|
|
* - Poisonous needles
Creation :
The People of the Porcupine are descended from the first child Lillith gave birth to, the child watched and cared for by the porcupine. They alone, of the three children raised by animals, know the most of their true creation. However, they do not have any lore pertaining to how it was that they took on aspects of their “foster parents.” The most enlightened of the Erethi believe that at some point, either an angel, a spirit, a demon, or even god (a god maybe?) fused the original child, or one of it’s prominent descendents, with a porcupine; thereby giving it aspects of both it’s natures.
History:
During the revolutionary war in America, Marpine was called on to assist in
the battle field with the humans, that had fallen and were injured. During
this time he found that he loved the feeling of healing more creatures
then just those of his blood. He continued in the US, to practice medicine
and every so often would fake his death. Then attend the a new school and
learn the medical ways. Growing in his profession, with the new computers
and new ways he has found it harder to stay with the humans. More and more
difficult to find ways to become new and fresh. After 911 he decided that
he had to move on, hiding in America will be impossible once again.
He sent word to the Ancients and told him of his problems, the ancients sent it on to Giles and Raven. They being very excited hired him and invited him to take place on the Isle.
Weaknesses:
The Erethi are an untrusting lot. It takes many years for an Erethi to grow to trust anybody/anything that is not one of their own. Even if one Erethi might trust a Panter, a separate Erethi would not trust that Panter, until many years of trust have been built up.
The Erethi are not capable of appearing totally human. In their human guise, their hair is “studded” with quills. They also have quills on their forearms, their shoulder blades and upper back, along with the backs of their thighs and calves. (Yes, even the females have hairy backs.. sorta)
Erethi, have a very strong allergy to a certain type of spice. Red Peppers give Erethi either a large viscous rash even if touched only a moment by any form of one. If ingested or injected (the juices, or a tea) Erethi either grow extremely ill to the point of going into a coma (lasting 3 weeks on average) or die. If inhaled Erethi suffer the same effects as if they inhaled mustard gas, which can of course lead to death.
They also have an equivalent allergy to Soy, and soy byproducts. Woe to the Erethi that turns Vegan in a human city.
Abilities:
(1)
Scent of wonder-
this ability allows an Erethi to smell what a particular being is. This is considered to be a basic skill. While its usage is common, it is thought to be disgraceful when used upon a fellow Erethi. All beings have a particular scent. Erethi have a scent resembling subdued pine needles, Pantera have a scent resembling catnip, Canid smell like wet dog hair, and humans smell like cinnamon. The Vampires do not carry a scent discernable by this ability, thus Erethi mark them by a lack of scent. (This ability can be used by the “Pravus Erethizontidae” or evil Erethi…to those that do not differentiate the true meaning)
Runes of Power (1)-
This ability is gained once an Erethi has learned the art of crafting Rune words. The power of these words increases as an Erethi grows more powerful and instills more energy into them. At the very basic level of this ability, an Erethi is only able to make simple words that assist them in very minor ways.
Rune of Watchfulness: this rune allows it’s creator to remain awake for an extended period of time, however once it’s power has been used up, the creator loses nearly all of it’s strength, for that many days; leaving it almost helpless to protect it’s self.
Quick like a Bunny- this ability allows an Erethi to double his/her speed when running. It does not affect combat or other situations, only flat out running.
(2)
No Scent-
Many Erethi learn to mask their scent. This power enables them to escape wolves and other predators that have mastered the knowledge of how to hunt porcupines. Their scent while undetectable to natural creatures, can be picked up by any power that picks up “supernatural scents.”
Loose the Quill- after many years of practice, an Erethi learns how to ‘throw’ their quills. This effectively gives them an edge over their Canid and Pantera brethren…at least when no guns are around at the time.
Runes of Power (2) This is a more advance application of the Runes of Power.
Rune of Terror: The application of this rune is rather strait forward. The recipient of this rune is overcome with a severe phobia with the first person and/or creature it sees (other than rune creator) All beings of the same type is treated as the first. The power of this rune lasts from a day to a week, depending on the power of the rune creator. The creator can divest more energy into the rune to make it permanent, but there is a major sacrifice that the creator must make (not determined as of yet)
Rune of Sadness: The use of this rune is frowned upon by civilized Erethi as the recipient of this rune contracts overwhelming sadness and depression. Suicide has often been the result of this Rune sadly. However, the rune maker ages 10 years with the creating of this rune, without all the perks that come with age, and all of the drawbacks.
(3)
Acupuncture-
in the Far East Erethi came across a marvelous form of medicine. Acupuncture has since then been one of the Erethi’s favored forms of healing. This ability draws on wisdom of the ancient medicine men of china, to heal even the worst injuries. This skill can, with time, heal grievous injuries, nerve damage, broken bones, and other such things. Also, with advanced knowledge a master of Acupuncture, can heal poisoning, including the bite of a sea snake…provided he or she is previously prepared to perform his/her work.
Runes of Power (3)
no new runes, just increased power
Barbs- Erethi in general do not have barbed quills, this makes for removal of their quills quite easy, however, a few have the supernatural ability of giving their quills barbs. This causes the quills to inflict more pain when they are removed, AND if the quills are left in, they slowly dig their way deeper. (Like foxtails)
(4)
Runes of Power (4)
this is the ultimate level of runic words that an Erethi is capable of implementing
Rune of War: This rune, once given, marks the recipient as a warrior among Erethi. This increases the Erethi’s strength and endurance, but also causes the Erethi to grow fanatical about protecting its brethren. There is no gender bias, Female, male… and Erethi is an Erethi, and if anything, the females are scarier than the males because of the human culture’s insistence that females are weaker than males. This IS permanent, once accepted; the rune recipient is forever more a warrior. Also called ‘Rad’ in memory of the original name for the rune.
Rune of Love: This rune causes the same effect as the urban legend of ‘love potion #9’ abiet with permanence. Only once, can an Erethi Construct this rune, once a century.
Rune of Hate: This Rune fills the receiver with complete and total hatred targeted at a being of the creator’s choice. This rune lasts only 5 minutes, but a lot can happen in 5 minutes. This rune does not overwhelm true emotion however, until an Erethi has spent nearly its whole life studying runes of power.
Healing: Touch of Grace
Level 1: Can heal minor wounds, can not repair bones or internal problems. Auto no roll needed
Level 2: Can feel and see the wounds of others, finding their problems and healing it. Roll of 6 needed.
Level 3: Can heal more severe wounds can knit skin and light grafting of flesh. Roll over 6
Level 4: By taking one of their smaller quills and introducing it to the blood stream causes the patient to fall into a deep sleep. No roll needed
Level 5: Can mend broken bones, heal wounds of heavy nature. Can not heal dieses or failed organs. Roll of 12
Level 6: Can heal basic dieses and can also heal internal injuries. Caused by things of nature or man Roll of 15
Level 7: Can heal poisons both by man and by beast. Roll of 18
Level 8: Can heal major burns, acid , and other non god given deformities. Ritual requiring rolls of a 125 points, no die counts less then 4 towards the point value. Three perfect rolls make the spell happen
Level 9: Can heal major diseases and major long term medical problems. This is a ritual of at least a 150 points. No die counts less then 4 towards the point value. Three perfect rolls make the spell happen
Level 10: Can enter the mind and assist in repairs of mental illness along with the mental spells placed on them by another.
Weapons/Abilities
Quills - Extremely poisonous. Near Death on contact. Can shoot them at a distance, These quills can strike with deadly range. These quills can drive through the difficult objects. If cast in fear it could drive into titanium.
Supernatural Weapons/Abilities
Strong Human and Darkling Empathy