welcome to Eldritch Academy
In a world of myths and mysteries, the pinnacle of the magical academies exists. Eldritch Academy offers education to all ages and species but specializes in the study and training of one's innate mystical capabilities, often called Eldritch Energies, Powers, or Unknowns, but more formally known as their Talent. However, tensions run high with the nations only holding a fragile peace as the Talents that rival the epitomes of technology change the balance of power.
With the more recent uprising of evil Shades and introduction of combat-oriented programs into Talent-focused schools, nations grow more aggressive towards one another. The demand for resources grows, and skirmishes at the border of Arka and Mistere become more frequent. Monsters run into the nations from the Wildes, terrorizing villages and cities. The need for trained or in-training Hunters and Guardians has never been more urgent.
Of Myths and Mysteries
eldritch academy The Tea Team
Blueprint is a premade Proboards v5 theme designed and built by punki of Adoxography and Pixel Perfect. Eldritch Academy is the work of the mind(s) of The Tea Team. All characters and content are copyright their creators, and may not be replicated without their creators' permission. All images belong to their original owners.
updates
FEBRUARY 20, 2019
Community Update 2.5 is out! We would like to introduce you to Student Dorm Assistants, a newly organized staff list, and best of all, an updated Academy Guide!
DATE HERE
Community Update #2 is out! We bring you a Fame/Infamy system, an organized Event/PvP system, a new Academy Guide featuring new roles and colorgroups to replace our dorm colors, along with monsters, quests, teams, shards, and more!
• SPECIES LIST
Izalie
Administrator
fishsticks
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Dec 15, 2018 23:54:05 GMT -6
Post by Izalie on Dec 15, 2018 23:54:05 GMT -6
♦ SPECIES LIST ♦ This is a master list of all the species onsite that have been created so far, you are free to either use one of the species listed here or create your own which will be added up. If one is taken but you wish to make your own version, you may simply use it and IC put your own spin on it, or create a different 'kind' of the species. If you wish to update a Species, please ask the permission of the original owner unless they have not been online for two months. All the creatures are in alphabetical order, if there is a mistake somewhere feel free to mention it to staff so we can fix it! Just ctrl + F to search the page.There are two categories of Species to be made-- Traditional and Variation. A Traditional Species may be something like "Dragon", while a Variation Species may be "Sun Dragon", "Hisakawa Dragon", "Northern Dragon", etc. Traditional: A Traditional species is required to use real world lore, be simplistic, free form, and open ended. Additionally, a Traditional species must have 3 Aspect Points allotted to one to three Aspects in their traits. Traditional Species ensure that nobody is forced to stick to a highly detailed member lore for a simple real world species unless they want to. Variation: A Variation species can be literally anything. They can follow real world lore closely or loosely, or be unrelated to what we might know completely. There are no banned concepts; have fun! If you wish to make a Variation of a Traditional species, go right ahead! Traditional Species will be noted as Traditional in parenthesis. If you are looking for the guide on how to create Species, Click Here. Index: A, B, C, DE, F, G, HI, J, K, LM, N, O, PQ, R, S, TU, V, W, X, Y, Z
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Izalie
Administrator
fishsticks
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Dec 16, 2018 0:05:09 GMT -6
Post by Izalie on Dec 16, 2018 0:05:09 GMT -6
A, B, C, D AKA Name of Species: Aka
{Spoiler}{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: About the equivalent to a normal human, with the only difference being that males tend to be 7 ft upon reaching maturity(which is 17 years).
Baseline Appearance: Red skin and horns that grow along their head are the most notable features of the Aka. At least some form of tattoo is on their body. Aka never wear anything that covers their arms nor head. Men wear skirts(though more modern Aka do wear jeans) while women usually wear whatever they fancy. Eye color ranges from green to red. Aka also do not wear shoes, their soles are tough anyway.
Culture/Origin of Species: The Aka are a ferocious race that has no known origin land. Mysteriously appearing a few years after the War, this race cleaned up any "violent mess" left behind in a storm of furious fire. The sounds of roars and mighty shouts intimidated the masses, making people fear their home would be swept in the sea of fire and flames. However only the peaceful side of races were spared. Any opposing forces to the peace, any extremism was immediately cleansed by a fire. However after the fire is gone, whole forests bloom, massive fields of beautiful flowers and grass covered the lands. The Aka then mysteriously disappeared, only to come back as civilization grew. However those days have long since past. The Aka are still scary, with demonic appearances and long tongues and fangs, and the Aka love that fact. While friendly and accepting, getting on their wrong side will send you packing with your tail between your legs. Their dance is the races' most unique culture, using strong intimidating movements and loud acoustic slaps Aka and with drawings depicting things with fire and ferocity adding to this both beautiful and powerful dance.
Traits: • Fire and Brimstone are the Aka's specialty, able to create this ferocious flames and spew mighty jets of lava as if a raging volcano. •The Aka have a mysterious soft side. They are able to grow land and create beautiful foliage through their flames once the fires died down. Their flames go out as beautiful petals scattering to the wind. • The Aka can essentially become lava monsters or plant monsters, whichever they fancy. Though this transformation is described as blinding and often only trained by the most well-disciplined Aka.
Flaws: • Seawater prevents them from spreading their fire, and their fire immediately turns to rock upon contact with enough sea water.AKH "GLORIOUS SPIRIT" Name of Species: Akh, it is translated to "glorious spirit"
{Spoiler}Baseline Dimension: Please keep in mind to have realistic human heights and weights. They usually are not extremely short (unless a child) or tall(with a defect). Majority of akhs take on human heights and weights. They also usually have very fit bodies and appropriate body mass indexes.
Baseline Appearance: The baseline appearance for humans vary. Some are tall and some are short. All of them have different skin tones, eyes, and hair colors etc. They also can have what they are referred to as "god's aesthetic gifts". These could just be appearance traits gifted by the god to the person after death as a marking.
But at the end of the day, these traits usually non-human traits serve purely for aesthetic purposes as granted by the god who resurrected them. If they carry any unnatural traits such as animal ears or wings, it usually doesn't grant them an additional ability. Therefore, aesthetic features are not considered an ability.
Culture/Origin of Species: Please note that these are based on Egyptian lore in the real world. The translation for Eygpt in this universe is Nome of Khem. "Region of Black Arts". Note when roleplaying to use the term "Nome of Khem" if talking about the origin of Akh. If referring to religion you call it "Khemism" or if you are a partaker in the religion you are called "Khemist".
The Egyptians are an interesting group of people. They were conquerors and ahead of their time, they invented many things. however, they had very different views and thoughts on life. You and I may think that if there is an afterlife that you certainly may want to go and live with your family and friends happily for eternity. If you were to somehow stay on this planet as a ghost/spirit you clearly did something wrong. You were an evil and mean person. However, the Egyptians were very different in their way of religious thought processes. They believed that if you were to die and somehow stay as a ghost you did something right as a person. That you did something so, very heroic and spiritually correct; you get to stay living for the rest of eternity spreading good words unless fate or the god sees otherwise.
This is what an Akh is. Someone simply who has died and been resurrected by a god and sent to do good things.
Akhs are seen as very lucky and good people to most who understand their backstory. Don't worry, like you and I there are some, individuals who hate them. To them, they are demonic and strange in their ways and abilities.
However.
They all have one thing in common: charisma and pleasant personalities.
Akhs, although initially originating from Egyptian mythology, come in all skin colors and races and even worshiping other religions(before their death).
Traits: •Empathetic Healing- An Akh, through touch, can make a person or themselves feel happy or ignore pain entirely for moments at a time. Although, the person feels happy and ignoring mental or physical pain they cannot change the thoughts or views of another person. Or if they are ignoring physical pain, if they are suffering from lethal injuries doesn't keep them from dying. There is no physical healing to this, only emotional. •Invisibility- An Akh can go periods of time when they aren't seen. This does not make them intangible. •Peak Human Condition- An Akh has endurance, speed, strength, and agility compared to highly trained human athletes. This is not a super ability. If a human is incapable of doing it-then they probably can't. •Physical Immortality- An Akh lives in the same body they died in(minus god's aesthetics). This means they look the same forever. Most Akhs tend to die when they are in their teens or young adult ages, although, there are exceptions.
Flaws: •Restrictions on Immortality- Akhs are bound to an object they found precious in their previous life. If the object is burned or destroyed they will pass on if a god does not intervene. Majority of the time, gods see this as fate and they will let them pass on into the heavenly part of the afterlife. Akhs can still die by normal means if the object to they are bound to is not destroyed,(ex. stab wounds or being burned) if this is the case then there bodies will be teleported to their birthplace where it takes hours for them to resurrect and live again. It is only if the object they are bound to is completely destroyed that they will surely die. •Restrictions on Invisibility- If another living being touches an Akh they will be seen for at least a full minute before they are capable of go invisible again.
ALIEN Name of Species: Alien
{Spoiler}Baseline Dimension: It is rare for an alien in their natural form to be larger than 30 ft, however different aliens vary due to the term 'alien' being a broad description for an unknown entity, often from outside of the planet.
Baseline Appearance: Although they may be able to shape shift aliens in their natural form do not resemble humans or any creature known, mythical or otherwise. They may be coated in a toxic liquid, lack bones or shine with light, they are completely unknown and barely documented. Many have constellations across their skin while in human form, tiny shining diomond like pinpricks of light which form the constellations of their home world.
Culture/Origin of Species: Outside of the planet, mentioned occasionally in old scripts and texts of ancient religions. However many aliens are known to reproduce on other planets, the main reason being that when the children mature they get more power over their traits and sometimes are influenced by their alien lineage to take control of the area, dominate and invade.
Traits: • Aliens are often able to transcend language barriers, speaking not only their own alien tongue, and the human language but many native languages of other species. • Once aliens are able to master their traits some are able to slightly influence the emotions of those that they spend a lot of time with • Non physical attacks are less effective due to the aliens natural affinity for magical power and the cosmos • Aliens often have talents that do not use conventional elements (Light, dark, earth, fire, nature etc) but may use ethereal energies, stardust, or another obscure talent • Aliens have high stamina, gaining 3 points to their stamina aspect. They may not show any talent or power for many years until it is suddenly unlocked within a couple of years once aliens hit puberty they train fast. • Naturally aliens have an impeccable sense of direction, knowing north to south and being able to navigate as if there was a map within their mind.
Flaws: • Aliens are prone to miscommunication, being outcasts, or being discriminated against due to how little is known about them • Aliens cannot always control their emotions and talents, there is an order inside them compelling them to take control as an invasive species • Due to being a species which has not been researched much talents that heal are less effective against aliens
ANDROIDS Name of Species: Androids
{Spoiler}Baseline Dimension: Height: Typically 5'10, varies based on the human Weight: Typically around 200LB due to the metal, varies based on the human
Baseline Appearance: Androids come from humans, they can vary as such and have no definite features that make them all the same. The forms of technology their bodies possess may vary, but usually half of their body consists of some form of technology.
Culture/Origin of Species: Androids are beings that are once human that survive off of technology in order to keep living. Without the technology in them, they are likely to be in a crippled state. Usually this is caused from some form of accident or incident that leaves their body in critical condition and unable to function normally, so Androids cover up their limitations with the wonders of technology. They still have the free will and mind of a human, but the technology within their bodies allows them to go beyond what the average human can do. Androids may also be robots made completely by man, but given the free will and emotions of a human being. These are the most brilliant Androids, but emotional development for them at the start of their lives is difficult.
Traits: •Androids have the choice of remaining in a human-like form or revealing their metallic bodies through transformations. Regardless of what they choose, the metallic parts of their bodies gives them a higher durability boost thanks to having rougher material than flesh and bone. Androids obtain a 3 Aspect Points in Resilience. •Calculations are nearly flawless thanks to how fast a machine can process information with almost no room for error. Androids are capable of calculating statistics and probabilities in their minds swiftly, making analyzing situations much easier.
Flaws: •While Androids are typically resistant to light amounts of water, their water resistance may only last for so long. If an Android finds that their body is attacked by or surrounded by mass bodies of water, the 3 Aspect Points in Resilience is neutralized while calculating the damage inflicted onto the Android.
ANGELS Name of Species: Angels
{Spoiler}Baseline Dimension: Angels typically follow the same body sizes as humans with the additions of wings.
Baseline Appearance: Although their bodies are much like humans, angels are known to have skin across their back that appears to be covered in writing. Angels can follow different religions, and the writing across their skin are texts from their sacred word.
Culture/Origin of Species: Angels covers a lot of subspecies, as angels themselves are children who have been blessed in the womb and emerge as an angelic being with part of their religions holy and light power within. Its most common for angels to be formed from human babies however there have been cases of halfbreeds being blessed. As for their culture each angel is naturally allied with the religion that they were blessed as, while angels can act in moral gray ways there is no consequence for them acting evil or dark while they are alive. That being said once their soul passes on there is no telling the revenge that the greater beings of the angels religion will reap.
Traits: • Illusions, traits and talents that revolve around lying and deceit are less effective against angels • Angels mature slowly, at a 1 : 5 rate with humans which means that while they may spend longer at school to mentally reach emotional maturity at the end of their many years an angel will be greatly knowledgeable. • Due to their slow aging angels also have 3 points into speed, which extends to increasing their reflex speed, reaction speed and other senses. • Angels are unable to be affected by natural plagues and illnesses
Flaws: • Is compelled to fully believe in everything of the chosen religion or faith, be it helping others or genocide • They take more damage and are generally weaker to darkness and shadow based traits and talents
ANTHRO Name of Species: Anthro
{Spoiler}{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: Anthros range widely in height varying from 3 feet to 7 feet when grown, much the same can be said about their weight which spans anywhere from 20lbs to 200lbs.
Baseline Appearance: Picture the rainbow, that's the range for hair, eye and skin color for Anthros! They are also very varied in unique traits, possessing ears, tails, claws, and such traits from numerous species of animals or other mythical creatures, however an Anthro can only carry these traits from *one* other species. Anthros may have a human form however they will not be able to take on the physical structure of the animal completely.
Culture/Origin of Species: Anthro's are a culturally diverse species present everywhere in the world, this is because of the origin of their blood like, half breeds. In the very beginning? Anthro's began as the children of halfbreeds whom happened to be of the same mix, breeding further and further away from both their human and non human ancestors over time, until they eventually ended up becoming a distinct species of their own.
Traits: • Anthro's have a wide range of potential senses since what sensory abilities Anthros possess is based upon what animal they share characteristics with. • Anthros may take on characteristics of their animal such as venomous snake fangs, wings for flight, or enhanced swimming skills. • Anthros gain 3 aspect points into their strength due to being a mix of the powerful human and a wild animal
Flaws: • Anthros will not be born with a distinct mother tongue, while other species will have their own language Anthros only naturally speak the humans language and will have to learn the language of their animal. • Due to the sensory abilities as well as the animalistic characteristics some anthro's are known to get overloaded with information and are prone to emotional instability ANYJI (IHPEIHPE MERMAID/MERMAN) Name of Species: Anyji (Ihpeihpe Mermaid/Merman)
{Spoiler}Baseline Dimension: Their bodies, including their fishy tails, are around 7ft to 9ft.
Baseline Appearance: Generally, they have the upper body of a human and they lower body of a aquatic creature, which is usually that of a fish. Their fish-half is usually covered in colorful, beautiful scales. Although rarely, sometimes their forearms are covered in scales, as well. Their hair and eye colors, while not as wild as other more mystical species, but still have a colorful arrangement. Reds, blues, and greens are not uncommon. Also, eye colors usually match scale colors.
Culture/Origin of Species: The Anyji, while not the most prominent, are the most populous sentient species on Ihpeihpe Island. They live on every shoreline except those that of the radioactive, glowing wastes, and the mechanized port cities of the Pyrdem. They do not live in cities, but in a homogeneous, evenly spaced mixture of terrestrial sandstone houses and aquatic, coral-walled dwellings of those who live underwater. They’re an easygoing people, and the most aggressive conflicts they’ve had are the passionate games of beach volleyball between those who live above and below water. While by not very much, there is a cultural divide between those who live on land and those who live in water, but those living either above or below water do not often change their choice of living. They usually live in large, familial units, where an entire family, starting with grandparents, parents, aunt/uncles, children/cousins, where an entire bloodline lives together. When “paired off” (their culture’s equivalent of marriage), the male is traditionally the one who leaves and moves into the homestead of the female’s family. In same-gender or non-binary romances, the older partner moves into the home of the younger partner. The name of their species, “Anyji” comes from the word meaning ‘us’ and ‘together’ in their language and Mermaid/Merman is a shorthand that humans and more human races use to refer to them.
Traits: • Swimmingly: The merfolk have a natural affinity for water. Aside from their possession of both gills and lungs, allowing them to breath in and out of water, they’re amazing swimmers and are naturally gifted at (and oftentimes possess) water-based talents. Naturally, being so hydrodynamic has its benefits. All Anyji receive +3 to their speed aspect. • Vaporous: Despite their more marine shape, and despite their dwelling primarily being underwater or on the shoreline, Anyji can adapt well to surface living, as well. Any Anyji has the ability to levitate indefinitely about a foot off of the ground, where they can move at the speed that a normal human would walk/run/etc..
