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  • -l- Kinn summoning ritual.-

    Kinn being spiritual creatures means that if a person has found a means to do so they are in fact summonable, or can be invoked with proper adherence to rituals. That is not to say that the ritual or invocation must be specific to the letter but there are some aspects which remain constant. Things such as the spoken bit of the invocation need be closely adhered to if there is a hope of the invocation being successful. The invocation which must be spoken in latin is as follows.

    "o magna tenebris, sine principio et fine, oramus et te illi in tua gloria, te rogamus, responsum nostra vocant. offerimus usque haec dona, animum ad deum nostrum, placita." (oh great darkness without beginning or end, we pray to you and those within your glory, we ask that you answer our call. we offer up these gifts for your attention to hear our pleas.)

    Now the invocation may be made longer, though if it is not in latin it will not work. The more humble and prostarait the invoker is the more appealing it will be to the Kinn whom answers the call. In order to invoke a particular Kinn that Kinns name should be added into the invocation thusly “offerimus usque haec munera (inset specific name here) operam audire nostra placita"
    (“we offer up these gifts for (insert specific name here) attention to hear our pleas”) all true Kinn will have a latin name, if they are being invoked this aspect should be discussed OOC prior to the invocation.

    Other things to consider regarding the ritual are things like the ceremony itself. Ideally it will be done in a dark area or at night(best if done under a new moon), the darker the place the more successful the ritual is likely to be. An attempt to summon kinn in some sort of well lit area is almost certainly doomed to fail, or if it is successful the Kinn whom answers is going to be insulted and not liable to take that offence very well. In such cases it would be ideal to have invoked some form of protection be it physical or spiritual, though to be honest protection of some sort is a good idea in any circumstance while summoning a Kinn.
    Incense is an ideal thing to have burning during the invocation, things like clove, liquorish, eucalyptus, mint of some kind. Scents that would bring darkness or cold to the mind work best. Most importantly though is the initial offering, Kinn are picky but that does not mean that the only thing to consider is the physical value of an object. For instance Kinn have a notable favor for darker artifacts and texts but they also have a fondness for silver, basically the darker the object offered the more tempting it is for the Kinn.
  • -l- Binding and banishing -l-

    l-Binding and banishing of Kinn.-l-

    Either of these things are possible, but both are fairly difficult to achieve due to a number of reasons, we are going to start with banishing at is is more likely to be successful.

    When banishing a kinn from an area generally the area is relatively small, and the effect is only a temporary one in most cases. In order for the banishing to stand the area affected must remain “sanctified”. Things which profane or desecrate the purification of the area degrade the effect, though the area will likely retain some degree of effectiveness. For the effect to be nullified the area must profaned or tainted to the same level which it was blessed.

    In order to effectively banish a kinn from an area an “area of effect” must be established, the larger the area the more difficult the banishing will be. Once the area of effect has been established the area must be “smudged”, which is generally accomplished by burning herbs and incense commonly associated with cleansing and purity. An example of some of these things would be items such as sage, lavender, garlic etc. the area which the kinn are to be banished from must be consumed with the scent and smoke from the burning, the smoke needing to effectively reduce visibility in the area to 50% or less. Once the area is consumed in smoke a blessing of a holy nature may be given, or an invocation or ritual of a cleansing nature must be performed. The blessing or invocations should be something like a full and formal exorcism, something which requires a fair deal of ceremony an earnest intent. If the ritual is performed by individuals that are fully committed and purified for the ritual, it becomes a moot point. So long as the area remains sanctified or consecrated a kinn will not be able to enter that area. Remember though this are can be desecrated to degrade if not nullify this effect.

    In an attempt to make this relatable imagine if you will cleaning a room. In order to clean the room you generally use a number of cleaning agents (in the case of kinn these are the items associated with purity and purification). You can’t just dump a bunch of soap on something and call it clean, it must be scrubbed into and over the area your trying to clean (in the case of kinn this would be the invocations and rituals used). Now as any one who has ever cleaned something all know...nothing ever stays clean, but if you do it right...it takes a while for an area to become “dirty” again without some outside effort.


    If you can manage to acquire a personal object from a Kinn then you can attempt to go about a binding ceremony without knowing the kinns name, as a part of its essence will be in the personal object. IF you have by some miracle managed to learn a Kinns full and proper name it may be bound to nearly any inanimate object. Kinn can not be bound to living objects, nor objects which are holy or purifying in nature. Any attempt to bind them to something of this nature may or may not summon the kinn, however the binding will not work, and the kinn if summoned is not likely to be very happy with you. Once a kinn is bound it may not move, or influence anything more than thirteen feet from the object it was bound to.

