Celeste

Celestes are beings that are dead, their souls taken away by a deity named Slagg. The creature collects pretty shiny souls and places them in his dream catcher in Ein which is a giant city of lost souls who were too heavy to dissipate from this world.

When a soul is strong enough and is located itself into the dream catcher they leave behind an empty shell who is allowed to stay in the town of Celestes. Roles of the Celeste generally dislike each other and have created guilds/mafias in order to fight over territory in this city. There are a select few places that are openly available for everyone however it is highly recommended to not wander into enemy class territory as you might get attacked or harmed without much of a warning. On Wednesdays and Sundays all territories have a truce and are able to wander into the other territories due to a ‘no violence’ treaty as long as they wear a mask to hide their faces and ultimately identity , in these days and in the neutral territory spots Celeste will team up in order to feed.

The husk will be allowed to go anywhere while they decide on a class for themselves, however if they stay as a husk for too long and cannot decide on a race people will start to get upset and pressure them to join a mafia regardless of their class. You cannot be trusted after all.

Celeste feed on beings who have ascended as gods, deities, or Arcaedra. These beings who ascend in power by consuming souls to be more specific. They use the power of their souls in order to sing beautiful enrapturing melodies that force souls out of a gods body in a weakened state. Feeding on these souls makes the entire class stronger by strengthening themselves, the reason they need to team up with other classes is because it is impossible to take down a god with one specialty alone. Celeste can sense and naturally feel a threatening god and can determine if that god was once a mortal. Although they are natural god eaters they do not need to eat to stay alive, or eat at all.

Kirantir Template (Tank)----------------------------------------------------------------

Kirantir have the weakest attack power in the entire universe, however they have the largest health pool and a plethora of defensive capabilities, and ability directions. They make great shields that can take a powerful hit from a god.

TEMPLATE:

Name: (Name your Celeste)

Extra skills: Tanks have a natural affinity to tank/defensive proficiency.

Age: (Can be the age you died as originally or a new age to mark the birth of your Celeste)

Race: (Put Celeste here)

Gender:

Seed: (Put Kirantir here)

Appearance: (Kirantir are beast people that walk on two legs, are you a purple lion with demonic horns or maybe a giant lizard person? Do you have a picture? etc Keep in mind all Kirantir have a marking on their chest that looks like a shield. That is where your soul resides. )

Abilities:

Threatening Gaze: Allows the user to redirect all magic attacks to themselves based on rank

Tightened Stance: Allows the user to increase both defenses by one once.

Magic: You may have two slots here, I recommend something a tank would need as your offensive attacks would barely do damage here.

Syrion/Syria Template (Bard/Songstress)--------------------------------------------

The bard and songstress have the most beautiful songs in the entire universe, with the power of their voices and sounds they can completely enrapture another race. They can make a gods soul waver much quicker than any other Celeste can and defeated Celeste in the outer world can hear them the clearest. It is heavily against the Celeste code to sing to another race so they try to avoid it. The Bard is a living instrument that can take on a human form, while the songstress is a human instrument hybrid.

All Syrion instruments look beautiful, and look like they are made of glass.

TEMPLATE:

Name: (Your name)

Race: (Celeste)

Gender:

Age: (Your age)

Instrument: (What do you play? What are you?)

Seed: (Are you a Syrion or a Syria? Syrion are instruments that take the form of a human, while Syria are hybrids of both)

Appearance: (What do you look like? Keep in mind they have music note marking on their chest)

Music Appearance: (When you play music what does your magic look like? Example: Petals of white rose encircling you in your song)

Abilities:

Soul catcher: Allows the user to capture souls of fallen Celeste by singing, thus allowing them to revive in the outer world faster.

Soul Song: The ability to capture the heart of any race that hears their voice, it promotes a likeness and can put a race into an enraptured trance that is filled with awe. This goes against Celeste code to use for your own benefit.

Form Switch (Syrion only): You transform into your true self when feeling weakened/overwhelmed in order to regenerate your wounds. (Turns you into an instrument however makes you vulnerable to enemies.)

Cursed tongue (Syria only): You can only talk in rhymes.

Buffs: You can list your buffs you can do here to enhance your allies to the best of their abilities. You have two slots for buffs and song buffs.

Destined to be: If there is a Syrion and a Syria in the party, this triples all buffs and increases the rank of everyone by 1. If there are any X rank members they become X+, Magnol’s attack then in term become X++.