Flaws: • Two-limbed: No… legs. Not even the ability to morph their tails into legs. Also, if they stay out of water for a long period of time, they’ll dry out.ARANIA Name of Species: Arania
{Spoiler}{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: Arania females are notably larger than their males. The average height of a female Arania is 6ft while the males average at 4ft. While they are the average weight of a human, whenever they become their spider forms they do gain some mass which bring them to the average of 80 kilos for females and 65 kilos for males.
Baseline Appearance: Arania come with a variety of features, though commonly are pieces of chitin over their body. While they can look relatively human, some Arania may have multiple eyes and may have a split jaw. Women are born with a natural sharp look, a femme fatale vibe to their face shape. Men tend to lean towards cute in terms of appearance.
Culture/Origin of Species: A common tale of the origin of these spider folk is that the first of their kind challenge a Goddess in a battle of weaving. Upon losing(though some sources said she won), the girl was turned into a spider for her arrogance(in the sources that say she won she was described to have turned into a spider from the sore loser goddess). However this is merely a fairy tale told among the Arania to remind children to respect the people around them, but they keep it as "history" in order to entertain the arachnophobic and their somewhat sadistic tendencies.
The Arania are notably known for silk constructs, whether it be clothes, fabric or even buildings(Arania live in caves which allow them to make web buildings), and often fall under a matriarchy. The head Arania among the generation of siblings is decided by using web to construct something that would support the family the best, and the children decide who gets said position. Once the head Arania is decided, the previous head will mark a special tattoo on their back depicting what kind of web construct they made in order to earn their position.
Traits: • All Arania have a spider transformation. The extent of this transformation is varied but common transformations include just having spider arms sprouting from the back to allow climbing of walls and ceilings, a half spider form that allows them to produce web from a spinneret. Full spider transformations are only traits of head Arania or ex-head Arania. • Arania species web is a very strong material that all Arania are capable of weaving and using for a variety of uses. This swiss army knife of a material can even be used to create homes and even act as sticky cages. Some Arania have even found a way to make the web solid like a wall and even fireproof.
Flaws: • Arania have sensitive eyes, being cave dwellers in origin. So often you see Arania outside of caves wearing something like sunglasses or shades(which honestly match their look).
ATALUM (PEGASUS) Name of Species: Atalum (Pegasus)
{Spoiler} Baseline Dimension: Although generally believed to be of a horse-shaped stature, Pegasi are a group of humanoid beings that can transform into their better-known form, that of a winged unicorn. In their humanoid appearance, which is referred to as their 'resting state' within communities of the species, they resemble a tall individual with long limbs. Also notably, females and males of the species have very similar heights. Male have a larger margin of difference than females, where they can be slightly shorter or taller than any average female and females, while having a smaller range of heights are on average, taller than males of the species, with very few males growing taller than 6'3". (Even the shortest males are tall by human standards, however.) That being said, in their resting state/normal form, males are anywhere from 5'11" (180 cm) to 6'6" (198 cm) on average and females usually range from 6'0" (182 cm) to 6'4" (193 cm). Because pegasi have hollow bones, which partially allow for their ability of flight, they're usually lighter than humans despite their larger bodies. Pegasi usually do not store too much adipose/fat on their bodies if they frequently use their wings, but can become overweight if they abstain from flight or live sedentary lifestyles. Generally, both genders naturally form lean musculature during adolescence partially due to their genetics and also the importance their culture puts on flight (which is a surefire way to get in shape). In addition to their mastery and focus on flight, Pegasi are natural runners and gifted athletes with naturally low metabolisms. Males and females are usually muscular, but with more modern-living or city-dwelling pegasi, they may remain lean. In their horse-like forms, they resemble the Akhal-Teke breed of horse with large dove-like wings and a large horn on their forehead. Baseline Appearance: Similar to humans, skin color, eye, and hair color differs from each individual. Skin color closely resembles that range of human but hair and eye colors do not. As well as blacks, browns, and blondes, pegasi hair color also includes various shades of silver, teal, pink, purple, and gray. Silver is the most common hair color. Their eye color functions somewhat differently than humans. They have a primary eye color, which is the color of their iris, and a secondary eye color, which colors a thin, glowing layer behind their iris. As a result, their eyes glow brightly with their secondary color. Primary eye colors usually include black, brown, blue, green, hazel, silver, sepia, gold, red, burgundy, and various shades of gray. It's said that personality determines the secondary eye color. There is no limit on whatever secondary color a pegasi can have. Pegasi also naturally have a gemstone embedded in their skin, somewhere on their body, but most commonly (about 90% of the population) have it on the center of their forehead. Perhaps one of the two defining features of the species is their large, single horn in the center of the frontal skull bone. For most individuals it can grow up to a foot long and is made out of pearl. In very rare occasions, it can be made of quartz or even glass. If their horn ever breaks, it falls off and a new one grows in its place. It can take up to a year for the new horn to grow to its full size. Horns usually first begin growing in adolescence. Pegasi also have large, sweeping horse-like tails that are covered with long hair that is the same color as their hair. They also have large, dove wings that extend from their shoulder-blades. The most common color for these wings is white, but it's also common for a pegasus's wings to match their hair color. Their wingspan is around 28 feet (8.5) meters on average. They can use magic to hide any of their unique features (horn, gemstone, wings, etc.), which is more commonly used in the modern world. Also so they can fit into doorways. Culture/Origin of Species: Not much is known of the early history of the Alatum. After the ancient war, it is hypothesized that a group of horses mutated wings, and a single antler-like horn on their forehead. An unknown amount of time later, something happened. The group of horses were enlightened. By what exactly, none know. This holy force transformed them into a human-like state and turned their horns into pearl. Not much is known from then, other than that like wild horses, they retained their skittish nature and avoided contact with humans and other species. Blessed by whatever holy force that gave them sentience, the force also left them the ability to speak and write. They settled in the warm, green mountains in the cloud forests of Ihpeihpe Island building intricate, hidden villages of hanging buildings without villages. Wings are much needed in their cities. Their culture values flying and agility--both quickness of muscle and of mind and has no real leader. A perfect example of direct democracy. In their small villages, every adult Pegasi gather to decide politics and other means. Spiritual in nature, they're strict vegetarians and are extreme pacifists. There always is compromise. They're skilled apothecaries and doctors and many have an ability they call, "healing touch", where when they cover their hands/a wound in water, they can channel energy into another and mend an injury or cure a sickness. Those with the ability are highly valued in the society and were the first to leave their isolated communities. Those from nearby villages would often come injured and sick, where they would be cured with ease and sent back. Once word of their ability spread, many began to travel to their isolated villages to receive "a miraculous cure". Soon, pegasi were hired by businesses and governments to heal their wounded. However, their history perhaps predates the Ancient War, with relics and epitaphs depicting their existence before the rush of mutagenic chemicals swept over the known world. But who knows. It is also important to note that the proper name (and traditional name) of the species is 'Alatum' (both singular and plural), and that pegasus/pegasi is shorthand. They have a vague religion, which while is important to their society, isn't completely integral. They worship the God of the Moon, or just 'Lun', in their tongue (the religion shares the same name), and believe that they were the enlightening force that raised them, and many other species on Ihpeihpe in sentience. The moon guides free thought and avoidance of a greater regime. The moon is the cool light that pushes water ashore. They also believe in the Goddess of the Sun, who's brilliant rays give the soil around them life, and allows them to see. There isn't a official way to show devotion to their gods, but the village apocatheries are also considered religious leader due to their ability to learn Luna, a traditional magic believed to gifted to the Alatum by Lun, along with their healtouch, which was also believed to be gifted to them by Lun.
Traits: • Jet-speed: Every pegasus is fast. Mostly because of their hollow bones and lean muscle. They receive +3 to their speed stat. • Healtouch: When a pegasi touches someone while covered with water (either the pegasi or the area of the person whom is being affected), they can heal whatever wound is within that area, or in some cases, even cure a cold or other sickness. More as a side effect, they usually don't get sick, and can heal their wounds. • Aerobatics: Because of their hollow bones and wings, they can fly (duh) as long as their wings are functional and visible. • Silver tongue, silver hands: Alatum have a holy aura to them and are closely aligned with the Moon. People and animals are drawn to their peaceful, beautiful nature. They can communicate with animals as well as dispel evil/corrupt magic. When they choose, their voice can carry their divine energy with it. People listen when they speak, sing, chant, whisper. They find it easier to manipulate people. Sometimes completely control people. (Requires OoC permission to use on other characters.) Their complexion radiates this same divine aura. Pegasi don't wrinkle or blemish. Or age at all, seemingly, with lifespans longer than most humans. Their features are often described as perfect, symmetrical. They're paragons of beauty. Congruently, most are considered very attractive by most people.
Flaws: • No horseshoes: They have a grotesque reaction to iron, or any alloy iron in it. Their skin burns when it touches their skin. Short exposures can cause blisters and welts, while anything longer can give any degree of burns depending on how long the pegasi was touching it. It also hurts a lot to touch it. Being within a few inch radius of iron can cause mild nausea, but small objects like nails, etc. will not cause sickness. • Hollow bones: Despite the utility of such bones, it also causes them to be a lot more fragile than an average creature. When it might take a car crash or a significant injury to break a human's bone, something seemingly not life threatening (ie. falling down the stairs, or more than 6 feet) can result in a hospital visit.
ATLANTICUS Name of Species: Atlanticus
{Spoiler}{CLICK HERE for Appearance, Culture, and Origin} Baseline Dimension: The Atlanticus are notably tall, ranging from 6ft to 10 ft depending on age and gender. Males are typically larger and heavier, weighing at least 75 kilos and can reach heights of 11ft. Females on the other hand are lighter though their weight is still a heavy 68 kilos, with the tallest recorded to be about 9 ft 10 inches. Most Atlanticus are top heavy, so a notable apple shape can be seen on most Atlanticus, though an hourglass is relatively common as well. Baseline Appearance: The Atlanticus are relatively humanoid, it was not uncommon to have scales and claws and even a tail. Some Atlanticus even have fins and horns. The Atlanticus have multiple ways of breathing, whether it be their nose or their gills that are located on their back. Their wings can easily be mistaken for cloth, attached to their arms like a wyvern. Some Atlanticus can shift grow their wings out whenever they wish, however it is a heritage feature. {Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler}Common Appearances include: and Culture/Origin of Species: Hailing from the mountains of Hisakawa, the Atlanticus are barely seen outside their mountain home, especially after the war. However as inter-species relationships grew stronger, these shy draconic race revealed themselves sooner or later, especially after the Hisakawa empire rose to power. Back then it was not clear how the Atlanticus had food, especially in the cold mountains. They had two adaptations, there were warm-blooded dragons, and thus it proved easy to survive the cold regions and caves which they carve out themselves with the help of a special gland in their mouth that produces a liquid that can break down and melt away rock and sediment. It was clear that the Atlanticus could fly, thanks to visible wings which varied in design, and their eyes are trained to prevent snow blindness. It turns out that, the Atlanticus are capable swimmers and use a dive bombing technique to catch fish that swim to close to the surface and use their wings to swim back up, before bringing it back to their cave, the cold temperatures actually keep the fish fresh. These days the Atlanticus are known for being excellent fishers, catching hull in teams of five. Some even serve the local police force thanks to their intimidating size and strength.
Traits: • The Atlanticus are known for their impressive strength and durability, easily capable of taking more than a few blows. • The Atlanticus are known for being able to fly and swim, their bodies able to handle the high velocities they may experience while airborne and to handle the pressure and force of diving into water as well. Their respiratory system is so advanced there has been a discussion about studying them to incorporate it into super engines. • The Atlanticus produce a special substance in their mouths capable of melting rock and sediment away, though metals may be able to resist low amounts of it. • The Atlanticus feature modified senses that allow them to survive in their mountainous environment and make them capable fishers. They feature 3 eyelids, a strong resistant transparent eyelid prevent dirt and dust from entering their eyes as they fly about while also prevent snow blindness and water glares. Night vision is a common trait along with echolocation.
Flaws: • They lack an actual breath unlike their cousins, half breeds inherit this similar feature. So no fire breathing, ice breathing and what not. It does not prevent talents from covering up this flaw though as it is not part of their biological function. • Atlanticus have sensitive hearing, therefore high pitch noises are painful to them.
ATRANOCH Name of Species: Atranoch: Glacier Element
{Spoiler}Baseline Dimension: Varies. An Atranoch's true form can be many different shapes and forms due to the fact that they are an element and can choose what they wish to look like. They can be extremely short with a strong build, extremely tall with very thin limbs, etc. On average they tend to have a height ranging from four feet to ten feet tall. Most of the time they have a body with arms and legs, as well as a head, many with wings, tails, even tentacles, (ranges on personal taste) even unique and unnatural appendages. In addition they can take on the appearance of humans. There are of course certain Atranochs who can take on the appearance of more than one race, but most do not have this ability. Their dimension also depends on whether they are a more evasive or brutish atranoch. Normally their body reforms, fixing any damage dealt to them, unless A: they are low on elemental resource, or B: they are hit by their element's weakness.
Baseline Appearance: Varies. As stated above it depends on the Atranoch's personal taste. They typically take on a human like appearance or shape, but there are those who prefer a more monstrous, beast or alien like appearance. When summoned temporarily, Atranoch's usually keep to their true appearance. When permanently summoned until they or their summoner becomes deceased, they normally take on a non elemental form such as humans or another species (though typically humans). Normally when they take on the appearance of another species, their appearance will mimic the element they are based off of. For Glacier Atranoch's specifically, they are of course made of ice and have the appearance of ice. Whether it's one solid shifting piece of ice or hundreds of shards moving together. When taking the appearance of a species from the material world, they retain traits similar to their element. Such as hair with a white and frosty shape and color, as well as white or silver eyes, pale skin, and a generally cool temperature.
Culture/Origin of Species: Atranochs live in a different plane of existence known as Elentros. This plane of existence resides in between reality and fantasy. Material world and dreams. Atranochs are able to travel into either worlds in different manners. It's always possible for them to freely enter the dream world, however they find the material world more entertaining. As they've observed the material world, their own world slowly grew into it's likeness... To an extent. While they were intrigued with the physical realm, they were still in tune with the realm of fantasy, and thus their home is a mixture of the many elements and the concepts from dreams. To enter the material world however, Atranochs had to forge some sort of bond with them. They reached out to those with special abilities and were able to create a sort of bridge between their worlds. These 'bridges' worked by summoning Atranochs to the material world, or vice versa. Only those willing to travel to the other side were able to be summoned, thus keeping any unwanted transports from occurring. In addition to Atranochs there are elementals. Elementals are similar to Atranochs in that their body, abilities and such are based off of an element, but they are less sentient and powerful than Atranochs. In addition to this, they have a less greater list of possible elements than Atranochs. Atranochs can be just about any element. There are Nature Elements such as inferno, magma, water, stone, glacier, vegetation, wind, storm, metal, light, shadow, etc. Elementals can only be an element of fire, ice, stone or wind. Elementals are typically seen by the Atranochs as children or pets, depending on their sentience level, and generally care for them.
Just as Atranochs come in all shapes and sizes, so do their personalities. Being able to observe a plane of existence made entirely out of concepts and dreams however, typically gives them creativity and adaptability as a strength. At the same time however, their personality and outlook on life and individuals can in fact change depending on multiple scenarios. The more common one being who they travel and mingle with in the material or fantasy worlds. If they travel beside a noble knight who values the lives of the innocent, no matter their position then they grow to become something similar. If they travel with a bloodthirsty murderer who gets a kick from a few kills, they become more cruel like them. However, if an Atranoch has already shifted to one type of personality, and travels with one of the opposite, the Atranoch will instead try to influence it's companion. Atranochs however, regardless of their personality, rarely try to make a permanent impact on the material or fantasy worlds, as they are a part of neither of them. This can of course change, but it is highly unlikely. Seeing as how they are from a plane of existence that resides between reality and fiction, Atranochs cannot in fact truly die. Their bodies may shatter or be dispersed, but their 'essence' will simply return to Elentros, awaiting to be summoned once again. Atranoch's can live an incredible long time. A short life to them is around five hundred years, while a long lived life can be up to five thousand.
Traits: • Flash Freezing: Being the incarnation of the very essence of cold, Glacier Atranoch's can cool the area down around them, or even freeze everything within a sixty meter radius. They can toggle this ability on or off, but by default it is usually set on unless specified otherwise. • Naturally Cool: Glacier Atranoch are the literal incarnation of ice, and as such have an extreme resistance and tolerance to any attack dealt to them by ice or cold. Freezing temperatures are comfortable to them instead of deadly as it is to most individuals, even if they have a material form. • Material CompositionIn the realm of Elentros, the inhabitants could choose which world they wished to join because they were the in between of the two. While they take on a material form in the material world, they can in fact revert to their original form and split their body in varies ways. If a part of them detaches from their body however (such as tossing a hand as an icicle) then they cannot retrieve it, and must either grow it back or return to Elentros to recover. • Assimilate: While the elements in the material world are not exactly like those in the realm of Elentros (due to Elentros having influence from the realms of fantasy as well) the elements of Elentros are close enough where an Atranoch can actually absorb their element equivalent to restore lost limbs, or even restore their own energy with it. • Home Advantage: When in contact with it's corresponding element (glacier), or the right temperature (20 degrees fahrenheit and below), the Atranoch's physical strength and it's abilities become stronger, faster and more effective in general. • Soothing Snow: Assuming the Atranoch is not gravely or mortally wounded in any way, it can create a sort of snow that can heal minor injuries. • Elemental Force: Atranoch's are a sort of glass cannon. Their power is amplified so that they can better serve their summoner as an offensive individual. Glacier Atranoch's are not tanks. (+2 to strength aspect) • Analysts: Most Atranoch are used to the crazy nature of the dream/fantasy realm they watch from time to time. Thanks to this they are usually able to spot things easier and quicker than most races. This includes being able to accurately spot and follow even a speeding bullet. • Quick Shave: Despite popular belief, Glacier atranoch's aren't tanks. In fact, very rarely do they ever have a bulky body. Most of the time they have a structure that amplifies their speed, and even if they don't they are still faster than other species. (+1 speed aspect) • Shattered: While Atranoch don't have much defense, and while it is true that any piece of them that falls off is no longer a part of their body, they can use their own energy to catch any falling piece and reattach it to themselves. They could be completely shattered and still pull themselves together.