    The invocation and ritual used has very few prerequisites, as most methods of binding a spirit work on Kinn, however it must be a personal item (or their full proper name), and the invocation must be in latin and a legitimate ritual for it to work on a kinn. Some randomly concocted ritual or invocation will not work, though the Kinn may hear you IF you are using its proper name. Notably whilst performing the binding the person doing the invocation MUST be facing south, and dead south. The invocation MUST include a condition, a task or goal which the Kinn is to help you accomplish, once the task is accomplished the binding will dissolve KEEP THAT IN MIND. Once a kinn is free of its binding it’s pretty likely that Kinn going to be more then pissed at you. When binding a kinn you are more or less forcing it into a contract where it does not set the rules or stipulations of the contract. While kinn can be bound generally it is not at all a good idea, should a person choose to do so…be weary, and careful…VERY careful.
  • Kinn & Damage

    Because it is important I’m going to go over the finer points of Kinn and taking DMG(damage).

    I’m going to begin here by stating things which are racial weakness, you should have these things, as well as the effects of them committed to memory.
    Holy and “purifying” energies, fire, iron, and salt.
    DMG from these sources will inflict “aggravated” DMG and in some instances will inflict what I call a “Grievous Wound”. Aggravated DMG is DMG that has a lingering effect, generally they continue to inflict pain after the wound is inflicted and deal double the damage they are supposed to. They cause an inordinate amount of DMG comparably, inflict pain after the wound is inflicted and are more difficult to heal from. The more serious though are “grievous wounds”, this DMG is lingering, aside from being painful and generally inhibiting you in some fashion they continue to inflict DMG after the fact, meaning you will take damage for these wounds every melea action after it was inflicted until you take measures to heal from this DMG.
    ***A relative term for a grievous wound or something relatable would be “Bleed damage” from D&D.***


    There are a plethora of factors that come into play in regards to how much DMG something will inflict on a Kinn, just like all of the other races in existence. One of the most important factors to take into account here would be the “state” of the Kinns manifestation.
    Kinn are capable of manifesting in such a way that they are incorporeal, which means they can be seen and heard, but not generally touched. It’s worth noting that while incorporeal the manifestation can not physically interact either. This means that a Kinn is not bloody likely to use this state for any sort of combat, though it can happen. This manifestation would be relatable to a “simple illusion” using umbral manipulation and has one major factor that makes it obvious that the Kinn is incorporeal, the manifestation WILL be translucent. This state for some kinn is a “go to” state of manifesting as it requires less effort and tends to be faster to manifest this way, and has a number of other advantages.
    While in this state of manifestation they enjoy a great deal of immunity to damage in most cases, however this is not without risk. Things like a “normal” sword, or say arrows and other various “mundane” weapons and attack methods as well as a fair deal of magic will not cause you any harm or damage. This does NOT mean they are invincible, in fact Kinn are more vulnerable to racial weaknesses in this state of manifestation and cause aggravated DMG. Though while you are incorporeal you can not suffer from a “grievous wound”.

    While a Kinn is incorporeal DMG from holy and purifying magics would be like a burn from fire to a human to make it relatable. The more powerful the holy/purifying the attack is the more it will burn and more DMG it inflicts.

    Fire, and even bright light while incorporeal is VERY dangerous. The manifestation cost less will and as such had ZERO resistance to light. Meaning the manifestation is subject to common physics concerning light and dark. If part of the manifestation is touched/consumed by light it is destroyed, which as you can imagine is quite excruciating. For relation imagine having a part of your body evaporated, not pleasant, very painful to say the least.

    Iron is a simple relation in the case of an incorporeal manifestation, treat iron like you would a wound from something like a lightsaber against flesh, it will go through the manifestation like a hot knife through butter. In regards to the pain it inflicts, again, imagine being struck with a lightsaber.

    Salt can be a bit more tricky, but the relation for pain and DMG is still easy enough to draw a correlation from. When it comes to salt it’s relatable to what hydrochloric acid does to flesh, it’s a bit worse though as the salt still passes easily through a incorporeal manifestation. Which means the burn and DMG it inflicts are greater and more widespread than a surface burn would be.