Magic: You have one slot for an assisting magic or a defensive one. You may have an attacking magic for self defense however your damage is not great much like Kirantir, therefore I recommend something that would help you better.

Please note: Bards and Songstress normally cannot feel human emotions very well, they normally have aid from a ‘human stone’ to retain and feel their own emotions. Since they are demons (instruments at that) they struggle and are effected by this greatly.

Vaffieli Template (Cleric)--------------------------------------------------------------

The birds of feather and angels of Ein, Vaffieli are the frailest creatures in the entire universe as they have hollow bones that allow them flight. These creatures are graceful and soft to the touch. They have wings that are located on either their back, head, or even arms. The wings give them a unique variation of looks. They are rare and the smallest mafia in the city. Not many people seem to bother with them as they are highly needed in order to feed as a group. That is why they are rarely attacked in their own territory.

All angels tend to be quiet and more goal orientated, they tend to not listen to their emotions much. They have a passive glamour that makes people feel less inclined to attack them, they have a calming aura that goes hand in hand with their passive: Joy. Angels can fly and glide for a short period of time.

TEMPLATE

Name: (name)

Age: (Age)

Gender:

Race: (Celeste)

Seed: (Vaffieli)

Appearance: (Where are your wings located? Are they big normally or small? Are they made from magic like light or water? or are they like a real angels feathers or demonic like a dragon? Etc)

Abilities:

Blue Bubble: A gentle AOE that wraps around the Angel and heals all allies around them for as long as their magic can withstand. This however is an ability that makes the user immobile, it is a powerful attack that makes the cleric more vulnerable. Especially if the team is not competent enough to protect them.

Sun Feather: An ability the angel can only cast outside of battle, it is a one use item that revives whoever is holding it. However the user cannot use it in battle. This takes up alot of magic and it isnt recommended to use for the entire party.

Cleanse: An ability that removes sicknesses, and status ailments of a party member.

Bloom: A little flower of magic that grants the target healing over time abilities.

Healing Hand: A single target heal that heals minor wounds, the healing power is drastically increased if the user touches the target.

Joy: Passive magic that slowly heals the mind of evil, sadness, and psychopathy if any. This passive can take many days, years, weeks, or even seconds. However many people feel more happy around an angel.

Lighter Load: Able to make the beings she touches, weightless so she can assist them in flying and flight capabilities.

Magic: (You may have one custom ability here, keep in mind you are frail and cannot really afford a powerful hit. So it is advised you make this ability one that assists you greatly. Please note you cannot have a magic that makes you able to have better defenses this is not how this works.)

Personality:

Additional Info.

Labre Template (Analyst)---------------------------------------------------------------------

In the world of Seire and Ein, the stronger the creature. The more mysterious they become. You’ll find that the more dangerous the dungeon/monster, the less and less information will be provided. In times of need a Labre becomes a partner that will not only prove invaluable, but a partner that may save your life in very tight situations.

These small creatures are about a foot in size, they are bipedal animals that look very soft and cuddly. They use their powers by flying around the fight at high speeds to analyze and pin point weaknesses in a powerful foe.

TEMPLATE

Name: (Name your oc)

Age:

Race: (Celeste)

Gender:

Seed: (Labre)

Appearance: (Labre’s looks like cute mascot looking animals that walk on two legs,)

Abilities:

Telepathy: The ability to peer into the minds of their allies and enemies, they can speak via telepathy to show weaknesses and project images to aid allies.

Libra: Weaknesses are highlighted, elemental weaknesses are known, openings are obvious. You are the eyes, the dm can tell you everything as long as you meet the required ranking.

Seal: Defense mechanism to deal with creatures too hard to handle, seal freezes targets in place to prevent enemies from hurting the Libre. It only works on creatures that are mortally dangerous to the Libra with malicious intentions. This freeze lasts two turns.

Ancient tongue: The ability to understand all ancient languages (for ruins). They are adept in solving magical puzzles to hack their way out of a bind in trap rooms.

Spiritual sights: The ability to see ghosts, spirits, and creatures that are otherwise not able to be perceived by other races.

Custom Magic: (You may have one custom magic here, however it cannot be elemental based.)