Flaws:• Summer Cold: If the temperature gets too high, the Atranoch won't be able to create ice and snow (around 100 degrees fahrenheit and above). In addition to this, the Atranoch will get a cold, regardless of where they are or what they are doing. • Vulnerability:The Glacier Atranoch is naturally weak to the inferno element (or fire). Fire can melt and/or shatter the Atranoch if there isn't anything between it and the fire, and weakens the Atranoch if it is near the inferno element. • Non Compatible: Glacier Atranoch cannot assimilate elements that do not match it's own. If it is anything other than ice or frost it cannot absorb it. • Glass Cannon: Atranoch's in general are more about quick strikes than anything else. It is possible to have atranoch's who prioritize defense over offense, but Glacier Atranoch's are not so. Thus unless they wear armor of some sort, they won't be able to resist any direct hit against them. • Dependent: In order to enter the material world, an Atranoch must have some sort of wish or goal in said world. Therefore they are dependent on whoever has summoned them, for it's them and them alone who ties them to the material world.
AUTOMATONS Name of Species: Automatons
{Spoiler}Baseline Dimension: Automatons widely vary in their baseline dimensions. Some can be a foot tall where others are upwards to 20 feet tall. Heights and other sizes range with it, depending on the size and what material they are made with, and thus could be ten pounds or even ten tons.
Baseline Appearance: Generally Automatons have no eyes, just holes carved out that glow an eerie red, but some may socket gems within these holes and it allows them to still see clearly and give them something akin to eyes for others to look at. As they are magical constructs, hair and skin are nonexistent. Some may choose to wear wigs if they long for hair. As they are made of materials, such as wood, stone, or precious metals, they tend to be blend in with surroundings made of the same material.
Culture/Origin of Species: Automatons, or to some known as Golems, are a species that were born not long ago. Originally made to be mindless servants to do the bidding of their masters, they somehow gained the sentience to go off and begin a life on their own. Unsure as to how, many professors and researchers try and learn about them. Automatons know as much as they do, leaving much unknown and many wanting to learn about it. Even so, the species managed to learn how to create more of themselves in large 'factories' that use materials they harvest to create more of themselves. Each is like a newborn, needing to learn as any child, but comes out in the size and shape that the magical factory dictates for them. As a culture, they are similar to a hive mind. They go about tasks as a group and finish things as productively as possible. The only thing missing is the actual 'hive mind.' Each Automaton is autonomous and can think and act freely on its own. This leads to times of strife, as well as bouts of peace, though so far there has been more peace than anything else due to their willingness to help each other out more often than now.
Traits: • Construct: As they do not have a normal physical body, Automatons do not have the standard physical weaknesses that a flesh and blood would have. They have no internal organs, and do not need to breathe nor do they have any need for sustenance of any kind. • Powerful: As they have no flesh and bone, and are simply brought to life through magic, the beings are extremely powerful physically. They have a +1 to their strength/vitality/resilience because of this. • Inquisitive: Automatons are extremely inquisitive, and are always open to learning. Due to this they are fast learners and do well with retaining and recalling information. Sometimes they earn the nickname of 'libraries' because of this. • Labor Union: Tasks given to an Automaton are almost always successfully done. When they feel the need for help, or the want to help, they find that other Automatons are happy to help them out in most situations. This 'union' gives the species the upper hand in groups and a massive level of teamwork when needed.
Flaws: • Inquisitive: While they like to learn, sometimes it is best not to learn or ask about certain things. Many the Automaton have been destroyed for getting into the wrong conversation or subject. • Material-based: Due to being constructs of materials instead of flesh and blood, every Automaton has a defined set of weaknesses because of what they are made of. (One made of wood burns easier, while one made of gold has a low melting point.) This causes them to have to be careful in todays world, as many are able to deal with their weaknesses should they become a threat.
BAKEDANUKI (TRADITIONAL) Name of Species: Tanuki Yokai | Bakedanuki
{Spoiler}Baseline Dimension: A little under a foot tall, a little over two feet long in their true form.
Baseline Appearance: Natural fur shades of brown, tawny, or pure white. They are basic Japanese raccoon dogs with magical powers.
Culture/Origin of Species: The Tanuki Yokai, also known as the Bakedanuki, is a magical raccoon dog known for deception and playfulness. Neither dog nor raccoon, the tanuki is known for its skills in shapeshifting and playing pranks on others. Despite their love of a rather shady craft, Bakedanuki are generally more playful than malevolent, and have a knack for bringing good luck to those that win their favor. Favorite pranks include disguising dried leaves and pebbles as money, along with using illusions and shapeshifting for some "harmless" trick.
Traits: • Shapeshifting | Bakedanuki are masters of disguise, and as such can freely shapeshift into almost any form they wish. • Illusions | Along with shapeshifting, Bakedanuki can utilize various small and large scale illusions. • Tanukitsuki | Like their fox counterparts, Tanuki have the ability to possess and unsuspecting individual. • Good Luck Charm | Those who find favor in the eyes of a Tanuki, when around them, will gain +1 to their vitality aspect for a temporary amount of time. • Curse Seal | Those who find themselves in a position of disfavor or anger of a Tanuki, when around them, will experience -1 to their vitality aspect for a brief amount of time. • Kintama | Being innately mystical beings, Bakedanuki have +3 Stamina Aspect Points.
Flaws: • Bakedanuki cannot sustain shapeshifting for long, and many times when in human form, are unable to fully disguise their tails, ears, claws, or fangs. • Tanukitsuki can sometimes be ineffective as features of the fox's physical form, such as tails, ears, claws, and the like can manifest. They are also easily purged from one they possess. • Tanuki will often have something or someone they cannot see without changing back to their original raccoon dog form and being left unable to shapeshift. This could be an object or person they hold in very high regard, or in extreme fear.
BEINGS OF SURREALISM
Name of Species: Beings of Surreality Kingdom: Concept Phylum: Sentient Class: Being Order: Surreality Families: Reverie, Nightmare Species: ⮞ Reverie
⮞ Nightmare
When picking which site species to make, you will choose one of the Species under either the Reverie or Nightmare Families, not multiple.
{Spoiler} Baseline Dimension: A Surreal Being may take on any size and change it at will. Baseline Appearance: A Surreal Being may take on any form and change it at will. Culture/Origin of Species: DEFINITION OF SURREALITY ▲ having the disorienting, hallucinatory quality of a dream; unreal; fantastic: | See Plato's Allegory of the Cave[/b] ▲ Ever flowing and ever changing exists a world where the only constant is inconsistency. It is the first world and in a way, the two-dimensional real world. Surreality and Reality coincide as different shadows cast by two different lights but share the same target object that even casts the silhouettes. However, the two remain very distant and cannot even be considered parallel worlds by logical standards. The glimpses that those of Reality receive of Surreality are often referred to as “Imagination”. Of the many means of seeing Surreality, one of the most common ‘areas’ to peer into is Dreamland, during REM. DREAMLAND ▲ Dreamland is the specific point in Surreality where one from Reality sees while asleep. It is narrow and small compared to the rest of the massive unworld. Unlike most other points and states of Surreality, Dreamland is slightly more structured and can be somewhat logically fathomed. It maintains a shifting civilization under powerful rulership to keep it partially organized. The point of this kingdom is to keep too much Surreality from slipping into the minds of Reality, which could be devastating to both the unworld and the world. As such, agents of Dreamland regulate what can and cannot be seen. The agents filter what passes through the gray area often referred to as the “Wall” or the “Fire”. [/ul] BEINGS OF SURREALITY ▲ Figures, shapes, ideas, and concepts within Surreality sometimes begin to take on a solid mind, becoming sentient and self aware. The beings specifically pointed in Dreamland often evolve to assume the duties of a general agent or being under rulership of the Dream King-- the biggest and most powerful force of energy with purpose to protect what passes through the Fire. The top tier dreams do not have spirits, souls, bodies, or any true 'forms' to be perceived by others. They exist barely as an "un-essence", and some may choose to take more specific forms than others. [/b]▲ Most sentient surrealism falls directly under the Dream King’s will upon entering the point of Dreamland. The state of existence becomes best known as a “Dream” and is given authority over regulating what glimpses Reality may inevitably see of the unworld. The Dreams that fall directly under the will of the Dream King are often referred to as “Reveries”. NIGHTMARES ▲ On rare occasions a sentient being of surreality or dream may fall outside the will of the Dream King. When this happens, they tend to grow more destructive in nature and are referred to as “Nightmares”. Without the energy the Dream King gives to Reveries for them to survive, Nightmares must seek out alternative sources. Most often, this comes in the form of negative energy which they may receive by revealing the “forbidden” aspects of Surreality to the eyes and minds of Reality. They are actively chased and hunted down by Reveries.[/ul] TYPES OF REVERIES ▲Agents ▲ True Reveries. Fully connected to the will of the Dream King, these dreams are the bulk of the force that regulates the thin Fire between the world and the unworld. The Agents of Dreamland hold almost infinite power over their piece of Surreality. Daydreams ▲ Weaker dreams that are well connected to the will of the Dream King, Daydreams are often seen outside of REM. They are spotted as fleeting glimpses at any hour. Phantasies ▲ Shreds of surreality that are loosely connected to the Dream King seldom appear, often only as flavoring to Agents during REM and Daydream spottings. Because of their loose connection to the will of the Dream King, they can be cut off or corrupted rather easily. TYPES OF NIGHTMARES ▲Dreamweavers ▲ Sentient Dreams of Dreamland that have lost all their connection to the will of the Dream King. They have sovereign power over much of Surreality. Any strong beings in Surreality that exist outside Dreamland but find their way in are often labeled Dreamweavers by default. Terrors ▲ Weaker nightmares that only hold power within REM, Terrors exist as the common bulk of those that rebel against the will of the Dream King. Nachtmyrr ▲ Phantasies that have fully detached from the will of the Dream King or become corrupted become Nachtmyrr, a weak variety of Nightmare. They have a difficult time fueling themselves to stay alive and possess little capacity to control or hold power in Dreamland. THE CRACK IN THE FIREWALL ▲ With the constant mussing of the fabrics and boundaries of Dreamland and Surreality, a tear in the place that separates the world from the unworld has been discovered. Because of the crack, the imaginative realm has been easily slipping into the physical realm, converting Surreality to Reality as it moves. Not anyone can fit through the crack nor is it so easily discovered. Thus far, the Reveries and Dream King work to repair it while the Nightmares attempt to exploit it, wishing to fade their unworld into the new world to be discovered. SURREALISM MEETS REALITY ▲ When the Nightmares interact with Reality, they are met with a great new source of power and fuel. With negative energy being fairly hard to come by in Dreamland without provoking it, the physical realm is appealing to any Nightmare with its overabundance of 'food'. A key means to further hunting down their prey is dragging what they can of Surreality into Reality, solidifying its existence and catering to the emotions of others, almost always for the worse. Reveries attempt to vanquish all Nightmares that enter the physical realm by hunting them down.[/spoiler] Traits: • Dream Beings may access, enter, and control dreams of anything that is capable of dreaming. They may also make any sentient being fall asleep at will. For this to be done on player characters, OOC permission is needed. • A Surreal Being has the ability to read, directly speak to, and sometimes control the memories and minds of others. Speaking to is possible with telepathy, in any voice they wish. Controlling and reading must have player character OOC permission. • Surreal Concepts are essentially immortal, unable to die of old age or via traditional means. This also gives them +3 Resilience. They may be destroyed, however, with the proper practices made against surreality. Upon a basic demise, they go back to Surreality and can return after regaining their energy, if their conceptual essence remains intact • Surreal Beings may traverse space and sometimes time at will. Time is tricky and can get them stuck in between the fabrics easily, thus they avoid doing so. They may move between reality and surreality whenever they like. • A dream has no soul or mind to be manipulated, destroyed, peered into, or not. Should one try to use a soul or mind based power, they will be met with dizzying confusion and disorder where the dream's soul or mind should be. • Imagination gains power from words spoken to it. Dream Beings may bring anything spoken aloud to reality. With the endlessness of the unworld, Surreality, Dream Beings may channel concepts or objects from Surreality to Reality, manifesting whatever they like in the real world, be it everyday objects, places, or perhaps attacks in battle. Doing this wears down the wall, however. Reveries will avoid it due to it making more rips and cracks in the fabric between worlds. Nightmares may do it maliciously (often materializing someone's fears), but run a high risk of alerting the Dream King and Agents of their whereabouts. • Surreal Beings may take on whatever form they wish, in whichever dimension or plane they choose. Many prefer ambiguous forms, such as inanimate shapes, lines, planes, etc. Others may take a solid visible form that may interact well with reality. Flaws: • Reveries and Nightmares both get their power and life energy from a source. Reveries get it from the Dream King, Nightmares get it from negative emotions. A lack of contact with the Dream King or the world of Surreality for a prolonged period of time can weaken a Reverie or kill it off after too long. Lack of sufficient negative energy for a Nightmare can weaken or kill it. As such, Reveries take plenty of downtime in their home to regain their energy, while Nightmares must go out of their way to provoke or stir up negativity to feed on. Their feeding does not remove negative emotions from the air, simply takes the energy and power they have to offer. • Beings of Surreality cannot truly associate with Reality on a fundamental level. While they can create a form that can touch it, they are unable to take the life of those who are from Reality. They can, however, take the lives of spirits or other dimensional beings. • Upon manifesting the Surreal in the physical world, Dreams spend a lot of energy and can grow weary quickly. Reveries risk breaking up the wall and losing energy, as well as the possibility that they may be forcibly returned to Surreality by the Dream King. Nightmares risk losing energy and also alerting Agents and the Dream King of where they are and what they are doing, thus allowing their enemies to potentially hunt them down and vanquish them. [/font] BIFRONS Name of Species: Janus Bifrons
{Spoiler}Baseline Dimension: Tends to follow the same body sizes as a human. Sizes do not vary between the two faces outside the face.
Baseline Appearance: They tend to have the appearance of a human, or perhaps two humans. The colors may vary between the faces they hold. A bifrons always has two faces, each their own outlook and can see things differently. Outside the head, the body always remains the same, but the head can swap between two faces. One could have the second face always on the back of the first, but at times also disappear within the hair of the other as the head can turn around to show which face is in control.
Culture/Origin of Species: The God of Fates, Passages, Doorways, and Duality, Janus, was one of the first of their kind. Looking forward to the future and backward to the past, he could view both separately between the two faces. Only one ever was in control. The race of the Bifrons are beings that bear two faces in one way or another. The two faces are mentally connected, but vary in their way of thinking. However, using the knowledge from both, they tend to be in unison of their thoughts and desires. Their kind has long existed and have always been a calculated race that tried to stay away from civilization to avoid causing disturbance in the timelines.
Traits: • Beginnings & Endings: Bifrons have some insight to both past and future, albeit they cannot always tell everything exactly, they can use this knowledge to make their decisions. • Duality: Having two minds, a Bifrons is capable of avoiding things that manipulate the mind by switching faces. • Transitions: With the two faces come two appearances. A second face rests at the back of the head, either hidden from sight or in plain sight at all times. While one face is active, the other face will continue to think and be capable of calculating their moves while mentally giving this through to the face in control. • Passages: With the switching nature of theirs, Bifrons have a higher stamina than usual to keep up with the changes. +2 to stamina.
Flaws: • Linked Minds: As the two faces always have a mental link to one another, a Bifrons is weaker to mental attacks. Both minds are always there and they require to work together to be able to hold 'control'. If affected and the minds aren't in unison, the entire body could collapse from the chaos. • Unspoken: A Bifrons is not always capable of speaking their thoughts, they are limited by the present while connected to both past and future. As the past already happened and the future is still in the making, they cannot speak of these events and causes them to remain silent in many cases. A Bifrons cannot speak of events.CAT YOKAI || BAKENEKO / NEKOMATA / KASHA (TRADITIONAL) Name of Species: Cat Yokai | Bakeneko - Nekomata - Kasha
{Spoiler}Baseline Dimension: From average domestic cat height, to human size. Nekomata and Kasha specifically can be many meters high and/or long.
Baseline Appearance: Bakeneko generally appear as basic cats, some of which can stand and walk on their hindlegs. In human form, oftentimes their feline ears, tail, claws, and fangs are visible.