    A corporeal, or “solid” manifestation is the more common manifestation for combat and interactions which require a physical touch or element to them. While in this state the manifestation has some boost to its resistances to racial weakness. Though it can be afflicted by more mundane means of inflicting DMG though in this state infliction of pain is far less likely but NOT impossible.

    While a Kinn is corporeal DMG from holy and purifying magics would still be like a burn from fire to a human. The more powerful the holy/purifying the attack is the more it will burn and more DMG it inflicts. In cases where holy/purifying attacks disable or sever a limb it now becomes a “grievous wound”, keep that in mind.

    Fire resistance in this state as well as resistance to light is greatly bolstered. No longer will ambient light inflict any DMG at all, direct contact from the source is required. When direct contact from the light source is made relate it to the pain and DMG being burned by a flame, the mechanic this time around is a bit more easy to correlate.

    Iron in the case of a corporeal manifestation has a bolstered resistance as well though it is still painful. Treat iron like you would a wound from something like a sword against flesh, it will go through the manifestation in much the same fashion. In regards to the pain it inflicts imagine being struck with a sword.

    When it comes to salt it’s still relatable to what hydrochloric acid does to flesh, though this time it will not simply pass through the manifestation, it does however stick to it. So in the case of a corporeal manifestation treat salt like it was napalm. That means this will count as a grievous wound until you manage to get the salt off.


    Now with that out of the way we can get into more conventional DMG definitions and its effects. For a general rule of thumb a Kinns “Soul pool” would be relatable to its “hit points” or HP. This already makes most Kinn quite the force to be reckoned with. Add to that that common sources of damage only deal half of what they are supposed to it is one of the reasons that Kinn are often perceived as “god like” in many cases. Keep in mind that just because they have taken DMG it does NOT equal the loss of the souls! If A Kinn has taken asinine amounts of damage their physical and magical abilities will be inhibited or reduced accordingly though. A degree of realism should be adhered to here, if they are significantly hurt or injured Kinn will NOT be at full power.
    Do to the fact that Kinn do not actually have bodies there is a notable advantage of sorts that the opponent has. As the souls in a Kinns soul pool are relatable to HP should a Kinn suffer enough DMG to drop their relative HP to one thousand or below that Kinn will no longer be able to manifest Physically, nor use any of its various talents physical magical or otherwise. For all intent and purposes it is defeated at that point and WILL leave the battlefield admitting defeat, that degree of damage WILL force the Kinn to be called back into “The Umbra”
  • "Natural" Kinn Abilities

    KINN CHARGE COUNTERS

    Perhaps most important thing to make the other person aware of is the way in which Kinn acquire charge counters. This works quite a bit differently than simply waiting and charging during melee actions. Most players will have a race which can draw in and build up power, charging for a more powerful attack or spell. Kinn CAN NOT do this. Instead they must be “given” their charge counters. This WILL require you to speak with a judge PRIOR to the match. You should attempt to remain true to the stereotypical Christian definition of what a sin is, as it’s a more widely accepted and known system of moral code, however there are acceptable options if they are asked about. It will be up to the judge to decide how many sins are committed, and how much of a charge you receive from your opponent. Now given this is in a way very broken there is a stipulation on these charges, a Kinn may only store their charge counters for TWO melee rounds, if they are not used by the beginning of your action on the third melee round your charges revert to ZERO. There are very few ways around this, and those may be called into question by any judge, as no matter how much sense it might make, or how plausible it is they have every right to not allow it, as does your opponent in this case. As it is not a common thing at all it may well be perceived as an intention to try and cheat. Hence the need to discuss this aspect prior to combat. If it is not discussed prior to combat the judge has every right to deny this aspect of the Kinn race and it will leave you at quite the handicap. if it is discussed and still refused and you are not willing to enter into combat unable to charge then you may refuse combat with no penalty however you will be expected to render some proof that this aspect of the Kinn was explained and refused by the judge. (in Kinn controlled areas this trait CAN NOT be refused as it is integral to the species)

    The Kinn are creatures which can be generally defined as “Sin elementals”, meaning they can gain energy and power from the sins committed around them. It has been mentioned that in a combat setting the sins of the opponent can and often do wind up giving the Kinn charge counters, what has not been discussed yet is how these things are considered.