Viscero Template: (Saboteur)----------------------------------------------------------------

Viscero are creatures of water, they tend to be secluded and wary of land creatures so they keep to themselves. Viscero are seen as humanoid fish people which can range into a variety of intensities. From full on fish looking, to human with gills, or finned ears, and webbed hands. The traits of a viscero are very vast and commonly confused with different variants of the race.

Viscero are normally based off of a plethora of different fish, (gold fish, sun fish, etc) or even a plethora of other aquatic creatures. (Squid, manta ray, shark) These traits become more noticeable when the Viscero becomes too exhausted to retain their human bipedal appearances. They will revert into their true forms and be very vulnerable on the land, this can prove dangerous for the creature if separated from water for too long.

All Viscero can breathe underwater as they are protected by a thin layer of magic that coats their entire body. This barrier makes the skin look shiny and upon close inspection as colorful as scales. They call it a gift from their deity, and use this gift to live as a society in the depths below. Which is why the territory of the Viscero range from the swamps to deep lakes rather than the earth. They are considered a mafia with the least amount of land, however that does not mean they are the smallest due to these limitations. Their home is vast and entirely theirs.

TEMPLATE

Aquatic Alignment: (What aquatic animal are you?)

Race: (Celeste)

Seed: (Viscero)

Debilitating Haze: A red gas that the viscero can use against enemies their rank and lower, this valuable ability lowers the max HP of the enemy by 30% permenantly

Status ailment: (Choose one: Poison (hp dot accumulative), Burn(hp dot lowers defense), Freeze (Slows abilities), Paralyze (1/5 chance to give up turn))

Stat crusher: (Choose two: Exhaustion (Speed), Weakness (attack dmg), Confused (Accuracy), Fear (Magic Dmg), Clumsy (Defense), Unmotivated (Magic Defense))

Time Eater: Lowers overall time ranking by one on the enemy if it hits (projectile), using the time eater takes one turn. This can be used multiple times. (Refer to ranking sheet for our tie breaking ranks)

Magic: You get one element, choose one to manipulate for your own defenses

Super Swimmer: You can transform into your aquatic alignment in the water to move around faster and easier.

Please Note: Sabeteurs may sometimes feel pain when on land for too long or great discomfort, however this does not effect their efficiency or fight prowess.

Apaliah Template: (Beast Master/Ranger)--------------------------------------------

Apaliahs are animals in which can retain a human form, these creatures love fun things and tend to be the more outgoing Celeste in the entire community. This mafia tends to stick together in packs and explore the wilderness of Ein. They specialize in communing with Rancor in order to gain partners to fight with them in battle. However taming rancor is extremely hard and not many Apaliah are known for having legendary creatures by their sides.

Apaliahs tend to be mammals with a few rancor exceptions (Example: Scorpiu can be an Apaliah), their human forms almost always have ears and a tail. The best way to identify one of these beast masters, and not be confused by an infected, is by getting them to show you their true forms, infected feral forms are too giant and are unreal in mutations. However an Apaliah looks like a normal animal of normal sizes. They are often mistaken for dogs, or a friendly Scorpiu that is awaiting a treat to trade for a lift. They do not normally get offended by this common misconception, in fact they normally feel much more comfortable in their animal forms.

TEMPLATE

Animal: (What is your true form?)

Race: (Celeste)

Seed: (Apaliah)

Capture: The ability to fight alongside multiple rancor is reliant on the ability ‘Capture’ this ability causes a stream of magic that links the beast master with the soul and being of the rancor. If you use this at the start of a battle and win against the creature, their soul, body, and abilities become yours to use, manipulate, and summon to your will. (Up to 3 rancor of legendary rankings and 5 weaker ones )

True Form: In your true form you gain these racial stat increases: +1 speed, +2 defense, +1 magic defense.

Shadow Sneak: Blend into the darkness to escape from enemies, and hide from prey. (Your rank and below) This stealth breaks when you move. You cannot be detected in this form depending on target rankings.

Trapster: Easily able to conjure and create traps for rancor and sin, this allows easy access to materials otherwise harder to get from creatures.

Weapon Smithing: You have + 5 in weapon proficiency

Tinkerer: You have + 5 in trap proficiency

Magic: (You get 2 custom abilities, they must be ranged.)

Please Note: Occasionally beast master Celeste cannot feel properly, they lose their sense of touch often. This causes difficulty grasping objects occasionally. When this happens food turns into ash in their hands.