Culture/Origin of Species: Bakeneko begin their lives as ordinary, unintelligent domestic cats. Upon growing older and hitting what is deemed a long period of time to have lived, the felines become self-aware and gain the ability to speak common languages. As they grow, they often become larger in size, sometimes reaching human height when standing, and learn many types of uncanny innate abilities. Bakeneko are innately malevolent and mischievous. If a Bakeneko lives long enough and grows in their malevolent nature, they become a Nekomata-- a larger and darker version of a Bakeneko, and possess a forked or two tails. Nekomata tend to prey on other beings, specifically humans. Kasha are the epitome of cat malevolence and exclusively prey on flesh.
Traits: • Shapeshifting | Bakeneko can shapeshift into a variety of forms, including that of humans, monsters, and other cats. • Re-Animation | Bakeneko possess the uncanny ability to bring corpses back to life and use them as puppets. • Ghost Fire | Cats have the ability to summon and use a ghostly fire for protection, misdeeds, or fighting. • Poison Resistance | Once they have grown enough, Bakeneko find themselves resistance to many kinds of poisonous and toxic substances. • Feline Agility | Bakeneko are fast creatures, and as such have +3 to their Speed Aspect. • Nekomata | Nekomata are much more malevolent, but not necessarily stronger varieties of Bakeneko. Oftentimes, Nekomata have grown to exponential sizes and have the ability to enslave and blackmail the minds of weaker creatures (NPC use only. OOC permission required for use on other players.) • Kasha | Kasha are the most malevolent sort of cat yokai. Once a Nekomata has grown further and become more malevolent, they will transform into a monstrous version of themselves with a never-ending hunger for flesh. Kasha control not only ghost fire, but hell fire, as well as lightning.
Flaws: • Bakeneko shapeshifting is far from perfect. They cannot hold shapes for too long and often will display their physical feline attributes if a single transformation gets exhausted. • Known to be cursed beings, Bakeneko often find themselves persecuted and killed off in many cultures for their innate malevolence. • The malevolence and size of Nekomata makes their social and academic lives difficult. If they have exhausted their shapeshifting, their large true form will not fit inside small rooms. Additionally, they hunger for humans and other creatures regularly. Kasha find shapeshifting very exhaustive and have a never-ending hunger for flesh and destruction.CELESTIAL TIGER Name of Species: Celestial Tiger
{Spoiler}Baseline Dimension: Depending upon the biological gender of a particular member of this species group, the average height and weight classes of any given Celestial Beast could vary vastly, and perhaps even exceed the average limits by a reasonable amount in the case of some; each measurement being influences by the particular form that any single Beast may assume at a given time, as well, in addition to the represented animal. They reserve the ability to shift between human and feral forms alike, and both follow the general, following builds.
(Human) || While this may not necessarily be the case in some Celestial Tigers, many males often boast a generally strengthened build at a stature of anywhere between 5'8" (~172-173 cm) to 6'3" (~190-191 cm), and weigh anywhere between 150 lbs (~68 kg) to 200 lbs (~90-91 kg) on average, and at a baseline; not necessarily accounting for any excess physical routines that a given Celestial Tigers may hold themselves within in order to maintain personal health. On the other hand, females often stand anywhere between 5'5" (~165 cm) to 6'0" (~182-183 cm) on average, and often weigh somewhere between 145 lbs (~65-66 kg) to 180 lbs (~81-82 kg). Regardless of gender, the physical build of most is generally toned, and has muscle and weight distributed evenly between bodily proportions, but these frames of reference aren't necessarily seen in every single Celestial Tiger altogether, and there are quite a few that have been recorded to be beneath the average height, above the average height, or perhaps even underweight or out of shape, among other possibilities.
(Tiger) || Within tiger form, Celestial Tigers boast the builds of standard tigers for the most part, though are set apart with a much more beastly and fierce look about them due to being a form of demon, alongside being generally larger than the average tiger. Generally, males maintain an average shoulder height of 9 feet (~274 cm), as well as a length from nose to tail tip of 14 feet (~426-427 cm) on average; all while weighing a common average of approximately 1200 lbs (~544 kg). Females are often smaller at an an average shoulder height of 7 feet (~213 cm), a length from nose to tail tip of 12 feet (~365-366 cm), and a weight average of 1000 lbs (~453-454 kg). Compared to the common tigers, those of the Celestial variation are much larger than their own gender counterparts, and host a much bulkier and strengthened build in muscle structure. However, much like their human forms, the feral forms of Celestial Tigers are subjective, and could be smaller then predicted, or perhaps have a different fat-to-muscle ratio. In any case, though, those of this species boast some form of augmented strength.
Baseline Appearance: Due to their more substantial influence, as well as their more specified features in terms of lore and background, Celestial Tigers are known to host a monochromatic theme as far as hair and fur colors and patterns go. The appearances are as they follow below.
(Human) || Regardless of gender, a Celestial Tiger will either have hair of a snowy white color, or a solid black, with leeway of natural streaks of the remaining color in either case. In addition, the eyes are often strictly some shade of blue, though there are rare cases in which the eye color altogether could potentially differ. Alongside this, their physical builds are commonly athletic and toned - as stated above - though aren't necessarily limited to this, and different builds are still possible within either gender. Both genders are often likely to host a pair of white tiger ears atop their head, as well as a tail to match it. They retain the ability to hide these traits for sake of blending in with the populus, however.
(Tiger) || As far as pelt coloring and patterns go, Celestial Tigers would maintain an appearance that is more or less similar to the common albino tiger. However, their builds drastically emphasize their muscles in addition to their size, and if anything, they look drastically more feral in comparison to common tigers. Their pelts often grow slightly longer than other tigers, and their builds are more chiseled and defined, rather than taking on the common tiger's more rotund form. Alongside this, their general features tend to be significantly more bestial to the point where they would be considered more of a demon or a monster over a mere animal- and such a thing would be reasonable to think, as those of this specimen are, in fact, considered to be a yokai all in all.
Culture/Origin of Species: Hisakawa legends state that there had been beasts born of stars sent from the heavens above to save the realm from reckoning.
The skies and the heavens all the same have been a keen detail of reference for many, and according to a particular speck of lore, it was said that - far within the past - demons of many forms and classes had threatened the hierarchy of the pre-modern bounds of Hisakawa; enough to the point where villages were told to have been brought havoc upon, and obliterated without a trace- save for the supposed curses left within their trails as a means of staking their claims, marking their territory, and awaiting the preceding arrivals of any unfortunate or adventurous souls to cross their lands with the intent of claiming their souls as their next meals and forms of sustenance. Eventually, the losses had grown more and more; imbuing fear within the people across the nation, and causing much unease as person after person - and soon, village after village - had fallen to the wrath of the oni traversing through their homeland. Chaos ensued within a means of panic and desperation; leaving many to do naught more than cling to seemingly false hopes, and to wish upon the stars and the gods above to have mercy upon their souls.
...And one day, their wishes and pleads seemed to be heard.
Legend has it that the blessing of the beasts had been born of the wish of a man with naught more than his young son; a plead to his beliefs as a passing star streaked across the skies that witnessed the loss of his wife and other children to the wrath of the oni. As if it heard his lingering anguish from not only the loss of his beloved and kindred, but the rest of his village, as well, the skies remained silent and dormant for but a few moments before one star within each direction of the sky that evening pulsed within differing hues, yet ones that shone in brilliance all the same; the northern star seemingly radiating a form of blackened, dark matter strong enough to overcome the stars surrounding it, the eastern star shining a piercing hue of azure, the western star boasting an extensive and brighter range of ivory with a smaller, light blue core pulsating from its center, and finally, the southern star pulsating and burning brightly within a magnificent crimson.
They each continued their pulses within the skies for a small while; growing more intense and violent as time went on as if communicating with one another, but soon enough, they each shot across the skies towards different areas of the realm. Each fell from the heavens within a blaze of glory, and although the man hadn't quite witnessed the outcome of their arrivals, the truth of the matter was that each star took the form of differing animals upon arrival. The northern star took the form of a black tortoise, and swept the oni near its landing away with a seeming tidal wave. The southern star took the form of a glorious and brilliant phoenix of crimson, and cleansed the oni within its area within a blaze of holy flame. The western star took the form of a bestial, white tiger, and smited its foes down with both air the air at its beck and call, and the sturdiness of its seemingly augmented and natural, metallic attributes. The eastern star took the form of a mighty dragon with scales of azure; utilizing the winds at its command, as well, though also manipulating the energies native to it and using the forces of lightning to rid of its enemies. For a great while, each beast clashed with the oni as they gathered within their respective lands; causing a myriad of chaos within the skies above them as a symbol of their warring. Eventually, the coming of a fifth body became apparent as the battles raged onwards, and within a final pulse of brilliance, a fifth star pulsated brightly within the skies before falling from the heavens. With its arrival, a flash of golden light is said to have enveloped the nearby lands with a frightening, yet awe inspiring roar as the vague outline of a larger, golden dragon blared for but a moment within its own light. It swirled within the skies before emitting another, violent glow from its radiant body within the skies above.
...And then all was peaceful.
By the time the flash of golden had disappeared, all was silent. The skies were normal once more, and free of the constant flashing of elements previously dancing across them. Traces of the reckoning had still remained as a symbol of the violence that had occurred, but the air had shifted. Safety was ensured, and soon enough, talk of the rumored beasts by supposed witnesses had spread throughout the lands over the next several moons.
The fifth beast is said to have ascended immediately after lending its aid to its companions, though the remaining four scoured the lands in search of worthy individuals; bestowing their dormant blessings of power and tribute upon select families and individuals who had survived the reckoning; the man who had made the wish altogether being one of them. Among the four beasts, it had been the white tiger that had visited the man and his mourning son within the aftermath; promising the power of his own being - much like how he had done with several before him, and much like his companions had done with others - upon him, his son, and the incoming generations of his family afterwards.
The white tiger bestowed a phrase upon them that the phoenix, tortoise, and dragon all the same delivered their own, eventual patriarchs and matriarchs upon visiting.
"To thee, I bestow my power, soul, and guidance upon. Mine fury is thine own- though only within the midst of a reckoning yet fierce shall it come to light."
To this day, this quote had been perceived to be in relation to the war; the 'reckoning' in questioning being the war itself, and the mutations of the citizens being the fulfilled prophecies that the beasts of lore had promised to their successors in due time. As such, those titled Celestial Tiger are said to have their own attributes as a tribute to the very tiger of lore that had bestowed his first blessings upon the wish maker and his son.
Traits: •Beastly Might || Those blessed to be known as a Celestial Tiger boast an intense degree of strength. Characters are given +2 Strength. •Heightened Senses || Much like the predator that the White Tiger himself had been a more majestic allusion of, characters are enabled higher senses of sight, smell, and hearing, alongside other senses and behaviors that would befit a tiger. •Night Vision || Due to being blessed by a creature that alludes a more nocturnal predator, Celestial Tigers are known to have substantially better sight within the dark in comparison to others. •Autumn Influence || As an allusion to the White Tiger's own powers of lore - as well as his representation of autumn, as a lesser detail - characters are enabled the power of air manipulation. •Blessing of Metal || As a result of the White Tiger's influence of metal, Celestial Tigers share the same influence. Characters gain +1 Vitality to pay proper tribute to the sturdiness of the element. •Celestial Body || A Celestial Tiger is often augmented during the evening, when the constellation of the White Tiger is visible, in order to allude closer to the figure of lore. Reflexes and the like are more likely to be augmented during this time.
Flaws: •Nocturnal || Due to taking after a creature more accustomed to nocturnal tendencies, Celestial Tigers have been known to hold more activity within the later hours of the day, and are more prone to tiredness and the like during the day. •Feral Instincts || Being the most primal of the other celestial beasts, characters will likely host more feral tendencies; be it something as small to growling in response to a threat out of instinct, or perhaps even giving into hunter or seasonal influences that other animals of the sort would likely experience. Depending upon the person, these instincts may be harder to resist. •Raging Soul || Much like the other beasts and their modern day Celestial species, characters will likely be prone to negativity as a result of the souls that compose the original beasts in their entirety. While they have three other souls that promote some form of positivity, the remaining soul - the Aramitama - is a powerful influence that is more than capable of overriding these souls in the face of excessive negativity and anguish. If a given Celestial Tiger is confronted with overwhelming emotions of negativity, they may fall prey to a blinding form of rage that causes them to lash and rampage until they tire, or are otherwise forcefully stopped, so it would do well for characters of this species to fortify their mentalities to prevent this, if possible.CERNUN Name of Species: Cernun
{Spoiler} Baseline Dimension: Due to sexual dimorphism, or the differences between genders, the baseline is different. In Males, the average height stands to be about 6ft 7inches minimum. Females stand at about 5ft on average. The average weight of a male is usually 150 kilos, mostly muscle mass while females average 59 kilos. Baseline Appearance: Both male and female Cernuns have horns. Horns vary on their descent however, hence their name sake. Males are burly muscular men, with features like square chins, impressive jawlines and a lot of hair. Females are petite, pretty and well-endowed. Hair often takes a purplish color, though spots are also common on the skin and hair. {Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler}Male: Female: Culture/Origin of Species: Said to be created between the union of an extinct horned race and humans, the Cernun are well-known for their horned heads. Given their last name based on their horns is a common practice in Cernun society. For example a Goat horned Cernun would be named Liesl Goathorn while a Cow Horned Cernun would be named Liesl Cowhorn. Variations of the last name can be based on other languages or variations associating with the horn. The race used to be nomadic, however due to changes in the world the race was forced to settle down to society. However it does not stop the Cernun from embracing practices in their culture, such as rituals and religious dances. The race believes the the entity known as The Horned One, who they believe granted the world life through the trees and animals, thus Cernuns are strictly vegan.
Traits: • The most interesting of the Cernun is their affinity with Elemental magic, a trait that is believe to have been genetically passed on from the extinct race and empowered by humans. This allows most Cernun to magically control small amounts of the elements from a young age. However Cernuns usually dive into an aspect of elemental magic after their rite of passage. • The Rite of Passge is both a ritual and an empowerment. The Cernun have a figure known as an Alder, and each element has a corresponding Alder. Every year a mass test begins in the outskirts of society where Cernun of age will attend. Upon completion, the Alder reawakens a locked power in the young Cernun to allow them to gain more control over an element of their choosing. • Physically the Cernun are very strong, often men and women could lift weights many times their size naturally and they come stuffed full of stamina too. This trait means the Cernun can be very helpful when it comes to lifting loads.
Flaws: • The Cernun care for their horns, and have an over compulsive urge to care for their horns when they are not concentrated on other things, though sometimes the urge may grow too strong to tolerate. Cernun who do not care for them tend to go into depression, and their elemental powers dwindle away slowly.CHAOS WITCH Name of Species: Chaos Witch
{Spoiler}Baseline Dimension: Whatever dimensions the being is.
Baseline Appearance: Anything and everything. Though most witch families have a theme, may it be a certain animal or element acting as their mascot or crest. Meaning it's pretty easy to tell what witch comes from which family.
Culture/Origin of Species: Magic, in of itself, is chaotic. As something that goes against the entirety of the natural world it is unnatural in every way possible. It is unpredictable, limitless, powerful. So of course, as beings made entirely of pure magic, witches by definition are unnatural and chaotic. Well, at least a certain race of witches are. All witches crave chaos and misfortune, as it feeds into their utmost desires. Though some witches crave it more than most. These witches are appropriately called 'Chaos Witches'. They are witches who can't or refuse to conform to the world around them, which has ejected them from normal witch society. With nowhere to go these witches created their own society in the only place they could, right under everyone's noses. In another dimension. With dimensions being separate planes of existence sharing the same space but merely layered on top of each other this led to the perfect escape for these witches without traveling too far from home. However, this society they made is surely even more cruel than even Arka. It is based solely on power and wealth, where only the richest and more influential can survive in the vast and strange landscapes. Though since this race does nothing but crave destruction and chaos, it comes to no big surprise.
Traits: • What they can learn and excel in is limitless as long as it has magical properties. As long as it's a spell they can learn and perform it. • Weather is just as chaotic as magic itself. Because of it these witches grow more powerful in storms, even to godly levels. • Due to their strong bloodlines Chaos Witches gain a +2 to Strength. • In order to keep in fighting even past their breaking point Chaos Witches gain a +1 to Resilience. • Chaos Witches are all immortal as long as their soul is not shattered. • Instead of red blood Chaos Witches have black blood, which turns hard upon breaking the skin. This is used as a natural defense for them to block out the first few hits of a fight. After a couple of hits the blood will turn to liquid once again, though the blood is also a weapon and can be used to damage opponents with its dark and molding nature. The blood will turn solid again after a couple minutes of being liquid. • Chaos Witches can sense anything with magical properties up to 3 miles away. • Chaos Witches can suppress their magical presence, though this requires concentration and doing so for an extended time is draining.
Flaws: • Healing is a big no-no for Chaos Witches, as they completely reject the idea of healing or holy properties. As such, if any one of their kind are seen excelling in the healing field they are instantly thought of as scum. • Though they crave chaos, if they completely lose themselves to it they become nothing more than mindless slaves to their own will. • Chaos Witches, though born with power, have to learn and memorize spells in order to use them. • Most Chaos Witches are rather arrogant in nature due to seeing themselves as higher beings, which can lead to their own demise. CHURCH GRIM Name of Species: Church Grim
{Spoiler}Baseline Dimension: Minimum two feet tall at shoulder, maximum eight feet tall. Average is generally 4-6 feet tall at the shoulder. Length varies.