    The first thing of note, aside from this ability being a bit broken, is just how it works, the particulars if you will. The first part of the explanation is how much energy a given sin yields. Obviously there are some which grant more energy than others, the most potent as example would come from any given one of the “seven deadly sins”. This do to the fact that infractions of this are considered to be particularly profane, hence the larger energy gained from those particular infractions. A “Cardinal Sin” committed in their presence should always become a full counter in the least, but no more then three. Meaning if someone is guilty of a cardinal sin then you gain at least one charge counter from every infraction.

    There are a plethora of sins which are not cardinal sins, many of which people do not even realize are sins, I’m going to attach a link for a page with a more comprehensive list (which I myself will take no credit, this will is “straight from the horse’s mouth if you will [www.wogim.org] ).

    Given this is a rather “broken” way of charging there are a few things worth note before going further. Namely and most important would be that a Kinn CAN NOT charge of its own accord. It MUST get its charge counters from its opponent(s). The only exemptions here would be in the case of some form of “battery”.

    Now just how much energy, or power, is gained from sins depends on a few different things. This is where it gets a bit complicated, as there are three considerations. Each consideration has its own little bracket for energy yield, and the considerations are as follows Thought and Action and “Egregiousness”.
    Thought is only worth a third; action is worth a full counter. the egregiousness is a thing that is subjet to opinion and left to the judges discretion. The easiest way to think about this bit is to put a fraction into your mind. You would need three tics, to gain a counter. Thought grants only one tic, so a person would need to think of sinning at least three times, or three different sins for you to gain a counter from it.The egregiousness of a sin is to be decided by majority rule of the judges present (which should be three for any “cannon combat”)

    “Stacking”- most people are capable of sitting on their charge counters, another built in “nerf” to help control the broken aspect of the Kinn is that there is a limit as to how long the counters remain, or how they are stacked. A Kinn may “sit on” or “stack” their counters for two melee rounds, at the conclusion of the first melee turn in the third melee round the counters, or energy stored will revert to zero(lest there was some legitimate method of alternative storage). Now a bit of clarification, as not every one is familiar with what a melee turn is, or what constitutes a melee round.
    A melee turn would translate to a post. So say your opponent has the first post, that is one melee turn, your response is a melee turn. Once a post and a response have been given, that is a melee round. In short two turns equal one round.

    The next tricky aspect of this is how much energy, or how many charge counters a particular action might take. This should be left to a judge and some sort of premise set prior to a match, but the following is an example of what I would consider standard.

    Simple illusions and “prestidigitation” often require no energy to perform, at least not enough to label it as something that would consume a full charge counter. To be clear “simple” illusions are considered here as things which can be experienced such as seen, heard, or smelled but not physically interacted with.

    Complex illusions are illusions which carry some sort of effect to them, or are tangible. This can require any degree of power depending on the complexity and resilience of the illusion. However it does have a base cost of one charge. Things which use only one counter/charge tend not to be very strong or resilient as far as resistances, more often than not simply dismissed or defeated, the more charges that are spent in this way the larger the resistance and abilities the illusion may possess. Generally each counter spent will give the illusion a marker of sorts, each marker is good for a degree of resistance, so something with say, only one counter, would only take one challenge to it, such as a physical attack. Each hit scored on or against the illusion would remove one of the counters spent in its creation.

    “Summoning” is another thing which has a degree of variance to it, obviously the stronger the summon is, the more energy it will take, often using the same premise as the complex illusions. The exception here comes from things with a “predisposition”, or things which are bound to the Kinn, such as a personal weapon or armour” (if the equipment in question is not mentioned in your bio under equipment then you cannot use it freely, if at all. It will fall under the judges discretion.)

    “Projectiles” are a thing which more often than not also falls under the complex illusion clause. It’s going to take at least one counter for it to be of any real use, aside from distraction. The more counters or energy put into the projectile the more damage it will be capable of yielding, and the more difficult it would be to deflect.

    “Casting” works much as any other magical based skill or ability would be expected to. The exceptions are there are some magic’s Kinn simply cannot cast. Things such as holy, or cleansing magic, they also are not capable of using conventional healing, most notably and it should be common sense is fire. Not to say that fire is completely off limits, but most conventional fire certainly is, the exception being things like “black fire” or “unholy flame”.