Magnol Template: (Wizard/Mage/Sorc)------------------------------------------------

Magnol are beautiful beings born from a flower, they embody different flowers but are able to retain a human form for as long as they are not tired. Magnol smell just like the flowers they are born from and tend to feel much more energized when in direct sunlight or heat. These beings have high magical tendencies and are one of the more unique sub classes of Celeste, due to the fact that not one Magnol can be the same. They are all unique for as long as they are alive.

For example if there is a rose Magnol, there will not be another. If this rose Magnol controls fire, no other can control fire. However if this fire rose dies for any reason, the rose embodiment and fire element become available for the earth yet again. Magnol specialize in high damage AOE that decimate enemies, they like picking off weaker enemies to support their weaker team mates and protect them in times of need. Due to the limitations on the Magnol, many are sought after to join multiple different parties, as many expeditions require many different types of magic in order to excel.

TEMPLATE

Flower: (What type of flower are you? Make sure you check the oc sheet so you dont take anyone elses. This class is a limited field of possibility with high reward.)

Race: (Celeste)

Seed: (Magnol)

Abilities:

Appearance: (Magnol’s are normally human-like however they can have many plant-like or flowery traits.)

Magic: (You get one slot for a magic ability due to the restrictive nature of the class.)

Cry of the seed: Due to the uniqueness of the Magnol and the extreme limitations on the race all magic will be +1 rank above the Magnol in damage at all times. If the Magnol is X rank, their attack will be X+. Please note that + is a +1 stat increase, not an actual rank. This ability stacks with buffs.

Magic Crafting: Enchanting, Alchemy, and Apothecary proficiency’s are easier to gain exp for fast.

Ingrain: Plant your roots and become immobile in order to heal your wounds, this makes you severely vulnerable due to your inability to move or dodge attacks. If you stay here for too long you will turn into a giant flower to sleep, the next day you will bloom and come out looking refreshed and fully healed.

Natural advantage: Speed + 1 in the sunlight

Natural disadvantage: Speed and attack -1 in the darkness

Petal Dance: The blooms of your flower turns into a storm that bursts from your body, slicing up all enemies that get close in a whirlwind of beautiful colored blades of flower. This attack makes it impossible for people to get close as it knocks back whoever is near.

Flora Fatal: Your very flower and being engulfs you in order to become a shield, in this form you become one with a mutated flower and command two pistils to engulf enemies in pure magic damage. If the enemy resists or is immune to your main element this attack deals triple damage and negates the resistance for the rest of the fight.

Please note: Occasionally Magnols lose their ability to hear, this deafness surprises them and sometimes forces them into a flower form. Due to the shock of their senses randomly flickering away and back again.

Disander Template: (Paladin)---------------------------------------------------------

Those born in the holy resting place place of Disander are destined to forever walk in the darkness. These shadow-beings are not well formed as they are best described as creatures coated in shadow, with nothing but their glowing eyes to differentiate themselves with asides from their multiple shapes and sizes. (and their soul mark obviously)

However fear not, a healthy disander normally brandishes a full suit of armor. They are protective and kind despite their appearances underneath their suits of metal. They are very self conscious of their shadowy forms and only let people close to them see anything but their armor.

TEMPLATE

Race: (Celeste)

Seed: (Disander)

Link: Cast in the beginning of the battle to link to an ally to take half the damage they take for the rest of the fight. This can only be used once in a thread.

Protective Direct: Can direct magic back or away from people as long as the paladin is defending them. This does not work as an attack, nor does it work on yourself.

War Paint: Can cast a small charm on a linked ally in order to lower the enemies visibility of them.

Disanders Blessing: A shield with a health bar, this ability can be used until it’s broken. It negates all magic however it’s hp pool is determined on your rank.

F-D = 100 HP

C-A = 500 HP

S-X+ = 900 HP

Swords Dance: Conjure floating swords of blessed energy in order to use by your own hand, or rain down on opponents.

Magic: You may have one slot for magic here.

Aegisa Template: (Living Weapon)----------------------------------------------------

Weapons with human forms, these Celeste are actually quite shy despite what they seem. They do not have any odd physical traits that properly define them because they can easily morph and transform their body to include parts of themselves whenever they wish. However they tend to try to be the most human looking as possible to avoid others from using them to cause harm to others.

