater Vallah, but their curse seems to make up for this with four special and unnatural abilities. These abilities each cost essence from their essence well to use and can only be used at night or in caves.&lt;br /&gt;
**Blink | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah shifts the position of their soul, dragging their physical body with it to another location they can see within 6 meters (blocks).&lt;br /&gt;
**Claws of Essence | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah can summon incorporeal talons to their fingertips. These claws do not do any physical damage but can harm incorporeal beings. They go through armor, and if they hit a corporeal being, it drains the target of 2 points of essence and gives it to the Greater Vallah. This can only be used once on a target every 10 turns.&lt;br /&gt;
**Essence Bomb | 3 Points of Essence&lt;br /&gt;
***The Essence Vallah creates a sphere of concentrated essence and launches it at a specified area within 8 meters. The essence then explodes in a 3x3x3 meter area, dealing mild [2d6] curse damage in the area. Those standing within must make a resistance roll to mitigate the damage (DC WIP).&lt;br /&gt;
**Sanguine Cloud | 5 Points of Essence&lt;br /&gt;
***The Essence Vallah commits a circular area 5 meters in width and length and 2 meters high, causing a cloud of red, sanguine smoke to flood the area. Anyone within this sanguine cloud or walks into it for the first time, or ends their turn there that breathes must make a roll to resist the effects of the cloud (DC WIP). On a successful roll, nothing occurs and they resist its effects. On a failure, the afflicted become [[Status Effects|hexed]], and are unable to stop themselves from entering a bloody rage and attacking the closest person in their line of sight. Every turn the afflicted makes the same roll to resist, but the DC gets lower by 1 until it breaks, to a maximum of 5 turns.&lt;br /&gt;
&lt;br /&gt;
WE WORKIN PAST THIS POINT DOG DONT EXPECT MUCH&lt;br /&gt;
&lt;br /&gt;
==Path of Savagery==&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Have all the mechanics of an Original Greater Vallah unless stated otherwise. &lt;br /&gt;
*Savage Greater Vallahs have nails as tough as steel that can be extended.&lt;br /&gt;
*Savage Greater Vallah have more intense features that prove their Greater Vallahism, that being ashen skin, pointed ears, sharp features, and other bat-like facial features. &lt;br /&gt;
**They also tend to be more savage or barbaric, desiring blood and flesh more often than the standard Greater Vallah.&lt;br /&gt;
**Savage Greater Vallah do not have a coagulant or pain-reliever in their incisors as other Vallah, all of their teeth are sharper, particularly the teeth on either side of the fangs. &lt;br /&gt;
**They also have their fangs out at all times and cannot retract them at any time.&lt;br /&gt;
*Savage Greater Vallahs suffer extreme effects in the sunlight to the point their skin and flesh begin to burn under its direct rays. After ten emotes of being in direct sunlight consecutively, they will be rendered to ash. &lt;br /&gt;
**Turn 1: First-degree in the area affected.&lt;br /&gt;
**Turn 5: Second-degree burns in the area affected. &lt;br /&gt;
**Turn 8: Third-degree burns in the area affected.&lt;br /&gt;
**Turn 10: Reduced to ash.&lt;br /&gt;
***This can be circumvented using Moonstones or being in thick shade such as in dense jungles or inside a house. Moonstones do not give them their nightly boons.&lt;br /&gt;
*Savage Greater Vallahs require blood and/or flesh feeding once every one OOC week. If a vallah feeds, they do not turn to ash in the sun, but they will gain up to second-degree burns and continued irritation and pain as long as in sunlight. &lt;br /&gt;
*Savage Greater Vallah can heal major limbs by drinking 2 pints of blood per severe injury. It takes 1 round to drink one pint of blood. These wounds will heal over a period of 12 OOC hours per severe injury. &lt;br /&gt;
**Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light.&lt;br /&gt;
**Savage Greater Vallahs have Tier Seven Strength and Tier Five Speed.&lt;br /&gt;
*Savage Greater Vallahs have reptilian, crimson-colored eyes and black sclera at all hours. &lt;br /&gt;
&lt;br /&gt;
==Vallah Lords==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[NPC Only Acquisition prevents acquiring this trait.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vallah Lord:&lt;br /&gt;
*Vallah Lords have a black iris.&lt;br /&gt;
*Vallah Lords have all the traits that their Greater Vallah path has unless they conflict with the ones listed here.&lt;br /&gt;
*Vallah Lords when exposed to the moonlight appear as vicious creatures. Their skin turns grey and shrinks to their face and skin as their vampiric features become more prominent.&lt;br /&gt;
*Vallah Lords do not need to feed, the curse having become utterly soul-based.&lt;br /&gt;
*Vallah Lords are not affected by the Sun.&lt;br /&gt;
*Vallah Lords each have a suite of 3 special effects that have mutated from their ascended form unique to them and only them. This varies wildly between each Vallah Lord, but its effects are quite powerful.&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
*Small Races: Eight Pints / Twelve Essence&lt;br /&gt;
**Dwarves&lt;br /&gt;
**Halflings&lt;br /&gt;
**Draxgar (Small)&lt;br /&gt;
**Skrayln&lt;br /&gt;
**Goblins&lt;br /&gt;
*Medium Races: Ten Pints / Fifteen Essence&lt;br /&gt;
**Humans&lt;br /&gt;
**Elves&lt;br /&gt;
**Half-Elves&lt;br /&gt;
**Half-Mer&lt;br /&gt;
**Danakov&lt;br /&gt;
**Satyr&lt;br /&gt;
**Aervan&lt;br /&gt;
**Leonin&lt;br /&gt;
**Syrien&lt;br /&gt;
**Dryads&lt;br /&gt;
**Shifters&lt;br /&gt;
**Fey&lt;br /&gt;
*Large Races: Twelve Pints / Twenty Essence&lt;br /&gt;
**Orcs&lt;br /&gt;
**Centaurs&lt;br /&gt;
**Draxgar (Large)&lt;br /&gt;
**Half-Orcs&lt;br /&gt;
&lt;br /&gt;
Vallah drinks around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 round to drink half a pint of blood. It also takes 1 round to drain 3 points of essence from a person. Varying degrees of effects occur depending on how much blood is drained and can be found in the [[Races Blood &amp;amp; Essence Chart]].&lt;br /&gt;
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[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Kyle1322</name></author>
	</entry>
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