

NEONOSA CITY_
Knife-Ears
Knife ears are humanoids ranging from 5-7.5 feet. They are tall, lean, and stronger than normal humans and dexterous. Magic comes as a second nature to them. They are immortal unless killed. They have long pointed ears of varying sizes. There eyes can range from normal human colors to triple colored irises and abnormal colors, depending on the type of Knife-Ear. Regardless of their alignment they believe themselves superior to any other MetaTypes.
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Knife-Ears regardless of type can live until they are killed. They show no physical aging after the age of 25.
Weaknesses:
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Physically: They are more fragile than the other race.
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Noise: Sensitive Ears
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Mana Sensitive: If magic damages them, they take more time to recover from it.
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​Strengths:
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​Glamour: Makes Knife-Ears appear not looking like themselves (Unlimited but must be refreshed daily)
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Illusion: Can create an illusion for their benefit. Nothing extreme. You cannot create entire virtual worlds around a target.
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Increased Senses: Increased sight, hearing. Cannot hear through stone walls without a hole, door, or window.
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Specialty Abilities:
You may pick one.
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Hands of Power:
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One hand of power can be picked only. At birth Elven are born with a runed magically bounded to their hands. These are abilities only Knife-Ears can have and can only be used once daily. These abilities apply for both elves and drow. The Knife-Ears must have control of their hands in order to use this ability. Their hand of power only works in one hand. If they were to lose that hand then they would lose the Hand of Power. If they loose their hand the loose their Hand of Power Rune, and it cannot be regenerated. Knife-Ears are born with this power and may not be mastered right away. These abilities cannot kill anyone.
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Air: Can suck the air out of a room forcing others to suddenly lose the ability to breath and pass out. Good for two round. Stuns players for two round of combat
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Weakness: Can cause target to become very weak physically making it unable for them to move freely. Good for two rounds.
Laxity: Gives the Knife-Ears control over targets mind for extended period of time. Can be cast once daily, however can last as long as consent length is given. Knife-Ears can use this power to control someone as their puppet. Once cast they do not need to be within range of target. Knife-Ears can only use this on one target at a time.
Please note Knife-Ears of both types are able to choose one specialty hand of power for their character creation. This will go on your application.
Elves are powerful and enjoy the use of glamor. They look down upon anyone else as lesser than themselves, especially their drow counterparts.
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While they can come across as benevolent they can also be quite malicious just not as openly as their counterparts, the drow. They are manipulative.
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Elves have normal human skin tones and normal human eye colors or triple colored irises, and varied hair color.
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They are not evil nor are they good. They range on the neutral to chaotic spectrum and can be considered just as dangerous if not more dangerous in their tactics as drow can.
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Standard Abilities:
​Cost one AP to use
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Magical Ward: Elves can add +3 defense to all magical attacks for five rounds of combat.
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Amplified Magic: Elves can add a +3 to all magical attacks to targets for five rounds of combat.
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Solar Flare: Elves can send out a burst of bright light blinding up to 5 targets for 2 rounds. This acts like a stun effect.
They are powerful creatures equivalent to their elf counterparts in power. They look down upon anyone else lesser than them and despise their elf counterparts.
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They have glamour but use it less than the elves.
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They are openly malicious and manipulative.
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Their skin tones grey or black skin, with red or silver eyes, and white hair.
Drow range along the neutral evil to chaotic evil spectrum. They have a history of being violent and dangerous in their tactics.
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Standard Abilities:
​Cost one AP to use
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Knowledge of Fire: As a Racial attack, Drows can manipulate fire as a form of attack. This is a specific type of magic, and does not follow the rules of using a magical school already known (IE: Alteration schools can still use Fire based spells if they are drow).
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Shadowstep: As a Drow they may add +5 to their escape attempt. Blending into the shadows and turning themselves into a shadowy form.
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Detect Life: If a target is trying to make an escape attempt, the drow can add a +5 to their counter escape, making it harder for the target to get away