Human weapons when touched with another race, can easily become overwhelmed by them and transform into a weapon to suit their partners whether they actually wish to or not. This causes the fear of being close to others and the wary guard they have around others. They tend to cover up their bare skin with cloth, or bandages to sheathe themselves away from others.

Partnering up provides a significant bonus to the pair, and is the closest power to being a familiar without having to enter a contract.

TEMPLATE

Weapon: (Are you a sword, a staff or a bow? etc)

Race: (Celeste)

Seed: (Aegisa)

Transform: The ability to create weapons out of your own limbs, even if that would be changing your arms to swords, battle axes, or scythes. The possibilities are endless as long as it is true to your true form. (Example a sword cannot morph their hand into a battle axe)

Note, this magic deals physical damage due to it’s nature.

Sharpened Focus: Passive + 1 physical attack rank

Fire Eater: All Fire magic can be eaten by you, dealing no damage and increasing your attack by an additional + 1 rank once. The next time you eat fire you will heal minor wounds and magic power.

Magic: You can have one slot for magic here. (You lose this ability when you form share)

Form Share: When someone grabs you and you change into your weapon, you gain additional abilities.

Aura Block (Form Share only): Take damage for the wielder instead of them. Your soul is attacked directly here.

Connected (Form Share only): See hear and understand the partner, you are one. You give them an additional rank in power for every four ranks you are. If you are X rank you give your wielder two additional ranks and your pact partner one additional rank.

Blood thirsty (Form Share Only): When the wielder uses you to deal damage and blood is shed you can use your magic in your subconscious form. Additional damage allows you to heal your wielder with the amount of blood shed. You may also unlock the ability to use soul bond.

Soul Bond: When wielded your conscious becomes a spirit that can fight back to back with the wielder. In this form you can use one ability from your partner to fight with. In this form you can see ghosts, spirits and entities no one else can see. You can also one shot these entities if they are malicious towards you or your partner.

Reaper (Form Share Only): If bonded for a long period of time or fight the wielder can change into the grim reaper, this form increases the chances of gods to interfere with the fight. The reaper can travel to and from Ein and Seire with ease. In this form Sin rankings B and below get decimated and one shot instantly by the living weapon. The reaper only turns off when the wielder lets go of the weapon. Please note that the length of time needed is very great, and will most likely need to be an entire thread worth of time. (1-2 days in rp time)

Reapers have a divinity level that is on par with a god and their ranks sky rocket when they enter a battle with one, reaping a god will trap its soul and abilities into the weapon permanently. This will allow the reaper to fully control these abilities as well. Reapers can trap other souls into their weapons depending on how much blood has been spilled.

Reapers tend to get high off the feeling of power that surges with this form, their rank is artificially increased to S and fluctuates from A -> X often. This makes it difficult for the user to let go.

Please note: Weapons cannot taste food, they do not need to sleep or eat. They are weapons after all.

Alteemer Template: (Dwarven Mechanic)

Mechanics are small dwarfs that excel in building and crafting advanced mechs, the people of Alteemer tend to use a specific type of magic known as ‘Maw’ to create on the fly constructs and useful items to aid in battle. Dwarven people normally have a weapon on them that is highly unique to them. This weapon can never break and is the only race in the entire in game universe to have an unbreaking weapon without the use of crafting proficiency.

TEMPLATE

Weapon: (Dwarven weapons are advanced and are similar in universe to rwby weaponry no guns arent allowed however magic blasters are allowed you may only have one per oc)

Race: (Celeste)

Seed: (Alteemer)

Appearance:

Crafting hands: Gains exp from weapon and tinkerer proficiency's faster.

A51: Dwarves can use Maw to create small magical turrets, these are stationary and target the closest enemy. They last until they run out of magic or until the enemy destroys it.

Zap Trap: Peaceable trap that paralyzes foes when stepped on.

Mechromancer: Able to construct digital/mech objects, creatures, etc (Spell slot magic)

Combine: You have the ability to combine two weapons together in order to make trade able unique weapons for others. However unless they are god forged they will only double in durability

Gambling Hammer: a very small hammer that may or may not reduce targets maximum HP, or 1HKO PVE enemies. However you need to get close to hit the enemy and it sometimes doesn't do much but piss off the enemy.

Mecha Maw: Summon a rideable mech that can shoot magic missiles, and can preform a maintenance on you or itself to heal. This mech has its own health bar (1500 hp). The mech is less vulnerable to physical attacks from the front. However is vulnerable from behind.