Baseline Appearance: Church Grim are animals, typically dogs, and have black fur, almost any eye color, abnormally long and flowing tails, and white fangs. Their fur is shadow-like in nature and flows unnaturally with a black aura.
Culture/Origin of Species: As per tradition in some Skiagis cultures, the people of the church were to bury a dumb animal, usually a dog, alive for it to become the designated soul to protect and guard the graveyard. The rule was simple; the first being buried after the opening of the cemetery was fated to protect it for eternity. Their soul would remain alive and bound to the yard as they upheld the duty of protecting the cemetery from demons, gravediggers, trespassers with ill intent, and the like. The task was said to be from an ancient agreement with a god and was a sacred duty for an animal to uphold.
Traits: • T'was a dark and stormy night - - Church Grim can attract dark, dreary, or stormy weather at will or sometimes against their will. They cannot directly control the weather, but attract such events to them. • Faire Chlaidh, the graveyard watch - - Church Grim can walk invisible- unseen, unheard, untouched, and unscented at will. • Under the cornerstone - - With a new form greatly changed and enhanced from their former, Church Grim have +1 to their Strength Aspect. • Buried alive - - Having faced a mortal death once before, Church Grim do not age or die by natural causes, but simply fade away or eventually pass on. They have +2 to their Resilience Aspect.
Flaws: • Omen of death - - Being representative and guard to cemeteries, Church Grim are rare to be seen in public and often are only known to be associated with death. As a result, they are often ostracized and cast out of communities, known as ones who bring an early demise to those they are around. • Kilgrim Bridge - - Due to having been once tied strongly to land and duty, Church Grim hold an innate sense of loyalty that is more of a curse than a blessing. They become easily attached to people, places, and things, and if they are away from their cemetery or it has been destroyed, they will feel a constant void and depression within. If they become too loyal to one individual, they can be easily taken advantage of and used.
CRYO-PHOENIX Name of Species: Cryo-Phoenix
{Spoiler}{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: Human Form: Any height or weight is possible. It is possible to be aged anywhere from evolved just after the Ancient War to freshly born.
Phoenix Form: They are pretty big birds. Anywhere from eagle to larger than human size in the body, not counting wingspan.
Baseline Appearance: Human Form: Due to the reintegration of this species back into the larger world of Skiagis, nearly any physical trait is possible. The only thing that sets them apart physically are their eyes, which are unusually vivid colors, and crazy feathers that stick out of their hair at molting season, which is usually once every month.
They can actually directly control how old their human form is that they shapeshift into depending on where they need to fit in. For instance, if a cryo-phoenix needs to go back to school to relearn things dulled by time, they can appear as children and teens once more. If they are in a position of power and need to seem wise to all races, they can assume a middle-aged or even elderly form. Rebirth affects human form as well. After hatching, they rapidly age from infant to whatever their desired age is. However, if they can only age up to the form appropriate to how many human years they've been alive. For example, if a cryo-phoenix dies as a young teen, they can only rapidly age back to that of the age they died at. If they've been alive hundreds of years, they can choose any age appearance.
Phoenix Form: Their eye color is constant regardless of form. While it is most common for phoenixes to have cooler hued color schemes such as blues, greens, and whites, other colors are possible as well.
Phoenix form age has little change after going from egg, to chick, to adult bird. Once a cry-phoenix’s body reaches adult form, this is the way it will stay for all of time, no matter how old. Upon death and rebirth, a phoenix turns to snow and forms back into an ice egg. Once reborn, there is brief period between hours and days that a cryo-phoenix once more grows up from chick.
Culture/Origin of Species: After the Ancient War was through, a small sect of phoenixes rebelled and divorced from the rest of the phoenixes and everything they believe in, but managed to form some sort of treaty with the Phoenix Council so they wouldn't be hunted. Rejecting both the sun god they worshipped and any teaching from their leader, the group roosted in the isolation of Arka's frozen lands, as per the agreement. At first their natural heat kept them comfortable despite the brutal cold, but they very quickly adapted and evolved to their new environment and gave up their flames altogether. Cryo-Phoenixes were born, and as they became their own new species they ended their self-isolation to rejoin society.
Traits: • Immortality: Cryo-Phoenixes can die, yes, but they are reborn in a snowy vortex that reveals an ice egg. They rise up from the ice and snow within hours. They have 3 points in vitality. • Blizzard: Naturally attuned to ice, cryo-phoenixes are more adept with using the element to both harm and protect. • Ice Eagle Eyes: Birds have some pretty impressive sight when it comes to range and distance. Don't expect to get much past them. • Partial Shape Shifting: Due to being immortal and having a high vitality, cry-phoenixes have control over their natural shapeshifting allowing them to partially shift.
Flaws: • Molting: Molting happens about once a month, and renders a cryo-phoenix exhausted and lazy. It's almost like an illness such as a cold, where they will appear less than healthy and cough little puffs of frosty air. This lasts anywhere from 1 to 4 days, but robs them of their ice and snow until they flash freeze the molting away. • Heat Stroke: Being too hot for an extended amount of time will sap their strength.
CURSED DOLL Name of Species: Cursed Doll
{Spoiler}Baseline Dimension: Varying sizes based on the body. Average sizes between 2 ft and 4 ft tall
Baseline Appearance: Eye color and hair color always can vary based on doll's appearance. Skin color is normally porcelain white though they too can vary. Normally, the doll has ball sockets for their joints, but that could vary based around the "type" of doll.
Culture/Origin of Species: A handful of tradecrafted doll makers all around multiple worlds have found ways to force the souls of living beings within the boy of an empty doll, giving life to it in return for the inability of some normal aspects. These dolls are able to hold previously stored talents or even those types of which can keep the talent of a soul that inhabits the doll's body. How one comes to be a Cursed Doll varies from person to person.
Traits: •Immortal Porcelain: The user cannot die through means of time or simply being broken. If such condition occurs, the users body becomes "recrafted" to a form mirroring their current appearance. This does not mean they cannot be beaten, just another form of a reincarnation •Fake Senses: The doll cannot sustain permanent conditions such as blindness or becoming deaf due to having artificial eyes and ears. •Tough Porcelain: Due to a particularly hardened porcelain used to craft this doll, Resistance goes up by 1. •Hidden Ability: With the inner curse of the doll, Intelligence is increased by 2. •Sated: As a doll, the need for food and drink is null and void. Eating and drinking is simply a voluntary action.
Flaws: •Lack of touch: As a Cursed Doll, the person will experience the loss of her sense of touch and feeling. This does not include the sense of taste. •Hollow Body: With no muscular system, the Strength of the character is lowered by 2. •Fragile Object: The material used to make porcelain causes the body to be broken much easier, lowering Vitality by 2. •Ageless: With no ability to age, the Doll is unable to grow in size, grow older, or mature in any way but mentally.CYBERNETIC CLONE Name of Species: Cybernetic Clone
{Spoiler}Baseline Dimension: Clones are made to look virtually identical to average humans and in most cases age like them as well, though generally they are much more healthy.
Baseline Appearance: Generally clones are meant to blend in with the average human in nearly every way, but are open to quirky customizations. Between scientists being able to tweak DNA and adding cybernetic upgrades to meld with human flesh in the cloning process, clones can be as average as the girl next door to a hulking man with visible circuits in the skin that glow and mechanical camera lens-like eyes. For the most part a clone is just where a human body is created and enhanced by science and technology in a variety of ways.
Culture/Origin of Species: Beginning as an effort to breed the perfect soldier for the Mistere military, in the last forty years cybernetic cloning has become more widely accepted and has earned its place as one of the newest recognized species. There was a time when said clones were frowned upon in society as unnatural abominations with no souls, but that belief is nowhere near as prevalent as it once was. While there are still scientists out there that may have less than altruistic intentions in the cybernetic clone field, just as many are good souls trying to solve problems the best way they know how. First generation clones themselves are an obedient and task driven species, often developed en masse fully grown in a lab and then intensely trained and educated to fulfill their purposes. This doesn't leave much time for exploring the complicated subject of feelings, often leaving them emotionally stunted. They are highly intelligent and book smart, but often lack "common sense" and the subtle nuances of humanity. By the time they are released from the lab they can function in the world, albeit a bit awkwardly until they develop their more human natures out among other humans. Many clones have started families, leading to second generation 'clones' and hybrids. While the offspring might not be a clone by definition, the altered DNA and organic cybernetics of one or both parents can be passed on genetically. Children may not have the same emotional hardships first generation clones have depending on how they are raised, but they will still likely retain a task oriented, helpful attitude.
Traits: • Harder: Created with near perfect bodies cybernetically enhanced, their skin contains a mesh like component that make them tougher to damage. They get +1 to resilience aspect. • Better: Inherently good with technology of all types. • Faster: Created with near perfect bodies cybernetically enhanced and trained, they operate at peak speeds. They get +1 to speed aspect. • Stronger: Created with near perfect bodies cybernetically enhanced and trained, they hit harder and are able to lift heavier things. They get +1 to strength aspect.
Flaws: • If You say Gullible Slowly, It Sounds Like Orange: Yes, very gullible. • Programmable: Most clones were made with a purpose in mind, and scientists wish for them to be loyal and obedient either on their own or by force. This also means through various methods, their primary directives can be altered by others.
CYBORG Name of Species: Cyborg
{Spoiler}Baseline Dimension: Usually whatever height the being was before machinery was added to them, though they process may have made them a little taller or shorter. Weight can vary, but because of the weight of their implants it's usually pretty high (300-600 pounds average depending how much of them is machinery).
Baseline Appearance: Pretty normal except for the parts of their body that are mechanical. Cyborgs vary, and some tend to blend their machinery in with their skin as best as they can, or some don't. Normally their eyes glow with an unnatural light.
Culture/Origin of Species: A cyborg is created when a living being's body is replaced with mechanical parts, may it be due to a freak accident or wanting to enhance their body. They are still living, but live in a robotic shell.
Traits: • Due to a cyborg's protective robotic layer they gain a +1 to resilience. • With an enhanced brain cyborgs are usually pretty smart, and can consume knowledge at an incredible rate. They can remember anything they see or hear and be able to recall it in a split second. • Because of their enhanced muscles they gain a +1 to strength. • A cyborg is built to last longer, and therefore gains a +1 to vitality. • Due to also having some of their inner parts replaced cyborgs can go three times as long as humans without needing air or food. • Having their blood mixed with chemicals a cyborg's blood is not normally red, but some other color due to the nanomachines circulating their bloodstream. Nanomachines cause wounds to be healed faster, within a couple of seconds to a couple of minutes depending on the severity. They can also prevent illness, broken bones, and severed limbs. • Cyborgs have special and enhanced eyesight. They can see up to 1 mile away while also having night vision, heat vision, scanner vision, and are capable of using their eyes as a flashlight for others.
Flaws: • Magnets/magnetic fields are very dangerous to Cyborgs. They can cause their robotic parts to malfunction and even damage them. • Unlike what people may think a cyborg does not care much for water, with technology advancing they have found ways of preventing it from short circuiting their system. What the problem is, however, is rust. If a cyborg's parts remain submerged in water for too long the metal begins to rust. A proper cleaning after entering water is needed to prevent it. • Cyborgs are not known for stealth, as their robotic parts can cause some noise.DAEMON Name of Species: Daemon
{Spoiler}Baseline Dimension: Size varies depending on the form a Daemon takes.
Baseline Appearance: Daemons can take a number of forms, from that of monsters, to animals and beasts, to humans in their home dimension and in dreams. In the physical plane, they take the appearance of whatever being they are possessing or bound to.
Culture/Origin of Species: Overview: A Daemon, generally speaking, is a being that was usually once alive, but has remained dead and in the afterlife for so long that death became their life. They can be any kind of spirit, typically, but have lived to the point where they begin to consume souls, who then become a part of them. The more souls they consume, the more powerful the spirit becomes, as it starts to take on characteristics in regions such as appearance, powers, and even personality. As such, a being who has begun to eat souls in this manner has become a Daemon, and therefore must 'balance' what they choose to devour. Consume too many demons or tainted souls? Become one. Consume too many angels or holy souls? Become one. The same goes for neutral souls or specific ones.
What makes the Daemons unique is the fact that their own personality can begin to become blurred the more they devour. They take on characteristics from other souls, though a single strong soul's personality can potentially become the dominant mind of the Daemon. This is why balancing is so important, and is also why weaker Daemons typically leave strong personalities and souls alone.
Behavior: Death is their life, but how does one grow stronger? Daemons are beings with little to no influence or touch on the physical realm; most of them hardly care or even think about mortal affairs in their daily lives. As such, any Daemon who somehow touches or appears on the physical world is incredibly weak, and often susceptible to any dangers that could befall them. Daemons live on the Third Astral Plane, and even are weak if they manage to visit the Second Astral Plane of the deceased.
A Daemon's main strength is its nearly limitless potential for growth and gaining power. This is what a Daemon's true desire is- to grow stronger. It is a difficult goal that few Daemons every reach and fulfill, however, as they can easily be killed and eradicated by other spirit beings, destroyed by strong mortals with spiritual powers, or even end their own lives as Daemons by not balancing what they consume. Should the latter happen, they will completely become what they have eaten, be it a demon, some holy being, or just a humble former-mortal spirit. Sometimes if this happens, they could still possibly retain their soul-consuming capabilities, but must 'restart'. By this point, the chances of them ever reaching their full potential are low.
Properly balancing the consumption of souls in a stable and steady manner can make a Daemon become a truly ambiguous creature, but alarmingly powerful, as they retain most of the abilities and strengths of what they have absorbed. A skilled Daemon is able to counter a certain consumed soul's weakness by absorbing something else that properly balances it and patches the weakness, without cancelling out any strengths. Being clever, smart, strategic, and calculating is how a Daemon truly becomes powerful, but most are unfortunately blinded by the promise of power, and make poor and hasty decisions.
Contracts: A Daemon who has at least a fairly balanced 'diet' eventually has to find a way to leave the Third Astral Plane - The Spiritual World, in order to move down in the tiers to the Afterlife Planes, and eventually the Physical Realm. The easiest way to make this leap is by gathering enough strength to make a brief appearance to once chosen individual on the plane directly below. A completed contract results in the Daemon freely being able to either take, control, or consume the contractor's soul. If on the Physical Realm, they may take their body as their own; possession. The mechanic to these contracts include a Daemon placing a "claim" on a soul. This Claim is like a supernatural bond connecting the contractee and the Daemon. Once the terms of a contract are met, or if a contractee dies, its soul finds its way to the Daemon, and not to any sort of afterlife or void.
Contracting with Spirits Generally, Daemons gather enough power to move to the Second Astral Plane - The Afterlife, in order to seek out a spirit looking to reincarnate. The Daemon may create a contract with the knowledge and consent of the contractee, or they may do it discreetly, with no formal appearance made to the contractee. Consent is not required, either. The spirit looking to reincarnate usually is returning to the Physical Realm for a reason; perhaps unfinished business, or a wish they want granted. Traditionally, the spirit may reincarnate under one of the Seven Heavenly Virtues or Seven Deadly Sins, for which you may read more about below. Other contracts can be formed with consent should the Daemon promise to grant a wish in life. The spirit must be specific with the extent of their wish; else the Daemon may twist the contract as they please.
For example, if a spirit wants to be reincarnated for social power, but does not declare to what extent, the Daemon may ensure that they are born into power, such as royalty. The instant they are born, the contract has been completed, and the Daemon may take/banish/consume their soul, whichever they wish to do, and possess the reincarnate's body.
Contracting with Mortals If a strong Daemon eventually gets a tight hold in the First Astral Plane - The Physical Realm, they may contract freely with mortals and other various spirits they encounter. This type of contract is usually not for possession, but is to simply have an easier time gathering souls to feed on. Strong souls are nearly impossible to hunt or catch alone, but if a Daemon has a contract with one, the strong soul's fate is sealed; they will belong to the Daemon.
Often, the easiest way a Daemon will contract with a mortal is by once again offering to grant a wish, such as helping the mortal get revenge, destroy an enemy, complete a goal, etc. Once the goal is completed, the Daemon has complete ownership of the soul. Another type of contract is the promise of physical power, such as giving abilities. This usually is given from the Claim itself, as the Daemon lends use of one or more of its abilities to the person it is contracting with. In these types of contracts, the Daemon might not necessarily go for the soul right then, but perhaps ask for something in return, such as loyalty, servitude, or some sort of physical thing, even. Contracts like these often can be made for fun by Daemon, who are often sadistic by nature and enjoy watching the powers and Claim begin to potentially corrupt or despair the contractee.
These are the various ways that Daemons can contract, but just like the Daemon and their potential, contracts may be versatile. A strong Daemon may develop its own type of contract, or preferences in how they go about doing it. Some Daemons manage just fine without contracts, even though it generally is a harder path to take.
