〈Deducting 115 CP...〉
〈PHASE 2 COMPLETE: PHYSICAL FORM ESTABLISHED〉
〈PHASE 3: MAGICAL AFFINITY〉
Your Celestial-Demon Hybrid possesses innate potential for both Holy and Unholy magic. However, raw potential must be refined into usable abilities.
〈AFFINITY STRUCTURE〉
Due to your Power Lockout drawback, your race cannot master both paths equally. You must select a Dominant Affinity and a Secondary Affinity.
- Dominant Affinity: Full access, stronger abilities, faster growth
- Secondary Affinity: Limited access, weaker abilities, slower growth
[3.1] SELECT DOMINANT AFFINITY
- Celestial Dominant — 0 CP
- Full access to: Light magic, healing, purification, divine shields, holy smite
- Locked from high-tier demonic abilities
- Demonic Dominant — 0 CP
- Full access to: Shadow magic, curses, corruption, hellfire, soul manipulation
- Locked from high-tier celestial abilities
- True Balance — 80 CP
- Equal access to both paths but neither reaches highest tiers
- Unlocks unique Twilight Magic — fusion spells unavailable to single-affinity users
- Warning: Increases mental strain from Inner Conflict drawback
"Magical affinity will essentially be the last phase, as the remaining phase is just attributing the social framework and commencing the final genesis. It shouldn't demand more CP. But magical affinity will directly correspond to the strength of the race, so spending here makes sense. The issue is I'm left with only 335 CP."
"Thus, now I have to be wise in my decisions. I can't blindly take overpowered options, it has to be the efficient option. The option with the best ROI. That being said, getting True Balance is a no-brainer. What's the point of merging these two conflicting races if I have to make one dominant? It has to be both equally. Even if it costs 80 CP or makes the drawback worse."
"As an ex-member of a political society, I'm aware of how systems work. Say this or political systems, they are the same in their core aspects. They will ban or sanction any idea or innovation that threatens their policies or views. They want the mass to move along the route they have safely secured, reward them as they walk forward, and now your pet is developed and will never question."
"For fear of those drawbacks, I won't change my inherent views."
[3.2] INNATE ABILITIES (Select up to 3)
These are racial abilities your entire species will possess from birth.
Due to being Celestial-Demon Hybrid innate regeneration (Minor) is added by default.
- Aura Shift (20 CP) — Switch freely between Holy Aura and Unholy Aura; alters how others perceive and react.
- Soul Sight (25 CP) — Perceive the true nature of souls, detecting lies, moral alignment, and hidden intentions.
- Hellfire Touch (25 CP) — Channel destructive demonic flames through physical contact.
- Divine Light Burst (25 CP) — Emit a burst of holy light that harms dark creatures and blinds foes.
- Flight Mastery (20 CP) — Innate, effortless mastery of flight whenever wings are manifested.
- Charm/Fear Pulse (30 CP) — Release a supernatural wave that induces charm or terror in chosen targets.
- Energy Absorption (40 CP) — Absorb incoming holy or unholy attacks to restore stamina.
- Twilight Step (35 CP) — Teleport a short distance via shadows or light sources.
"Innate abilities? Interesting. Innate abilities are basically the core feature of any race, it's like an image by which others perceive them. Like immortality of the undead, intelligence of humans, magic of fae and elf. I have to be careful picking them."
David scanned through the innate ability list carefully. As each ability passed through his consciousness, the disappointment was clear.
Not because he found the abilities underwhelming. It was the opposite. All those abilities were really enticing, with the limit being three and his low CP budget being the disappointing factor.
It was clear he couldn't get all the overpowered ones, but getting three good ones that would help build the picture in his mind was enough.
He was clear on how to approach it. If the options overwhelm you, just go with the elimination method.
With the obvious no being flight mastery and aura shift.
"Tsk, all of them are really cool ones."
But he had to choose only three.
After some inner debate, he finally settled on his three choices.
[3.3] MAGICAL WEAKNESS (Mandatory: Select 2)
Power demands sacrifice. Your race must carry some kind of vulnerability.
ENVIRONMENTAL WEAKNESSES:
- Sacred Ground Sensitivity — Holy temples and blessed land cause discomfort and power suppression
- Abyssal Rejection — Demonic realms and cursed zones cause discomfort and power suppression
- Moonlight Fragility — Powers weaken significantly under full moonlight
- Sunlight Drain — Direct sunlight slowly drains energy; requires shade to recover
- Running Water Barrier — Cannot cross natural flowing water without extreme effort; powers suppressed near rivers/streams
- Hallowed Threshold — Cannot enter consecrated buildings without invitation or extreme pain
MATERIAL WEAKNESSES:
- Iron Vulnerability — Pure iron causes burning pain and slows regeneration
- Silver Bane — Silver weapons bypass natural resistances and cause lingering wounds
- Cold Iron Allergy — Unrefined iron causes severe physical reactions; touch burns like acid
- Salt Circle Binding — Circles of pure salt create impassable barriers; trap or repel the race
- Obsidian Weakness — Volcanic glass disrupts internal energy balance, causing disorientation
MAGICAL WEAKNESSES:
- Emotional Amplification — Extreme emotions destabilize power control; risk of uncontrolled outbursts
- True Name Binding — If someone learns their true name, can be magically compelled or controlled
- Blood Magic Vulnerability — Highly susceptible to curses and rituals using their own blood
- Mirror Reflection Trap — Reflective surfaces can trap their essence temporarily; avoid mirrors
- Dispel Susceptibility — Anti-magic and dispelling effects work twice as effectively on this race
PHYSIOLOGICAL WEAKNESSES:
- Energy Imbalance Sickness — If Celestial/Demonic ratio within body shifts too far to one side, physical illness occurs
- Mana Dependency — Must absorb ambient magical energy regularly or suffer weakness and fatigue
- Split Soul Strain — Using both Celestial and Demonic powers within short timeframes causes internal damage
- Dual Nature Exhaustion — Switching between light/dark forms drains stamina significantly
SOCIAL/SPIRITUAL WEAKNESSES:
- Oath Binding — Once a vow is made, breaking it causes severe physical pain and temporary power loss
- Faith Disruption — Exposure to concentrated religious faith (any kind) causes headaches and power fluctuation
- Consecration Sickness — Blessed weapons and holy symbols cause nausea and weakness even without contact
"Now I have to choose a weakness while already having so many terrible drawbacks. This damn system didn't even wait until I was born before showing its true color."
David was frustrated.
Those drawbacks were already significant, and now adding two more weaknesses to them was like over-nerfing the race before it was even born.
But what option did he have?
In this solitary space, the only thing he had was this system, and he knew that without it he was just another lost soul with no second chance.
"Hmm, if I pick something unexpected, something that doesn't even make sense, then I'd be the only one who knows about this weakness."
After pondering for awhile he settled on the two.
"Perfect, these two should work."