    Spell Costs- This part of it works normally. The categories are Simple/ intermediate/ advanced. Taking one, two, or three charge counters accordingly, of course there are spells which would require more than your usual casting cost, but those tend to be specified and or AOE(area of effect) more often than not. The cost of something SHOULD fall to a judge to declare, as for how a person goes about asking the judge is up to them. I advise some fairly private method, to avoid possible meta gaming, and this should be done Prior to combat. Something to remember in combat is the Judge holds final word during the fight. AFTER the fight a log can be posted on the GP for a “proofing” of sorts. Keep in mind once you produce this log, the prior clarifications regarding rules must be included before the combat part of the posts. IF something has happened which might conflict with our ruling here and was not specified or noted prior, or is not part of the “stereotypical T-1 rules” the Judge’s ruling will hold and generally be held as a truth in regards to logs/history. IF it is something which blatantly contradicts one of our rules or standards and YOU fail to mention it prior your failure to mention such prior will then be taken as an offence against the house.
    ALSO, when you use a charge counter to accomplish any given action you MUST mention it in the post, preferably in brackets after the action. for example "throws a bladed Umbral projectile for its opponents face with startling speed (1 counter)."




    UMBRAL MANIPULATION: how it works for the Kinn.


    Kinn manipulate darkness through "force of will", directing thousands, if not millions of souls to s single defined goal. I am fairly sure I have also mentioned the souls before forming the mass of a Kinn are subjected to "re education". They receive the blessings of “The Dark One” in this process, The Dark One being the Kinn god, a god of darkness and "evil". In essence what this does is instill in every solitary soul involved, a skill which is not so uncommon, "Shadow magic" is probably the most basic conveyance of the thought, simple and to the point. Now, it’s not all that uncommon for the occasional master shadow mage to be found, depending on where you are it is common. What would not be common would be thousands/millions of them joined in a sort of hive mind, all driven to the same end. So whereas the mage may be a master, he is only one mage. The will of the many, VS the will of the one, most people agree "majority rule". This explaining the common superiority of Kinn shadow bending/manipulation, and why it is differentiated by calling Umbral manipulation. The tiers are Antumbra, the lowest tear and closest to regular shadow magic. Penumbra, a more forceful and potent form, in which the darkness or shadows manipulated have a notable resistance to light and a "corrupting" energy to it. The final tier is plain Umbral, the darkest most potent. This tiers manipulation renders darkness immune to regular physics concerning light and dark relations, has an unholy corruption to it and is more often then not necrotic as well.


    Due to the nature in which Kinn manipulate shadows there are a few things of note which should be considered. The complexity of the manipulation is most important, as it would determine how many, if any, charge counters you would require. For something simple, mundane, more story oriented, things like prestidigitation, those require little to no will at all. That’s not to say if you were to… summon up a massive sort of holographic map with real time feed, something like that, is going to require just a bit of effort.
    Weapons and armours, things that are for most intents and purposes solid, most of the time so long as it is a simple form, again should not cost you a counter as they are commonly “bound” to you, and require about one melea action to form/summon, if not faster. This again as per always will depend on the nature of what you're trying to do.
    Let’s use a sword as an example, that’s a very broad sort of thing. So let’s say we summon a sword, well first off did you pull it out of a shadow? Just forcing umbra into existence and solid form, that takes effort, hence, a charge. Now, to pull it from shadows that are already there, much easier. Again though what kind of sword are you producing? Are you after a simple functional piece, or something with some style to it, is it large or small, does it have any abilities, or give you any boosts? If you’re trying to produce some kind of massive beautiful sword…that’s going to take effort. On the other hand a simple, "moderately"(anything under let’s say seven feet) sized sword would be simple, little to no effort, it would be like it was there waiting for you all the while.

    There is a possible exception here, but it would require being mentioned. The Kinn may well have spent some time and energy on an artifact, becoming fond of it, or attached. In which cases it would not be unheard of to have this tucked away with them, you could easily "hide it in a near shadow". IF THIS IS THE CASE, you MUST mention it in your bio as that would be some form of equipment.

    Kinn are not without limits on Umbral manipulation. Perfect example is they may not form things like complex machinery. If it has many small moving parts it’s not usually within reach, certainly not without charges, the cleverer Kinn though can easily circumvent this. Things which have more than one piece require charge counters, as they are usually rapid succession summons, if not simultaneous. One piece immediately after, or soon after the other, a chain whip I think works well as an example. Here you could use a few mealea actions to draw it, depending on the length. You would want to discuss with a judge maybe it being so repetitive and theoretically simple you may be able t get a few feet per melea. That would be up to the judge NOT the Kinn.