Repair: With base material and a used weapon, a dwarf can completely repair the item back to full durability.

Drunken Leprechaun: Perform an entirely luck based charismatic action against the target enemy to either convince it to stop fighting by making it fall in love with you, or fear you etc (your choice)

Mead Maul: Deal minimum damage, throwing alcohol at an enemy, depending on the enemy if the dwarf constantly uses this attack the enemy has a chance of eventually getting drunk. (Chances get exponentially higher each attack)

Liquor Mastery: By combining different types of consumables a Dwarf can make random variants of alcohol. (roll chance tag Aki when you wish to do this). This alcohol varies to being highly toxic, super potent, or explosive. (You may use anything you can eat or put in your mouth, just simply combining it with water will make this skill work)

Insei Template: (Insect)

The Insei are humanoid exoskeletal beings who refuse to associate themselves with the rest of the Celeste, they believe the Insei are proud, powerful, and superior enough to not rely on the help of others. They take this belief quite far, so far that they do not open up their territory for trade or even for husks. This makes their culture quite diverse and unique. They value beauty, strength, and fine foods. They indulge themselves and would rather watch the other Celeste suffer than make a single move to help out others outside their path. These people generally look more human than expected, the goal for beauty is to look as close as possible to the original human form, whilst keeping all the resilience of the Insei. However some tend to not be so lucky than others... However those people we dont talk about.

Insei has a unique magic system, they use Mollen instead of magic. Mollen (Mol for short) charges during a fight with an enemy, the amount is dependent on damage taken and type of species on Insei it is.

TEMPLATE

Race: (Celeste)

Seed: (Insei)

Appearance: (Could be humanoid with butterfly wings, stag beetle horns etc. Or even a full out bug-like humanoid. The more insect you look, the lower your social status however.. Keep in mind all Insei have a tough outer shell your faceclaim can look otherwise but keep in mind Insei do not have soft skin, but smooth protective armor.)

Sub Species: (Coleoptera [beetles], Lepidoptera [butterflies/moths], Hymenoptera [ants, bees, wasps], or Diptera [Flies, Pests].

Coleoptera + abilities: (1000 hp)

The subspecies of strength, a coleoptera is a melee magic user that relies on their bare hands to deal damage. Along with a plethora of utility for absorbing damage and countering damage.

Bide (Passive): Coleoptera’s cannot use magic unless they take damage. Every time an enemy deals damage, Bide provides two Mol. When a Coleoptera is half health their magic abilities start to deal double damage. Coleoptera can have a maximum of 10 Mol at any given time and cannot exceed past this.

Shell Shatter (6 Mol Cost): Destroy all defensive buffs or protective abilities with a heavy slam. This will stagger some bosses.

Leech Life (8 Mol Cost): Bite into a fleshy opponent and heal for 80% of the damage dealt. The lower your health, the higher damage this hits (exponential gains for damage). This does not affect, ghosts, or armored enemies.

Harden (2 Mol Cost): Brace yourself for a hit and take one third of the original damage, this gives up the ability to attack or counter for this turn.

Bug Buzz (4 Mol Cost): Let out an annoying buzz that attracts the attention of all bosses for the next turn, leading them to attack you. This can be used along with Harden if none of the bosses or enemies were originally attacking you.

Iron Power (2 Mol Cost): Absorb the next attack for double attack power instead of Mol for the next attack. This stacks with the double damage passive Bide provides.

Infuse Power (2 Mol Cost): Create a massive amount of power that encapsulates your fists, deal massive physical damage and medium magic damage when punching. This affect can stack up to 3x, and is permanent until one PVE enemy is defeated.

Lepidoptera + Abilities: (550 hp)

Sub species of pure magic damage, an aoe heavy ranged hitter. Or a status inflictor, the winged butterflies work with moths to take down large creatures despite their ability to take too many heavy hits.

Dusty (Passive): Moths and Butterfly wings are coated with a powdery dust, this dust significantly lowers the attack of enemies who hit them. This also includes ranged attacks. Lepidoptera gain + 8 Mol per hit to a maximum of 40 Mol. These creatures are by far not tanks, however can take a few hits before hurting quite badly.

Shedding (Passive): Butterfly and moth dust expels from their bodies. Status affects last for 3 turns, before disappearing.

