Daemon: Male equivalent of a siren, though to be extinct. Their abilities parallel the powers of a siren.
Story: Long ago, the eridians observed a primitive race learn and grow. This race was humanity. Humanity was off to a poor start; stronger and more intelligent species would pillage their planet, draining it of its precious resources. So the eridians cut a deal with mankind, if the humans would pledge their allegiance to the eridians, the eridians would make them heralds, champions, and devastating warriors. Not every human would be picked, some were too young, some too old, and others too sick. Generally, one man and one woman would be picked, these men and women were the strongest, fittest, Specimens. Both classes had different duties, while the daemons went out and conquered other planets for their masters, the sirens protected the eridian homeworld. Eventually, one lone siren, an arch siren, witnessed the destruction her male counterparts caused. She thought back to the days when humanity was victimized in the very same way. Soon she rallied other sirens against the daemons and eridians, both sides suffered grave losses, but the war ended when she defeated the Arch daemon in hand to hand combat. After that the eridians turned their back on sirens, and humanity in contempt. Little did any one know, their was one daemon left. His name, mephis. He alone existed, he, the last principal daemon.
Siren/Daemon ranks
Arch: 1st rank. There can only be seven archs at a time, they preside over other celestials. (Celestials being a name used for sirens and daemons.)
Prince: (Principal.) They are akin to lieutenants, each Arch can have 2 principals.
Sentinels: These beings observe the different life forms in the universe. They are akin to scientists, but can also be deployed as elite warriors.
Furies: Elite warriors, can either be used as shock troopers or assassins.
Fallon: Basic celestials, used as warriors, spies, and engineers.
Passive abilities
Anti aging: Some celestials can slowdown or hault their aging.
Innate sense: Its a type of sixth sense, makes celestials highly aware of their surroundings.
Active abilities
Phaselock
Phasewalk
Teleportation
Elemental manipulation
Transformation into energy
Wereskag: It all happened long ago (not really all that long ago.) in jakobs cove, the sick lab expiriment of some cockamamie douchebag doctor. Those who became "wereskags" could rarely change back, while they were in their bestial forms they retained some memory of who they were, and were apalled at what they became. Those few remaining souls left in jakobs cove thought the plague of the wereskag was wiped out by roland and the other vault hunters, they thought wrong. There we're others, wereskags other than the original 4. They created small packs, fed on the flesh of the walking dead, that's How they survived. And that's were they waited, were they're still waiting.
Wereskag ranks/types
Alpha: The head of the group, will usually be a male and female alpha leading the pack together.
Neo-Alpha: A new Alpha. The Alpha would usually be the first to feed, but a neo-alpha must prove himself before feeding with the rest of the pack. Neo-Alphas are usually the offspring of former alphas.
Beta: A young male wereskag, akin to a general's lieutenant.
Elder wereskag: These are the older wereskags of the group. The male alpha will usually communicate with them for a type of "council". If the pack is low on food, the elders will sacrifice themselves to keep the pack going.
Omega: Similar to an alpha, but where an alpha commands one group the omega will command two or more.
Juvenile: These are the young hunters of the pack.
Pup: Normally The offspring of two alphas.
Feral: A wereskag that has been isolated for too long. Can be very dangerous to encounter.
Passive abilities
Enhanced senses
Semi immortality: Wereskags are "Resistant" to most damage, and age very little.
Aggresive traits
Claws
Jumping
Elemental manifestation: Some wereskags have elementally charged bodies.
Roar: An ear shattering roar.
Spit: Most low-level wereskags can spit acid.
Charged up healing: All wereskags can regenerate health, but time spent regenerating depends on the experience of the wereskag. Whereas an alpha or Omega can instantly heal themselves.
Story: Long ago, the eridians observed a primitive race learn and grow. This race was humanity. Humanity was off to a poor start; stronger and more intelligent species would pillage their planet, draining it of its precious resources. So the eridians cut a deal with mankind, if the humans would pledge their allegiance to the eridians, the eridians would make them heralds, champions, and devastating warriors. Not every human would be picked, some were too young, some too old, and others too sick. Generally, one man and one woman would be picked, these men and women were the strongest, fittest, Specimens. Both classes had different duties, while the daemons went out and conquered other planets for their masters, the sirens protected the eridian homeworld. Eventually, one lone siren, an arch siren, witnessed the destruction her male counterparts caused. She thought back to the days when humanity was victimized in the very same way. Soon she rallied other sirens against the daemons and eridians, both sides suffered grave losses, but the war ended when she defeated the Arch daemon in hand to hand combat. After that the eridians turned their back on sirens, and humanity in contempt. Little did any one know, their was one daemon left. His name, mephis. He alone existed, he, the last principal daemon.
Siren/Daemon ranks
Arch: 1st rank. There can only be seven archs at a time, they preside over other celestials. (Celestials being a name used for sirens and daemons.)
Prince: (Principal.) They are akin to lieutenants, each Arch can have 2 principals.
Sentinels: These beings observe the different life forms in the universe. They are akin to scientists, but can also be deployed as elite warriors.
Furies: Elite warriors, can either be used as shock troopers or assassins.
Fallon: Basic celestials, used as warriors, spies, and engineers.
Passive abilities
Anti aging: Some celestials can slowdown or hault their aging.
Innate sense: Its a type of sixth sense, makes celestials highly aware of their surroundings.
Active abilities
Phaselock
Phasewalk
Teleportation
Elemental manipulation
Transformation into energy
Wereskag: It all happened long ago (not really all that long ago.) in jakobs cove, the sick lab expiriment of some cockamamie douchebag doctor. Those who became "wereskags" could rarely change back, while they were in their bestial forms they retained some memory of who they were, and were apalled at what they became. Those few remaining souls left in jakobs cove thought the plague of the wereskag was wiped out by roland and the other vault hunters, they thought wrong. There we're others, wereskags other than the original 4. They created small packs, fed on the flesh of the walking dead, that's How they survived. And that's were they waited, were they're still waiting.
Wereskag ranks/types
Alpha: The head of the group, will usually be a male and female alpha leading the pack together.
Neo-Alpha: A new Alpha. The Alpha would usually be the first to feed, but a neo-alpha must prove himself before feeding with the rest of the pack. Neo-Alphas are usually the offspring of former alphas.
Beta: A young male wereskag, akin to a general's lieutenant.
Elder wereskag: These are the older wereskags of the group. The male alpha will usually communicate with them for a type of "council". If the pack is low on food, the elders will sacrifice themselves to keep the pack going.
Omega: Similar to an alpha, but where an alpha commands one group the omega will command two or more.
Juvenile: These are the young hunters of the pack.
Pup: Normally The offspring of two alphas.
Feral: A wereskag that has been isolated for too long. Can be very dangerous to encounter.
Passive abilities
Enhanced senses
Semi immortality: Wereskags are "Resistant" to most damage, and age very little.
Aggresive traits
Claws
Jumping
Elemental manifestation: Some wereskags have elementally charged bodies.
Roar: An ear shattering roar.
Spit: Most low-level wereskags can spit acid.
Charged up healing: All wereskags can regenerate health, but time spent regenerating depends on the experience of the wereskag. Whereas an alpha or Omega can instantly heal themselves.