    Projectiles are perfectly plausible, though again, the complexity defines the charge. Kinn may employ shadows, it does not matter what, or who they are on, or from generally. They might use their own form to do something like summon a kunai, and then hurl it. They might also chose to hurl something at you from the targets own shadow. IF that happens though it automatically requires at least one charge, as you are using a shadow which is connected to another living sentient being. From that point though it would not need to be a projectile though it would be considered as one, you could do something simple such as say a spear, erupting from that persons own shadow to stab them. These things are possible, and should be expected from a Kinn.

    There are the more expensive things which may well require you to wait. Things such as forming another manifestation, or a "minion". Something like this will only be as powerful as the charges put into it, so whilst you can feasibly do it with one counter, or for free, it would be very weak. On the other hand if they wait long enough and put forth effort it may well be on par with adding people mid combat. In the more advanced techniques it is even plausible to summon a "doppelganger" of the opponent, possibly more.

    Spell usage, this is a bit different as the Kinn have considerable limitations here. Namely the inability to use things which would require holy or purifying energy, simply put they CAN NOT do it. They can however "look" as if they are, occasionally you might see a Kinn "throw a fireball", mind you it would not be real fire, simply look that way, by incorporating prestidigitation.

    A Kinn would acquire its magical prowess from the pool of its souls, as it retains all of the memories, skills, and occasionally abilities. So then were a Kinn to consume something like a Cleric, it would acquire all of that individual’s knowledge and experience. It WOULD NOT be able to use the spells or energies, however it would be aware how the spell would work, and if there were ways around, or out of it. That is of course assuming the devoured soul had the knowledge, not every cleric is going to know every spell in that field, in fact, most of them do not.



    “Aura of Sinn”



    In nearly every case this field emanates from the Kinn, and reaches out thirteen feet in any given direction. More often than not this field is visible, usually as the aura of darkness that a Kinn has is more in actuality the effective area of influence over this particular trait.

    When entering into this area of influence the easiest way to describe the effect is a person’s inhibitions ebbing away. The way this tends to come about is Kinn can be considered as "sin elementals". The power it takes for these things to manifest is immense, a concentration of evil wills more or less. This evil leaks out into the area around it, a sort of spilling over. Commonly when one enters this field you would be more likely to recall past questionable deeds. The sins that make you smile might come to mind first, or a recently committed sinful action. It’s easier for the aura to bring these things to mind, as they are perceived as pleasant, maybe even "fond memories". The Aura USUALLY brings these things to mind in rapid succession, one after the other eventually blurring into one massive memory as it continues to play the images. These often become more appealing as new fantasies would usually be formed taking parts of the fond memories and turning them into an amalgam of debauchery, the longer this play continues the more "evil" the images and imagined actions can become. More often then not playing in the back of the mind of all the evil that person has done, and wishes to do, and the pleasure it brought them.

    This can and usually does put an individual into a particular mood, where they may not actually act on the continuing flow of demented and evil memories, but it can be said they would certainly be more likely to do something questionable while under this influence. It is important to note that the closer a person is to the Kinn the more intense the effect is. Now on the occasion someone touches a Kinn, there is another more profound effect were the Kinn may manage to "link up" to a person through their sins, these images becoming known and perceived by the Kinn that was touched. This on most occasion has led to a certain sort of mental link, allowing the Kinn a more profound degree of influence over the individual touching it.

    Profane presence


    Some Kinn have a presence that is incredibly evil that its aura holds another secondary set of effects which whisper to the depths of this creature’s evil. Perhaps most noticeable is the sudden drop in temperature. It's presence now causes flames to burn black naturally if they are within the field of influence unless some effect prevents this. Water should not be able to run/flow within thirteen feet of the Kinn things such as large rivers will usually suffer a slowing of the current within the auras range if it does not stop altogether. The effect on holy artifacts and imagery is it will now most usually writhe as if in agony at the simple presence of this Kinn. Holy or more “pious” beings may also take minor damage from the aura as well.

    Soul Pressure


    Some Kinn have such an abundance of souls that its manifestation also has an aura that may exert a considerable pressure on any whom cross it. This pressure is formed by the consciousness drawing itself into a material form, the shear ridiculous number of souls commanded by this evil being are so numerous that even while in immaterial form being drawn in so close to the dominant soul they exert a tangible and very real pressure or weight, much like water pressure. Lesser beings may in fact be crushed by this force. At minimum without conscious effort the force exerted is equivalent to thirteen pounds per square inch; at maximum it can become as burdensome as thirteen tons per square inch.