Silver Scales (4 Mol Cost): An AOE blizzard of sharp microscopic dust particles this attack wont hurt fellow insects, but will hurt anyone else inside the room indefinitely. This AOE ignores Raid Defense rules and deals medium damage, this ability cannot be dodged by fleshy creatures in a specific arena scenario. Deals slashing damage and can rip skin off the bones of weaker creatures. After this attack, the entire arena is blanketed by silver dust.

Blind (2 Mol Cost): If the arena is covered in dust, then a moth/butterfly can launch the dust up into the air and blind enemies that rely heavily on sight. In PVP this makes range attacks easier to dodge or even useless for the next two turns.

Sleep powder (17 Mol Cost): If a boss is not resistant to sleep, sleep powder can force any PVE creature to fall asleep and miss its turn. This only works if dust is covering the battle field. This will only target one boss and up to three medium creatures. In PVP this can make a player drowsy and deal less damage.

Silver Dance (20 Mol Cost): Gain a large increase in magic attack, doubling damage for five turns.

Insectagram (23 Mol Cost): Create a magical Seal on the ground, as long as the moth does not move to dodge or move off the magic seal their magic attacks are doubled. When the moth moves this seal explodes into a powdery dust that covers a small area.

Dust Conjure (5 Mol cost): Conjure dust to use attacks that require dust, dust conjure can also be used as a small projectile to deal small to medium damage.

Ash weapon (2 Mol Cost): If dust covers the battlefield, a moth/butterfly can conjure a weapon from it. This weapon will last the entire fight or until broken. This weapon deals physical damage this includes some ranged weapons like a cross bow and a bow.

Butterfly Affect (40 Mol Cost): If the moth/butterfly has 25% or less hp left, they can expel all their Mol to create a super attack of dust to share the same pain with one enemy. This makes the boss have the same amount of health as the butterfly/moth, to even the playing field. If there is a swarm of enemies or more than two high health bosses, this affect has a small CHANCE to affect all enemies in the room.

Hymenoptera + Abilities: (200hp)

Hymenoptera gain mol from attacking, they tend to be high risk fighters with a low mol pool. They rely on a combination of health and mol to dish out ridiculous damage against their foes.

Blood Paint(Passive): Gain 1 mol per attack landed on an enemy. For every mol gained a Hymenoptera also gain .5% hp. Hymenoptera have a maximum Mol of 8 and cannot exceed more than 8 mol.

Speed Boost(Passive): Gain one additional turn in a turn cycle if at critical health. This passive disappears if the user goes above or heals past critical health. (-25%)

Sharp (1 Mol Cost): At a critical level of health (25%), deal triple damage, and gain triple the amount of Mol and HP per hit.

Busy Bee ( 4 Mol Cost): Gain the ability to hit four times in one turn.

Phantom (-5% HP Cost): Sacrifice 5% of your hp (based on maximum value) to put a ‘haunted’ debuff on the enemy. This debuff will double the affect of negative status and target the enemy for you. This will allow you to deal critical damage and have a chance of severing or breaking parts of the body you attack. This affect stacks up to 25% of your hp or 15 times.

Honey Sucker (8 Mol): At the cost of 8 mol heal yourself fully, however this will decrease your maximum mol by 5 for the rest of the thread.

Blood Trap (50% hp): Create a giant circle around you that inflicts all enemies that stand inside it the status affect, bleed. This bleed will heal you each and every time the enemies afflicted move. This health gained back will be 20 points per enemy per turn for five turns.

Stinger (5% hp and 3 mol per shot): The stinger is a unique type of gun that only shoots bullets made from blood, feeding it the users blood the user can fire high penetration high damage bullets.

Diptera + Abilities: (700 HP)

The diptera are not commonly found in attacking parties but rather on the sidelines for support and tactical use. Many diptera retire from fighting gods and become slaves instead... due to the nature of the Insei, Diptera are viewed as lesser beings or even Insei with little to no use in the world. Generally this causes much dispute, and less confidence for the little bugs. Many Celeste do not take a Diptera opinion seriously.. they have less rights then other factions of Celeste generally.

Punching bag (Passive): Diptera gain mol from being attacked by allies or enemies! They take 50% less damage from enemies, and 50% more damage from allies. They gain 10 mol per hit from enemies and 5 mol per hit from allies. Diptera have a maximum of 25 mol.