Sins & Virtues: As stated before in creating contracts with spirits, one of the ways to contract includes having the contractee reincarnate under one of the Seven Heavenly Virtues or Seven Deadly Sins. This simply means that the reason or goal the reincarnate has falls under the category of a sin or virtue. Are they reincarnating for revenge? Wrath. For power? Greed. To prove themselves over somebody? Envy. To have a second chance at something? Diligence or Kindness, etc.
A Daemon may target a specific sin or virtue in their contractors to prey off of- often one that they find easiest to see the contract to a close. Should a Daemon rely on one main sin or virtue only for their contracts, they are often referred to as a 'Daemon of Sin/Virtue', such as a Daemon of Pride, Daemon of Patience, etc.
A unique thing about Sin/Virtue contracts is the fact that many times, a Daemon need not make its presence known to their contractor. They set the claim, and the reincarnate may live its entire time in the world with no knowledge of the Daemon stalking its steps. Often times, when this is done, the Daemon has set the terms on their own, and forces them onto the contractor with the Claim. Sometimes, the terms can be excruciatingly simple, such as fulfilling an act of Kindness, or perhaps falling to Lust, etc. The instant the Claimed one has met the terms, the Daemon has complete right and ownership to their soul, and typically devours the soul, kills the spirit, and possesses the body.
Naturally, any Daemon must be careful with their contracts, and choose their Claims carefully. Should a Daemon Claim too strong of a soul or personality, the soul may be able to ignore/stop or change the terms, or even break the contract.
Traits: • Daemons have an almost unlimited potential for growth. As such, their stamina is increased by +3. • Daemons have the ability to consume souls and gain their powers. This is generally a trait for plot flavor, but some gained powers may be registered as Talents. • Daemons can walk in the dreams of others. • Daemons have an innate ability known as 'The Sight', which allows them to see spirits, souls, ghosts, and those who walk unseen. With permission, they may see memories or emotions. • With a great burst of effort and often a contract or body needed for anchorage, Daemons may hop around dimensions, from spiritual to physical. • Upon reaching the end of a contract with someone or by using a great amount of force, Daemons may choose to possess a mind or being in order to stay anchored to reality. Doing this takes a great amount of energy.
Flaws: • If they do not properly balance the nature of those they consume, a Daemon may lose its personality, sense of identity, or label as a Daemon. • Daemons are naturally weak beings upon first reincarnating or when outside of their home dimension. They often become confused and have a hard time adapting. Dimension hopping is especially tricky and taxing. • Being massive, smoothly-mixed culminations of souls, Daemons that have found a host or form to take in the physical realm won't retain all of their memories at once. It will take a while for the bulk of their memories to filter in due to the limited capacity of a mortal brain.[/font][/font][/spoiler] [/font] DEMONS (TRADITIONAL) Name of Species: Demons
{Spoiler}Baseline Dimension: Varies depending on demon.
Baseline Appearance: Not all demons are humanoid, whilst like all species they have the ability to shapeshift into a human many in their natural forms are horrific beasts, each demon varies, many bear physical appearance traits of the religion that they were cursed from.
Culture/Origin of Species: Demons are an entire species of their own, humans who had turned dark, the evil inside them. Over hundreds of years these humans had lost so much, fallen so far into their despair, that the dark evils of their religions crept up in the darkness, cursing them with traits.
Traits: • Demons have an affinity for religious or dark talents, however they can use many types of talents. • Demons are predators, latching onto a prey and hunting it down, tormenting and traumatizing this is their natural instinct. Which has lead to them having +3 stamina aspect. • During the night and when surrounded by negativity they grow in power, demons have an enhanced sense of smell and are able to see during the night. • Demons are not influenced by natural illness, or rather when they contract sickness a demon will grow in power and many will use themselves to spread the misfortune.
Flaws: • Demons are widely hated, both within their own religions and with other creatures. • Unless a demon has a talent, they cannot hide their demonic energy even in human form. It influences the world for a few foot around them causing a shadow to fall across the area, as if the sun was blocked.
DHAMPIR Name of Species:Dhampir {Spoiler}Baseline Dimension: Dhampirs share their height range largely with humans ranging typically from 5-7 feet tall. Weight is less for Dhampir averaging between 80-120 lbs due to their diet of little food or blood.
Baseline Appearance:Dhampirs resemble humans in many appearance regards, possessing many of the same hair and eye colors. However, the Dhampir species is much paler than humans, but not quiet as pale as a vampire. They can possess claws, fangs, sometimes bat wings or devilish tails, and even horns at times.
Culture/Origin of Species: Dhampirs are what happens when humans and vampires mate. Being the off spring of the two they share the benefits of both races and also some of the flaws of the latter. However, they are not very popular on either side. Vampires don't care for them because they are not pure bloods and humans fear them because of their vampire side. This can make life quite difficult for Dhampirs at times. Traits:•Dhampirs age at a much quicker rate than humans, reaching maturity at 18 years where their aging slows considerably. They normally live up to 150 years or more. • Compared to other species Dhampirs can go a very long time without consuming anything due their metabolism being very slow causing extremely slow, burning food of food or blood. • Being half human allows them to shapeshift into more forms than their vampiric blood such as mist, bats, or wolves. • Being half human Dhampir have a natural affinity for magic based on the basic elements, nature, electricity, fire, earth, water, air and metal. This gives them strength when using the elements and resistance against them. From these elements Dhampirs naturally have 3 resilience aspect points. Flaws: • Dhampirs are night creatures and as a result become very lazy, lethargic, or sleepy during the day time hours. • Since they are neither human nor vampire, they are typically shunned by vampires who do not accept their mixed blood and are feared by humans who are paranoid they may get bitten. DRACONIAN
Name of Species: DraconianBaseline Dimension: Draconians appear to look like regular humans, with some draconic elements mixed in. The draconians are normally taller than the average human, but share some similar traits. Such as their hair and body parts and skin tones. Baseline Appearance: Draconians are known for their large horns, wings, and tails. These aspects set them apart from the rest of the populace, and make them easy to identify. Their horns are normally a variety of different shapes, and extend from their skulls. Their tails and wings are normally very large however, and can be lined with spinal scales and sharp hooks. Draconians are also known to grow patches of dragon scale across different parts of their bodies. Normally around their cheeks and, and the ends of each limbs. Mainly the wrists and ankles. These scales can be any color, and the same rules apply to the eyes of each Draconian. However, each draconian shares the black outer sclera, with white pupils. {Spoiler} Culture/Origin of Species: Draconinans don't really share an origin or culture, for the case of each individual is different. One thing is similar, though. Each draconian was once a full fledged four legged dragon. Through magical means the dragon was transformed into a Draconian, a human-draco hybrid. The case is different for each Draconian, but the classification is still the same. Some were cursed, others willingly transformed... And some were just in the wrong place at the wrong time. Traits: • FLIGHT: Draconians all come equipped with a large pair of dragon wings upon their backs. These wings are so large they're capable of lifting their host off the ground and allow them to soar through the air. • ELEMENTAL RESISTANCE: Depending on what type of Dragon the Draconian was prior, they will still share the resistance they had before. If the Draconian was once a fire breathing dragon who was impervious to flame, that factor is still present in their transformed body. Flaws: • THE BLIGHT Unfortunately transforming into a lesser form has costed the Draconians a piece of their soul. All Draconians are plagued with a sickness only known as "The Blight". The Blight is a draconian exclusive cancer that slowly seeps into the indiviual's body, growing stronger with time. Eventually all Draconians succumb to its effects and will experience fits of hysteria and insanity. At the end of the Blight's cycle, the Draconian will have also transformed into a much different looking individual. The scales they once had only on their face and limbs will have spread to cover their entire body, and their horns will have grown to double their length. They will also experience a growth spurt, making them much taller. This may sound like a boon, but by this stage the Draconian will have reverted to a primal predator instinct, and will no longer have any control of themselves. Shortly before the sickness finally kills them, they will hunger for any living flesh around them, and are incapable of seeing reason or emotion... DRYAD (IHPEIHPE TREE NYMPH) Name of Species: Dryad (Ihpeihpe Tree Nymph)
{Spoiler}Baseline Dimension: Anywhere from 1ft to over 50ft, typically the more mobile ones (and those that are seen more often in Mistere society) are usually under 10ft.
Baseline Appearance: They’re humanoid in appearance. Kind of. Their skin is made of a thick bark, and their hair is made of a combinations of leaves and flowers. They’re almost completely androgynous, with the only difference between sexes being that one produces pollen (male), and the other produces fruit (female). They have facial features, yes, a mouth, two eyes, and a nose, but their mouths are only used for consuming water for use in photosynthesis. Dryads can live for upwards of a century. As they live, they continuously grow, about half a foot a year with a little wiggle room. After rooting, their arms and legs fuse together and they become completely plant-like, like a real tree. Their skin most commonly resembles the bark of an oak tree, but can resemble any tree, like birch or ash. Males produce large, extremely flowers while females produce small, almost colorless flowers that develop into fruit. They most commonly produce apples, but those bearing pears, peaches, lemons, etc. are not unknown either.
Culture/Origin of Species: Their culture is somewhat twisted. Small groves of elder dryads live together, stuck in place, glued to the ground in a process called “rooting”. They produce seeds in their fruit that grow into normal trees. Only after a magical rite, the seeds enchanted with sentience, and then, after planted grow a new dryad. Those new dryads that are under 10 feet are referred to as “saplings” and are send out to mingle with saplings from different groves and create their own. Dryad groves are beautiful, fertile forests that support expansive ecosystems. Over the playful conversations of rooted Dryads overhead, animal life wanders about and plants prosper.
Traits: • Thick Resin: Their thick bark skin gives any Dryad +3 to their resilience. • Chloroplasts!: Dryads don’t need to eat or sleep. As long as they can breathe, have access to water, and can soak up some sunlight, they will be fine.
Flaws: • Incompatible: Due to their unique form of reproduction, they cannot make half-breeds or be part of a hybrid being.DJINN Name of Species: Djinn
{Spoiler}Baseline Dimension: Djinn are beings made from flameless smoke and have no actual dimensions. They appear as they wish. Baseline Appearance: Djinn prefer to appear in the form of dark-skinned humans, with animal features. While they are capable of taking other shapes and forms the majority stick to one specific look.
Culture/Origin of Species: An ancient species Djinn have been around since the dawn of creation. The keeper of wishes and dreams. Djinn have been making wishes come true as far back as their history go. Djinn came into being when creatures first learned to think. They are born like regular humans and grow old, albeit at a slower rate. While djinn die from granting too many wishes. A djinn gains more magic and a sense of euphoria when granting a wish. Djinn are generally divided into 6 clans 3 good and 3 evil. The Jinn, the Jann, and the Marid are the three good clans. They guard over the good wishes and joys in the universe. The Ifrit, the Ghul, and Shaitan are the evil tribes. They bend wishes and hopes to the darkest that can be done. It has been said that the three evil tribes were the original cause of demons.
Traits: • Bigger on the inside: Djinn can create spaces that they can control. The area has to be inside a container no larger than a baseball. Djinn commonly used the created space as a room. Depending on how powerful they are, a djinn could even create a country inside the space of a hollow pendant. The laws inside a given room can be different based on how the djinn created it. • Smoke Teleportation: Djinn can turn themselves, objects, and willing beings into smoke at will to move between spaces and realms. Djinn use this to travel between lamps and even dreams. • Wish Granting: A power that all djinn have and try to avoid using. In exchange for some of their life force, a djinn has the power to grant wishes. The larger and more complex the wish, the more life force the djinn uses. • Longevity: Djinn age at a prolonged rate compared to most species. A djinn living for 600 years is not uncommon. A djinn spending time in a lamp can live indefinitely as time does not pass inside. • Shapeshifting: While preferring to keep a set form. Djinn can change shape based on their whim. As beings of unset dimensions, they are not limited in what they can shapeshift into. • Rapid healing: A djinn’s body is just a physical manifestation of their smoke. As it is not real it is easier to repair djinn gain +1 in vitality
Flaws: • A djinn always has a strong smell of smoke on them. Depending on the djinn their specific smell can be anything from a flavorful woodsmoke to a pile of burning garbage. • Enslavement: All djinn have a primary lamp that keeps the majority of their essence. If the lamp breaks a djinn goes into a coma in the best case scenario. Beings tend to keep a lamp away from the djinn to control them. • The cold: Djinn not only prefer heat they find it necessary. Djinn slow down in cold temperatures and are unable to use their djinn powers if they are too cold. While they would not die from being frozen it is a very torturous experience, and it keeps them from healing.
DRACONIAN Name of Species: Draconian
Baseline Dimension: Draconians appear to look like regular humans, with some draconic elements mixed in. The draconians are normally taller than the average human, but share some similar traits. Such as their hair and body parts and skin tones. Baseline Appearance: Draconians are known for their large horns, wings, and tails. These aspects set them apart from the rest of the populace, and make them easy to identify. Their horns are normally a variety of different shapes, and extend from their skulls. Their tails and wings are normally very large however, and can be lined with spinal scales and sharp hooks. Draconians are also known to grow patches of dragon scale across different parts of their bodies. Normally around their cheeks and, and the ends of each limbs. Mainly the wrists and ankles. These scales can be any color, and the same rules apply to the eyes of each Draconian. However, each draconian shares the black outer sclera, with white pupils. Culture/Origin of Species: Draconinans don't really share an origin or culture, for the case of each individual is different. One thing is similar, though. Each draconian was once a full fledged four legged dragon. Through magical means the dragon was transformed into a Draconian, a human-draco hybrid. The case is different for each Draconian, but the classification is still the same. Some were cursed, others willingly transformed... And some were just in the wrong place at the wrong time.
Traits: • FLIGHT: Draconians all come equipped with a large pair of dragon wings upon their backs. These wings are so large they're capable of lifting their host off the ground and allow them to soar through the air. • ELEMENTAL RESISTANCE: Depending on what type of Dragon the Draconian was prior, they will still share the resistance they had before. If the Draconian was once a fire breathing dragon who was impervious to flame, that factor is still present in their transformed body.
Flaws: • THE BLIGHT: Unfortunately transforming into a lesser form has costed the Draconians a piece of their soul. All Draconians are plagued with a sickness only known as "The Blight". The Blight is a draconian exclusive cancer that slowly seeps into the indiviual's body, growing stronger with time. Eventually all Draconians succumb to its effects and will experience fits of hysteria and insanity. At the end of the Blight's cycle, the Draconian will have also transformed into a much different looking individual. The scales they once had only on their face and limbs will have spread to cover their entire body, and their horns will have grown to double their length. They will also experience a growth spurt, making them much taller. This may sound like a boon, but by this stage the Draconian will have reverted to a primal predator instinct, and will no longer have any control of themselves. Shortly before the sickness finally kills them, they will hunger for any living flesh around them, and are incapable of seeing reason or emotion...ANCIENT DRAGON Name of Species: Ancient Dragon
{Spoiler}Baseline Dimension: Dragon Form: They tend to be rather large, easily 100 feet or more, although exceptions are not impossible. Their weight can vary, albeit high numbers are naturally the most common. Human Form: Generally fall under normal human heights, but many seem to carry over some extra weight from their dragon form, making them unusually heavy for a human. Easily four times a typical human weight, or more.
Baseline Appearance: Dragon Form: Typically possess a more rugged appearance, their hide or scales being a thick protection layer. Most commonly, they exhibit muted coloring, such as blacks, greys or other darker colors, aside from their eyes, which take on brighter colors. Wings and horns are usually present, but are not a mandatory feature.
Human Form: Some may take on extra dragon traits in their human form, such as having horns, wings or claws present, but many choose to simply look like normal humans.
Culture/Origin of Species: Unlike the more known species of Dragons, those of which fly around and terrorize others with their flaming breaths, or any other similar means, Ancient Dragons are, and always have been, a lot less prominent. Larger than normal Dragons, as well as less eager for action, they have often been known as the nature guardians of the Dragon race, who lived primarily in solitude, and did not mess with others without reason. They are not a very populous species, keeping to themselves even among their own, preferring to not be lumped in with their more overzealous, power and treasure hoarding relatives. It isn’t known as to when these bulky giants came to be, but they have been known to be the ones to keep the balance among other dragon species, as well as those that would dare interfere.
Traits: • Shielding: They possess extremely hard, tough to damage hides/scales. Even in human form, they are much harder to inflict damage upon than would be expected. Grants them 2 Aspect points in Resilience. • Heavy Power: Due to their naturally large stature and weight, combined with a tough body, these dragons have a lot of physical strength, allowing them to shatter rocks with a punch. Grants 1 Aspect point in Strength. • Slow Metabolism: They have a low need for food, and can last a long time without any sustenance, making them good at any stake-out situations. • Mental Fortitude: They are very tough-minded individuals, and have a natural resistance towards any kind of mind control, or manipulation. While not impossible to affect them, it is certainly a very hard task to accomplish. • Some dragons are able to change their size, however they cannot go smaller than 10 ft and this change can only happen twice a day due to requiring a lot of energy
Flaws: • Need a Nap: They are not the most active and energetic beings, more of a lethargic large lizard, if nothing else. Very often tired, and tend to be found sleeping or lazing about a lot. • Low Noise Tolerance: More solitary in nature, these dragons have a tendency to highly dislike loud sounds, and may recoil from such, or even get pissed if forced to endure loud environments. • It can take more training for some dragons to be able to control their size
EASTERN DRAGON Name of Species: Eastern Dragon
{Spoiler}Baseline Dimension: Human form: Their dimensions are human-like. But they tend to be some inches taller. Dragon form: This type of dragon owes a different form than the regular dragon type: They don't have wings, they have a long and snake-like form. Most of them have long fish-like whiskers in the sides of their snouts. Two ramified horns adorn their head, their form variates from dragon to dragon. Most of them have four short legs which end with eagle-like talons. Lastly, they have a dorsal mane that comes from their head up to the tail tip. Their size variates depending on the subspecies the individual belongs to. In terms of length, they can be found between 5 to 50ft long. And in the weight, this dragon is surprisingly light for their size. 330(smallest subspecies) to 1763(largest subspecies)
Baseline Appearance: Human form: They have a regular human appearance, in hair and skin color. But their hair would be the same as their dragon mane. And yes the same as their dragon eyes. Dragon: In this section, having the several subs- species that exists out there, their scale, man and eye colorings have a wide range. In scales, there can be From Black to white, brown to cream and even red and green. In the eyes from blue, to brown. Red to, purple between others.