    Soul rending


    Kinn have the ability to tear souls from corporeal forms. Kinn can rend souls of "lesser creatures" though such things are generally avoided, and always looked down upon. Lesser creatures being defined as creatures such as "wild animals" or domesticated animals, things such as pets or familiars. Notably souls of lesser creatures are not truly counted among souls in the soul pool. this means they will not add to the prowess or ability of the Kinn whom they belong to. They are however able to be used in soul forging.

    A soul rend is initiated by having the soul pool of a Kinn reach out and latch onto the soul of a target at which point the soul is pulled on by the souls of the soul pool of the Kinn that initiated the soul rend (this does not require the entire pool, however generally an overwhelming number are used). It is a prerequisite that a creature not considered a lesser creature MUST be defeated in combat prior OR have some other legitimate obligation, such as having brokered a deal. On occasions where souls aside from the individual who brokered the deal have been offered they should be separated from their corporeal forms prior, failing that there must be some legitimate claim of ownership by the person of the souls in question. This does not mean that a person can not offer up individuals without an obligation, however it does mean that the Kinn which agreed will have to rend the target rather then simply absorb the souls into its pool at that point.

    There are a number of methods and factors that are taken into account to resist the soul rend, a Kinn is under NO obligation to mention them however these things can not be ignored. The most prominent natural factor to be taken into account is the will of the target, just as in combat one person may well be able to handle more then single combatant and win. this being the reason rends are often done with overwhelming numbers. Physically defeating a foe in combat more often then not tends to sap the will of an individual, as when one does not possess enough will to physically move logic dictates they would not have the will to resist the pull on their soul.

    Another method might be something along the lines of various wards or barriers of some nature. In these cases defeating the person in combat prior may have little or no affect on these methods. Often these things would be blessings of some sort bestowed by spells or equipment, on rare occasion some deity may have granted some method of resistance if not immunity. Such things MUST be mentioned in the bio of the target in question for them to have any degree of legitimacy.

    -l- RECORDS ARE REQUIRED -l-

    prior to combat it must be made known that a Kinn has this skill, and it must be noted/agreed upon prior to the beginning of role play or battle. Each individual Kinn must have a record of their soul pool as well as where the souls were acquired from. this includes the agreement from the room or RP owner as well as the combatant. When this point is contested if it is contested or denied by the RP owner it is something you can not debate, a realms owners makes that realms rules.IF the owner has approved the ability and an RPC debates the rend then it can be brought up to the room owner, and if need be myself as well.



    Soul forging


    This ability allows the Kinn to use souls from their soul pool to bestow/enchant artifacts or create familiars.

    In cases of enchanting artifacts the artifact may be preexisting or created by use of Umbral manipulation. Where Umbral manipulation is employed the artifact can more often then not be repaired through usage of shadow magic to restore the artifacts physical form so long as it has not been completely destroyed. If the souls are removed the enchantment will lose its effect, this may be restored by fusing more souls of the same type back into the artifact. The exception to this is on occasions where special souls are used for specific or particular effects. Souls used in enchanting may not bestow effects which are not typical to their type, meaning a physical type soul would not bestow a magic type ability or a magic type souls would not bestow a physical type ability. If a "Special soul" is used it will grant the same buff it grants while in the soul pool of a Kinn.

    when creating a familiar, again Umbral manipulation may be used to form the body. It is also plausible in some cases to have the familiar "possessed" by souls from the soul pool of a Kinn to change a familiars loyalties and or skill and ability sets. The same properties of souls applies in regards to bestowing skills and abilities with familiars as enchanting weapons.

    -l- RECORDS ARE REQUIRED-l-

    when a Kinn creates a familiar or artifact it is required that said item be recorded on the GP with which Kinn made it, for whom it was made, what it is made of, and the ability/skills it enables. (it is generally advisable to have the entitlements the item grants reviewed to asses the logic of the endowments and mechanics)If a soul forged artifact or devil forged familiar are presented which were created by a Kinn and there is NO record of that soul forged item it will be considered as void if it was supposedly created by a Kinn. This does mean you MUST post the item Prior to gifting it, or shortly thereafter.