Pin Needle (7 Mol): able to throw out several needles and stingers that will automatically pierce highly critical areas. This will deal no damage to an enemy but highlight every single weakness and weak area it has!

Detect (10 Mol): Protect yourself from damage making you immune to everything for a turn cycle. However you will give up your turn to attack.

Blood scent (2 Mol): Gain the ability to follow a trail of any living being with blood, can see warm bodies through walls entirely with scent.

Detect Trap (20 Mol): Able to cause a pulse of magic that highlights areas that seem dangerous to go near or activate... any magical trap or physical mechanism near an object will also glow for a brief second of time.

Sense Magic (20 Mol): Able to switch to a magic vision that detects and informs the Diptera of the type of magic in a room being used, and how it works.

Future Sight (25 Mol): Able to see half of a bosses or enemy ability.

Hint (15 Mol): Disperses several small fireflies that will fly and highlight the most optimal path.

Reverse (25 Mol): able to return to a spot or area from last turn this will affectively reverse any attack, move, or choice from anyone in that party or an enemy up till your last turn. This will also decrease your maximum Mol by 10 and decrease your maximum hp by 50% for the rest of the thread.

Dungeon Ping (5 Mol): a scanner that will reveal secrets, items, bosses, and clues about any given dungeon you are currently in.

Proficiency Expertise: You may choose 1 proficiency to excel at.

Custom Ability (1 slot): you may choose a primary magic along with your sub-species magic. Keep this custom ability simple magic, nothing complicated will be accepted.

Bio/Personality: What makes you tick? How does your character act?

Additional information: if you want this is optional.

IO Template (Doll)

The timid IO doesnt want to hurt anyone, she hides and tries to stay away from the other astral affairs. IO will be updated shortly.

Pathless Template (Abominations):

Pathless Celeste have, despite their odds and fate.. resurrected themselves as husks. Their sheer willpower edging them to become alive.. even though all odds are against them. They forsake the Celestian gods for they have forsaken them. They spit on the soil of the dream catcher and burrow into the ground below where no one can see them. They are too ugly to be seen, and belong out of sight like the monsters they are. Pathless are brittle, and no gods power keeps them going... they are alive through sheer will power. Any death will shatter the soul of an abomination.

Abominations do not die, they simply cease to exist when they fall... and they can fall anywhere... in Seire and even in Ein.

TEMPLATE

Race: (Celeste)

Seed: (None)

Appearance: Mutilated and disgusting monsters, nothing more or less... you are a broken toy that tried to put itself together... while melting.... You barely look like a being that can make free willed decisions.

Abilities:

Brittle (Passive): You barely can keep yourself alive, all magic used has a 50% chance to break, shatter, and kill you.

Glass Cannon (Passive): Every attack has a 25% chance of dealing 60% of your health if you are hit. However you deal 25% of an enemies health (including bosses) 25% of the time. (admin rolls decide)

Custom Ability 1: Due to brittle you need to make a coin flip at the beginning of a thread. Coin. If it lands on tails you will die if you use this at all in the thread.

Remembering Humanity: You may choose two proficiency to excel at.

Weapon specialty: You may choose one weapon you are proficient with (as long as your disgusting form can actually hold a weapon) You may start with a medium level weapon not including guns or explosives.

Mutant: You can randomly gain abnormalities when you rank up, gaining additional limbs, immunities or abilities. (admin decides each rank)

Consume: You can eat Celeste, Humans, Aions, Zaros, or Elementi to reduce the rolls against you by 50%. (Death rolls)

Disgusting: You look gross, animals (sin) and some rancor tend to stay away from you....

What the hell are you doing Diane?: Eat some dirt, mud, ground etc or anything you are standing on to go invisible. As long as you do not move no one should be able to detect you or see you with any abilities. Use this ability to escape from danger or hide from it!

Bio/Personality: What makes you tick? How does your character act?

Additional information: if you want this is optional.

IMPORTANT NOTICE: Many demon type celeste do not sleep or eat because they do not need to or do not know how due to amnesia.

Demon Celeste: Bard, Mage, Beast Master, Sabeteur, Insect, and Living Weapon

Angel Celeste: Paladin, Tank, Cleric, Analyst, instrument, and Dwarf

Pathless Celeste: Abomination

Please note that the contents of the Celeste file can be changed due to testing purposes when Ein opens up. Balancing will be heavily regarded on that note.