Culture/Origin of Species: The eastern dragon is a very old dragon species. Being around the earth from over one thousand years. And at the beginning, there was only one type of this species. But as the environment slowly changed. From this unique branch, more started to break apart creating the several sub-species that are believed to exists. Their culture is a mystery as there is little information about how their costumes and myths are about. But the few things known of them, are that they are mainly pacific and doesn't mess with other creatures. Unless they mess with them first.
Traits: • They have a huge age longevity. •Their scales works as an armor that protects them from some attacks. And as humans, they have a bit more resistance to physical injuries. This Trait gives them +3 in resilence •They have a lot of magic in their disposal. •In their human form, they are very agile and have good physical strength. • They can fly without wings in both forms. •Some have venom.
Flaws: • They can only have three magic branches. • They are agile but they get tired quickly. • As the other dragon types. They can get lethargic if they exceed themselves with their magic.TWILIGHT DRAGONS Name of Species: Twilight Dragons
{Spoiler}Baseline Dimension: With most of the twilight dragons having mysterious gone or left from their homeland, and during this time the biggest of them were roughly the size of a three story house and about as long as a olympic swimming pool, weighing roughly it is hard to find a dragon of that size in this day and age. With the eldest of them being only the size of a two-story house, and being half the size of an olympic swimming pool while only weighing in at two-hundred and fifty metric tons.
Baseline Appearance: Most twilight dragons in their dragon forms all share the same resemblence as their kin, while some of the older ones show some more organic features to their body showing that they are more than just a machine like creature but rather a sentient, proud, and intelligent species. The young dragons are more metal like in appearance, while showing no type of organic matter to their bodies. One thing that all have in common is that their horns and their wings all hold multi-colored like circles that are similar to portants with two sitting under the crescent of the wings and the last portal sitting at the ridge of the nose near the mouth.
All of them walk on all fours, but in their human form they walk on their hind legs which can be something of a hassle to get used to. All Twilight dragons have luminescent eyes, and can be any color of their choosing. Though, colors like red, grey, white, and lime green being much more rare colors, while only the royal line of twilight dragons share a dark purple twilight color that let out an almost energistic like flow as if power is leaking from their very eyes. Twilight dragons also come in different colors ranging anywhere from grey which is the most common to black being the most rare.
Culture/Origin of Species: Twilight dragons have always existed since the beginning of time it is believed, lead by the first of their kind who lived within a realm called the hour of twilight or what we know as the even horizon of a black hole, or the void. A place filled with life unknown to any others eyes save for theirs its skies gave birth to stars, and collapsed old ones and gave ways to galaxies within their own world. This first dragon at the time reproduced with himself to make the first girl and that would be his first daughter. So, before he passed the gift down onto her this first dragon gave birth to six more brothers and sisters. Then, it was her time to make the species as it would be, pure, whole, and proud - but she did not wish for this, to only be bound to her kin and nothing more. So, she went out of her way to mingle with other species and eventually fell in love giving way to less inbred versions of their species which eventually caused the progenitor to mysteriously vanish.
Their culture is eons behind what would be considered modernization today, while if one is fortunate enough to go and visit their world which can be only accessed during the hour of twilight either by a personal invitation from one of the royal family, or through swimming towards the sun as it sets one would find that their city is very 'futuristic in the sense that everything seems like it is from a world far more futuristic than their own. But in fact they feel as if their technology and such is dwarfed when compared to other worlds. They are very friendly, but one should watch their mouths when speaking to them as saying the wrong thing can insult their pride, and while the older dragons such as the royal families, and higher ups might be quick to forgive the younger ones will not. They live by the code of respect, give it and you will get it - fail to do so and you will perish. They are also not afraid to visit different worlds and some have in fact made their homes beyond their homeland, even at eldritch academy.
Traits: • Twilight dragons can transform into their full form at will, without the laws of nature hampering them down to a more tamed size. • All twilight drakes come equipped with a special type of scale that makes up their body when they are attacked these attacks more or less go through a small portal and is absorbed, but not all attacks happen in this fashion. • Twilight dragons have the ability to warp reality with their roar, bringing forth the hours of twilight to put their powers at the peak, but depending on how old they are is depended on how long this lasts. (This can naturally happen as well if they around during the hour of twilight on any planet that has a moon and a sun that cycle.) • All twilight dragons can shapeshift, taking on a human form in order to look the part more and blend in with society. • Twilight dragons are also incredibly strong in the sense that they can breathe out a substance called Obscuras, which when hit can encase the victim in darkness and eventually either suffocate them or crush them if caught • Twilight dragons can travel to their homeland whenever they choose • Twilight dragons are also incredibly resistant to pain. • Twilight dragons while in human form have increased physical attributes.
Flaws: • Twilight dragons even though they have wings they cannot fly • Twilight dragons cannot come to another plane again after they have visited it unless summoned through song or a twilight key given to one friend and one friend only • Twilight dragons are made up of the hour of twilight and so to sustain themselves, and satiate their endless hunger for the time being they must eat eighty times a day. • Twilight dragons' pride can be easily hurt especially if they're younger.DVERGR Name of Species: Dvergr (Norse derivative of Dwarf)
{Spoiler} {CLICK HERE for Appearance, Culture, and Origin} Baseline Dimension: Dvergr, in keeping with their theme are often shorter and stockier than most humans. There is a great deal of variation among them, but the general height of a Dvergr is a foot or two below average human height for either respective sex.
Baseline Appearance: Dvergr are typically of a darker natural complexion across the board, ranging from 'fairly tan' at the lighter end to 'especially dark' at the other end of the spectrum. Unlike typical depictions of dwarves in popular culture, Dvergr are not known for being complete midgets with enormous, glorious beards, although it's not unheard of. Their eye colors are typically gold, topaz-yellow or other similar variations, but are known to have fairly unique and varied eye colors on the whole, ranging from vivid magentas to deep red, depending on the region of their ancestry. Their hair colors typically start off rather dark as children, but grow progressively lighter into adulthood, ending in varying shades of silvers and whites.
Culture/Origin of Species: It's unclear where exactly Dvergr originally originate from, but it's estimated that their early ancestors hailed from the rugged mountain ranges of Hisakawa, where they were alleged to have small towns and cities carved into the interior of the mountains. Whether or not this is true is oft disputed, as no signs of any such habitation have ever been found, but it's theorized that due to the Dvergr's nature as experts in smithing and runecraft it would be near impossible to find any of these cities even if one were to spend much of their natural lifespan looking for them - if they could survive the harsh climate and rugged terrain in & of itself, that is.
While Dvergr used to be a fairly common species that had a stable population around the world, due to their hardy and adaptive natures, their population numbers have dwindled down to next to nothing over time for unknown reasons, and their existence now is largely regarded as a myth or outright legend in some areas which had never possessed a stable Dvergr population to begin with. What is still consistent between the remaining Dvergr is that they are often reclusive and unwilling to interact with other races on a regular basis, preferring instead to stick to themselves and cling to their ancient traditions. They still utilize their ancestral form of writing, which consists of runes that make up the "letters" of their alphabet. By stringing these runes together in specific ways and creating variations of them, they are able to form enchantments when inscribed onto physical objects. Due to these constant variations, their language has largely eluded outside understanding. They also oft shun magic, or at least dislike it, but are fairly adaptive and open to the use of new technology.
Traits:
- The written language of the Dvergr is incomprehensible to outsiders, and its teachings are kept a closely guarded secret by what Dvergr still remain in the world. However, their language is the basis of their runic magics, being one in the same, and as a result any Dvergr raised by their own kind is capable of minor runecraft to an extent, able to imbue minor enchantments onto items, such as making them lighter.
- Due to their nature as underground dwellers, Dvergr have a natural degree of nightvision - while it doesn't give them picture-perfect sight in the dark, it does make differentiation a whole lot easier.
- Dvergr are naturally sturdy and adaptable, and have a +1 to Resilience.
- They are also known to be resistant to diseases and possess long lifespans naturally surpassing those of humans; +1 to vitality.
- Finally, Dvergr are naturally built for long periods of time spent in their great forges creating works of masterful quality. +1 to stamina.
- Dvergr are naturally gifted in creating unique metals that otherwise do not exist anywhere else; how exactly they go about this is unclear, but it is likely related to some inborn talent for smithing or knowledge passed down through the generations.
Flaws:
- Dvergr are naturally inept at casting magic or bringing other supernatural might to bear, relying almost entirely on their well-developed runic magic and the products of their forges. As a result, they have a -1 to strength, representing their lack of supernatural potency.
- Dvergr are naturally resistant to magics - while this offers them only minute benefits, hardly even worth mentioning, it is worth noting that healing talents are practically useless on Dvergr, leaving them to find other methods of repairing bodily damage.
- Dvergr, due to their written language being fundamentally different from most others in its function and workings, often have a hard time learning or reading other forms of written language. This is typically due to the wide handwriting variation and the existence of cursive and other such variants of language, but may simply be hard for them to comprehend in general as a result of growing up with a fundamentally different understanding of how written language works.
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Izalie
Administrator
fishsticks
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Dec 16, 2018 0:45:34 GMT -6
Post by Izalie on Dec 16, 2018 0:45:34 GMT -6
E, F, G, H ELEMENTALS Name of Species: Elementals
{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: Element Form: They are literally sentient elements of any kind. They can possess any shape, or be shapeless. By default, Elementals are genderless.
Human Form: Can have the same physical size, shape, weight, etc as any human. While they are genderless, that doesn't mean that can't choose one, or shapeshift into whatever gender they choose at the moment.
Baseline Appearance: Element Form: They are elements, and look like that whatever that may be. A blob of water, a floating flame, smoggy darkness, ethereal orbs of light, whisper of wind, a wandering boulder, etc. However you choose to be represented, as long as it's a pure element.
Human Form: Eye color, skin color, and hair color can run the rainbow and change on a whim if they wish. They can even adjust their body sizes and display very light characteristics of other species such as horns, tails, wings, non-human ears and eyes, etc if they wish, but their shapeshifting is limited to predominantly human. When human, they are fully tangible.
Culture/Origin of Species: Without the elements there would be no life on any planet, thus elementals are everywhere. They have existed since the very first days, and will persist until the last. That is not to say all elementals are eons old. Elementals can die when damaged beyond healing or if they choose to release their souls and move into the aether of their planet. They can reproduce and are encouraged to do so as renewable and necessary resources. Some can even be "birthed" by other species, most often fire.
Some elementals live life in solitary, while others form tribes or even towns and exist together in whatever form that takes. There is no over arching culture for all of the species, though it may develop naturally where groups of them are found and varies heavily from one elemental to the next. While many elementals never choose to take human form or reveal they are anything other than simply the element they are, ever since they have gained the ability to shapeshift into a tangible human form, more and more are choosing to live out their dreams every day.
Traits: • Intangibility in element form allows most physical forces to pass through, giving them +3 resilience. • Elementals can release and control the element they are made of while in either form. • Though their human forms can take damage as usual, they do not possess vital spots. No one spot on the body will cause more damage than another, and they 'bleed' their element. However, just like humans, if they bleed too much, they can become incapacitated or even die. • Healing and regeneration for an elemental takes about half as long as it would for a human, and they can regenerate any part of themselves as long as it hasn't been trapped and separated from them.
Flaws: • Even though they can be intangible to basic physical touch in element form, they still be trapped in containers and still take damage from non-physical talents and abilities. If part of the elemental form is trapped or somehow separated from the rest of the being, the elemental becomes incapacitated or permanently damaged, more or less just as a physical body without all its vital parts would be. • Elementals are naturally weak to their corresponding opposing element.
ELFEIN Name of Species: Elfein.
{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: Elfein are typically similar in height to Humans often ranging from five to six feet in height. On average they tend to possess a more slender appearance than humans but still typically weigh between 110 and 130 pounds as full grown adults. Due to their unique physical biology, Elfein are a strictly female race. It is not possible for half breeds of this species to exist.
Baseline Appearance: In terms of outward appearances, Elfein are often slender and share similar physical qualities to smoothly toned humans. Eye colors tend to range from green to brown as well as shades of blue or teal. These may be faded, dark, or even brilliant in tone. As far as Elfein hair is concerned it maintains a silky fine and often straight appearance. Due to its consistency Elfein hair sheds water easily and is difficult to style. Artificially curling Elfein hair is almost always an impossible feat to accomplish. Hair tones share all the variety normally seen in humans but with added possibilities for silvers and pale silvery blues to occur. Skin tones of this species tend to lean more towards fairer and paler tones and are almost never dark. One key difference which stands out are Elfein ears which are long, slender, and pointed ranging from an inch or two beyond human norms to sometimes lengths of six inches or more. Despite having a generally outward elfish appearance and reaching physical maturity within the span of their first eight years, the average lifespan of an Elfein is similar to that of humans.
Culture/Origin of Species: It is unclear as to when the first members of the Elfein appeared but their presence in history has been deemed both a curse and a blessing. With their innate resistances to poisons lone members of the race would often sell themselves to employers as assassins, luring in targets with their deceitful elfish charms before coaxing their victims into a grim demise of poisonous intoxication. Others choose to meld with common society and exist throughout the known world, passing themselves off as elves and attempting to experience normal lives. But because of their biological structure and physical inability to procreate with other members of their own race, the overall Elfein population is relatively small and they require the assistance of another living humanoid belonging to a different species in order to reproduce. Once intimate acts produce results, the Elfein ejects a pupae-like membrane from an organ extending up into her trachea. A sticky acidic resin is then applied to the pupae from the parent both as protection and a source of nutrients for the offspring. Because of this method of reproduction the vast majority of Elfein are seen by the common populace as goblin-like parasites whose only goal is to steal the essence of humanoid male victims in order to produce and continue their line of succession. This social aspect, coupled with their stigmatizing method of reproduction poses a serious problem for any Elfein who seeks to engage in either normal or romantic relationships. Newborn members of the species mature inside of a tough pupae-like state and form into a visual appearance of not more than ten years within a matter of three months before they are officially born into the world. Even as newborns, Elfein retain the knowledge of memories and experiences from their Elfein parent and may even inherit some of the memories and experiences derived from their donor parent. It is not uncommon for an Elfein parent to abandon her child to avoid being exposed as newborns are deemed independent upon birth and do not actually require a family setting to survive. As memories and experiences are passed on from parent to child most members of the species reach mental maturity at incredibly young ages. Due to the inherent controversy behind Elfein history and an unwitting ability to remember past wrongdoings from before their own time, most members of this species tend to actively avoid forming close personal and romantic relationships, reserving themselves to maintaining acquaintance-like friendly relations with others instead. Traits: •Natural Toxins: Elfein possess an organ which naturally produces a sticky resin-like and toxic acid within their bodies. The substance can be collected and used as a rudimentary poison to coat weapons or to make concoctions. While the substance itself is not harmful to Elfein it can cause significant burns or irritation if it makes contact with the skin of those who do not possess a strong resistance to poisons. •Poison Resistance: With the way in which their anatomy works all members of the species have high tolerance against toxins, granting them a natural resistance to acids and poisons. Because of this trait Elfein are not susceptible to food poisoning and other low-grade poisons. •Keen senses: With naturally attuned organs in their ears and sharply adjustable eyes, Elfein have heightened awareness when it comes to sight and sound and can even see clearly in lower lighting conditions. •Memory Boost: Because Elfein directly inherit the majority of their initial knowledge from their biological Elfein parent they are exceedingly intelligent and capable gaining a natural +3 to their Stamina Aspect.
Flaws: •Elfein are inherently asocial, preferring to remain alone and limiting contact with others outside of necessity. Due to the stigmatisms regarding their species Elfein are massively shy, skeptical, and untrusting of others when it comes to social encounters which makes it exceedingly difficult for them to form lasting friendly relationships. •Hyper Sensitivity: Due to their heightened sense of sight and sound, Elfein are extremely sensitive to sudden changes in lighting and loud or high pitched noises. For example: Going from a poorly lit room to a bright sunny day outdoors after a fresh snowfall can cause temporary blindness while excessively loud noises make for issues with chronically induced headaches.ELVES Name of Species: Elves
{Spoiler}CLICK HERE for Appearance, Culture, and Origin]Baseline Dimension: Slightly taller than humans Baseline Appearance: Elves are slightly taller than humans, lighter and thinner. However they mature and grow old faster, reaching maturity at an age of seventeen they do not live longer than 60 years due to their bodies being worn out. It is common for elves to have slightly odd appearances, glowing skin, unnaturally colored eyes and hair, remnants of their fae ancestors.
Culture/Origin of Species: Elves originate from the harsh lands of Arka, where physical strength and durability were needed to overcome. However when people started to develop powers the physically strong elves were outcast, despite their dexterity. Long before the ancient war humans evolved with faeries, the two merging together to form what is commonly known as elves, they have now evolved as their own species.
Traits: • Due to their light frame elves are faster, their reflexes are higher and they have greater accuracy with weapons such as bows or darts. They have 3 speed aspect points • Elves are very dexterous, their agility naturally enhances their agility and acrobatic skills. Flaws: • Elven bodies are more delicate, this leads to having -1 strength and being weak to modern technologiesEPHIN Name of Species: Ephin
{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: Ephin are typically several inches shorter than adult humans, with females averaging at a taller height than males. They are almost always more slender in their "humanoid" forms.
In their "natural" forms, if they possess the capacity to make a full-insectoid transformation, their size can range from several feet in length to several hundred, with a body-width of up to seven or eight feet.
Baseline Appearance: The humanoid appearance of an Ephin varies quite wildly, but there are a few things they all have in common. They all have insectoid features, generally in the form of their "hair" (which resembles appendages, albeit sometimes vaguely) and their true face beneath their human "masks", which resembles the head of a monstrous centipede. This can range from full-centipede to barely noticeable features and any nightmarish combination in-between. Limbs may additionally take on unnatural appearances. They are covered from head to toe in a hard, black chitinous exoskeleton, and most sport antennae on their heads. Culture/Origin of Species: As a largely solitary species with little urge to interact with eachother, Ephin don't have any particular culture. All of them are universally carnivorous however, with a particular penchant for human(oid) meat, but are not averse to cannibalism and in-particular devouring other insectoid species if the need arises. While humans are a favored course, they'll eat just about anything if it's got meat on the bones, and typically have little empathy or compassion for others, including of their own kind. Despite this they are not known for (usually) being outright malicious unless provoked, and will typically ignore humans and other "prey" species when their appetite is satisfied.
Due to their nature as predators unwilling to work alongside or cooperate with the more "civilized" races, however, they are typically not welcomed (at least not openly), and are usually shunned if not outright attacked on sight where their existence is known, primarily in their "home" region of Hisakawa. To this end many of them conceal themselves with full-body clothing and don their human "masks" in order to blend in to a degree, when travel through populated areas is necessary. [/spoiler] Traits: • Ephin are naturally adept at transformation, especially partial transformation, and are capable of transforming particular bodyparts temporarily to be utilized for utilitarian or combat purposes. This usually comes in the form of wickedly sharp claws, mandibles, and sometimes additional arms. • In their "common" humanoid disguises, Ephin maintain their extreme speed and reaction times, using this in place of raw strength to dance around attacks, catch up with prey, and other such things. They have a terrifying +3 in their Speed aspect.
• Ephin are able to - and typically do - remove the faces of their prey, fashioning them into "masks" through unknown means which they preserve and wear to hide their true nature. These faces can be "adjusted" and altered slightly at will, but will typically be "melded" to their "true" face. As a result certain inhuman features may shine through, such as segmented & strange eyes, fangs and visible mandibles when their mouths are open.
• Ephin have a natural resilience against sharp and/or piercing objects due to their chitinous exoskeletons, making it difficult to effectively use those weapons against them.
• Ephin are able to see in the dark and differentiate colors and objects in such conditions to a fine degree. • Ephin naturally secrete a potent venom from their mouths which can be injected via bite or used to coat appendages or weapons. This venom is necrotic and causes rapid decay and death of tissue in the area of injection, as well as intense pain - that is, until the nerves are killed off. This toxin is highly resistant to healing magics, talents and abilities.
• An Ephin's natural metabolism means they are able to recuperate and restore their energy very quickly after eating. • Ephin possess acute senses, but in-particular are known for their senses of smell and hearing.
Flaws: • Ephin are vulnerable to blunt force trauma, and this is the prime means through which their chitinous exoskeletons can be rendered mostly useless or outright destroyed.
• Ephin almost always reek of death and rot, and while measures can be taken to lessen the stench on themselves, it can be easily picked up by those who can differentiate smells at particularly fine levels. This makes smell an easy method of detection and tracking of such creatures.
• Ephin are vulnerable to pesticides, of all things. While the effects of it will be more intense on some more than others, and vary based on the strength of the pesticide, the fact remains that even such a common household supply is an effective tool against them.
• Antivenoms for Ephin-toxins exist and are generally fairly effective, but are difficult to get ahold of, and are found primarily in Hisakawa. That said, in recent years antivenoms have been administered to major hospitals in Arka and Mistere.
• Ephin have an extremely overactive metabolism, requiring them to eat (often in excessive quantities) often. This lends to them having a general -1 to their stamina aspect.
FAIRIES Name of Species: Fairy
{Spoiler}{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: Fairies are wispy and petite. When in full human form, they are rarely over 5'5, and as small as 4'9". To be easily lifted by insect wings they must also be lightweight, clocking in between 75 and 85 pounds.
Baseline Appearance: Having a mostly human appearance, they have access to all normal human options as well as some quirky flower-hued extras. The skin of a fairy can be either very human or more translucent, taking on a shimmery pearlescence and can even softly glow. Their ears are pointy and vary in length, and while their size is small they manage to look slightly elongated and lanky. All fairies have wings, even if they aren't always visible. These can be anywhere from half their body, to just as big if not slightly bigger, and are insect-like. Most common are butterfly or dragonfly styles, but any insect will do.
Culture/Origin of Species: The Fae, Pixies, Erlking, all these fall under one species; Fairies. These are magical creatures with generally human appearances and magical powers. They're mischievous by nature and love to trick people, especially humans. With few exceptions, fairies tend to live inside very large trees in Elmfig Forest, the gathering place for the courts, or any other forest nearby with trees large enough. Students that go to Eldritch Academy might have some adjusting to do to life in the dorms.
The general culture for all fairies is very nature centric. Nature is their religion. It is very rare and frowned upon for any fairy to eat meat, since animals are friends. Like most species, there is the good and the bad. King Dune Oberon is the head of the Seelie court, comprised of like minded benevolent fairy folk who favor peace, but won't hesitate to defend and protect their interests. The Unseelie court is ruled by Queen Camellia Novus, whose views and subjects are far more militaristic and volatile. The drastic differences between the Seelie and Unseelie are so obvious, especially since they have fought each other in the past, people around Mistere tend to call them Light and Dark fairies.
Native to Mistere even before the Ancient War, all fairies are loyal to their land and forests, making them all the more agitated that these resources are dwindling in light of modernization, expansion, and technology. King Oberon has a seat in Mistere's Congress, giving a passionate voice in favor of conservation and environmentalism. It's one of the few things he and Queen Novus agree on.
Traits: • Size: Fairies can adjust their size at will, from as small as a thimble to their average human form. • Wings: Regardless of what insect-like creature they borrow their wing design from, all fairies can fly. • Woodland Tongue: Animals generally love fairy folk. Communication with animals is common and often beneficial for favors. • Magic Tricks: Fairies are adept at all sorts of magic, earning them a +3 in stamina.
Flaws: • Wisp: Their petite bodies aren't very physically strong, so they take a -1 to strength. • Bare Feet: Wearing shoes will impede their access to magic.
FALLEN ANGEL Name of Species: Fallen Angel
Baseline Dimension: Rather than depending upon a set limit or average for frame of reference in regards to the build of Fallen Angels, a given member of this species will simply retain the same attributes and measurements maintained immediately prior to death. Due to this, heights and weights alike will vary drastically between differing Fallen Angels altogether.
Baseline Appearance: More often than not, a given Fallen Angel will host eyes of crimson, as well as hair of some dark hue; most commonly brown, if not black, altogether. However, in the best case scenario, these appearances are subjective to change, and could very much become transitional over time in the event that memory recovery is eminent. Upon resurrection in the form of a Fallen Angel to begin with, individuals will host the aforementioned colors within eyes and hair alike due to corruption and rage within their past and emotions, but the key to unlocking their previous appearance - in relation to their prior identity - will be the recovery of memories in itself. As time goes on, and as more memories are recovered, his or her appearance will begin to take after their original appearance during their first life, or their most favored and accustomed appearance in the past.
Alongside these basic features, Fallen Angels are also known to host angelic wings of a deepened ebony, as well as a dimly colored halo that radiates within a negative aura. In the event that a given individual had been something other than a human prior to death, their previous features (tails, horns, etc.) may come to surface with the rehabilitation of their memories and identities, though this seems to be somewhere of a rare case. Should these features be recovered, however, they would not gain any of the excess abilities and perks.
Culture/Origin of Species: Fallen Angels are commonly those who are categorized between both the bounds of 'good' and 'bad' within the grand scheme of things. While they haven't quite been judged to be overzealous within their negative ventures - if at all - by Hell and its inhabitants, they also haven't quite been judged to be worthy enough to fully enter Heaven by its inhabitants, either. Often times, a Fallen Angel is procured from the souls of the fallen who generally had good intentions within life, though somehow had it ended through tragic means; ones that are often unnatural, and perhaps even self induced. These souls, all in all, are souls that have been misguided, but despite the mistakes and qualms that they may have endured throughout their first life, have been brought back for one, final chance of personal redemption, as well as to attain a proper sense of judgment from those who may be watching upon them from both Heaven and Hell alike.
These souls are troubled. These souls are misguided. ...Yet deep down before their death, these souls likely had a mass of regrets that pushed them to the extremes.
Deep down, they may not have wanted to die before their time.
As such, the watchers of Heaven and Hell had chosen to give these souls another chance before potentially claiming them within Hell in the event of failure. As a means of testing them, they are said to strip these souls of their memories, identities, and the like; leaving them with not more than the sense of familiarity and nostalgia to guide them, alongside an overwhelming sense of negativity left over by whatever thoughts and regrets they may have harbored prior to their initial passing. At its roots, a Fallen Angel is alone, and a Fallen Angel is lost.
But even a Fallen Angel can be redeemed.
They lead the paths of amnesiacs as a test, as well as a final, attempted means of self discovery, amendment, and personal closure all the same. In the best case scenario, a Fallen Angel may recover all of their memories and inherit their former identities, alongside a sense of the positivity that they had been yearning for throughout the struggles that they had endured as a lost, anguished soul; be they recovered alone, or with the help of those that had happened to either be acquaintances in the past, or even by the simple, good hearted Samaritan. However, in the worst case scenario, a Fallen Angel will travel their second times and lives alone and in frustration; likely as a result of finding themselves barred by obstacles placed before them within their paths of remembrance, and thus becoming more and more consumed by the negativity that had pushed them to the brink within their first lives to begin with.
The former are allowed a chance to properly live once more. The latter are destined to become consumed by their rage and negativity, and are then spirited away to Hell for the worst.
...It all simply depends on how they choose to handle themselves with their second chances.
Traits: •Untouchable || Solely due to the fact that they had already died prior to resurrection as a Fallen Angel, characters can't die through natural means; be they through age, illness, or otherwise. +1 Vitality. •Ethereal Being || Fallen Angels are still ethereal, regardless of corruption, and receive blessings to help them on their road to remembrance. +2 Stamina. •Heaven's Touch || After being judged by Heaven and Hell alike - and after being declared initially as an angel overall - Fallen Angels hold very extensive holy powers. The extent of these powers could fall anywhere in between healing to positive aura inducement, but is recommended to be specified within a character's profile to properly and more accurately ascertain what the character is capable of doing. •Hell's Embrace || Similar to their capabilities bestowed with Heaven's Touch, Fallen Angels are also enabled very extensive cursed abilities- but ones that should be stronger than their holy abilities by virtue of being corrupted in some way, shape, or form. These abilities could range anywhere between negative emotion inducement to minor illness inducement (with proper permission from other players), but should - much like Heaven's Touch - be specified within a character's profile to let others know what he or she is capable of. •Remembrance || Upon full recovery of memories, Fallen Angels are enabled the ability to inherit their prior species from their first life if they so wish to do so. •All Seeing || Sensitivity to emotion renders a Fallen Angel capable of seeing through a person's words and actions based on the outline or glow of a person's heart or aura; often seen only by them and other Fallen Angels. Emotions are based on this color wheel, and can help see through lies.
Flaws: •Negativity || Most Fallen Angels are brought back to make amends from some form of intensely painful past, so they're especially susceptible to negative emotions. Longer uses of Hell's Embrace could affect this, as well, due to an unbalance of influences within the soul. •Amnesiacs || As the tradeoff for being brought back to life Fallen Angels lose their memories, and must start from scratch. They take on the mantle of a Fallen Angel in full; thus rendering them unable to be hybrids of any sorts upon immediate resurrection, as well. •Limited Time || While it differs between people, Fallen Angels are known to have a certain amount of time to recover their memories. If their memories either aren't recovered, or reasonable progress simply isn't made in a specific span of time, then the given Fallen Angel will begin to fade away. Should a Fallen Angel enter this phase, their memories will become harder to recover with increasing difficulty as time passes on, but is still possible until they recover appropriately and accordingly.FLURRY Name of Species: Flurry
{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: Within their humanoid form Flurry strongly resemble humans in height and width, however due to possessing hallow bones they only ever get up to 100 pounds in their humanoid forms, averaging around 40 pounds. Much more variety exists within their draconic forms as they can resemble any kind of dragon, wyvern or other such similar creature even aquatic draconic species, they do however have rough max growth of twenty feet tall, 1,000 pounds and 10 feet wide due to their need to be able to shift back into a humanoid form.
Baseline Appearance: While Flurry can have varieties of eye, hair and skin colors in their humanoid forms the hair will always share color with their scales. They most often come in lighter, dark blue, black or cameo pallets due to their tendency to live around snow, within high caves or mountain forests needing to blend in regardless of form.
Culture/Origin of Species: Flurry's are easiest described as draconic shapeshifters with an incredible affinity for usage of seemingly supernatural abilities. However, most of their powers are actually biological effects of their life state as they are not half dragon nor half human but something unique to themselves having a completely different internal anatomy. Mostly this species hails from mountainous regions which are very hard for other species to explore and prefer to keep in isolation from anything besides their own kind, a very untrusting breed. While it is mostly lost to history books outside of their society? Flurry's actually used to frequently descend from their high altitude homes to guide travels through dangerous territory or share their vast knowledge of unexplored regions, guardians of knowledge in a way! However, when war began their knowledge was sought for regions they did not agree with, when they began to deny aid to those fighting the Flurry themselves soon became targets, shattering their trust with other species. Thanks to this, they have only recently in the last few years began to even near settlements again.
Traits: • Frequently spending 24+ hours at a time flying this species has an incredible +2 into their stamina, they can go entire days flying and hang by their tails when done instead of landing on the ground greatly increasing their ability to hide. • Having a natural affinity for 'magic' these creatures are especially skilled at utilizing their talents and fighting against other's giving them +1 to speed. • Since they have a need to navigate intense storms and over long distances from high altitude the senses of the species are extremely advanced. • Due to their aversion to war Flurry and covet for knowledge Flurry have gained the ability to occasionally see a few minutes into the future. • Being covets of the mind the species has the ability to conjure objects they knows the location of to them, this also works in reverse allowing them to send something back if they know were it goes. • With strong developed psychic abilities Flurry can even record knowledge in their dragon forms because they are capable of telekinesis up to the users own weight. • Flurry are legitimately psychic able to use telepathy at their own whim if someone is open to letting the Flurry into their mind long enough to send the message. • Developed from their telepathy these shifters are able to use powerful mental abilities to affect the minds of others if not fought off, this is largely used to erase memories of people who have discovered a packs location or project an illusion to prevent discovery but not exclusively. • Able to read the minds of those around them within a large stretch of space, originally developed to help them communicate over long distances while exploring. • Sometimes an environment is just too harsh to navigate with basic senses, for this purpose The Flurry have developed advanced echolocation enabling them to find their way even when their other senses fail.
Flaws: • Since Flurry have exclusively lived in high altitudes for such a long time now the species now is prone to experiencing a condition called hyperoxia brought on by low overly oxygenated environments unless preventative measures are taken this measure often being an hour or two each month in a low oxygen chamber. • While the illusions of a flurry may feel real to some, its always possible for someone to be highly resistant to mental abilities leaving the Flurry with no option but to fight against their nature as using mental powers on such creatures can be more straining than normal. • Due to living in cold environments this species is prone to varies levels of overheating starting as mild as exhaustion and carrying right up until they stroke from a body temperature above 60 degrees. • Often when they do come around civilization Flurry's require some sort of dampening device for their senses due to how specialized their sensory abilities have become over the years of isolation, sensory overload is capable of bringing them to immobilization. • Having incredibly strong mental powers the pain receptors of Flurry are highly sensitive leading to immobilizing head aches if their mental abilities are over used.
GASHADOKURO Name of Species: Gashadokuro
Baseline Dimension: Human Form-- They pretty much look like every other human. No difference. Average height doesn't exceed a human's all too much, and doesn't fall shorter. Typically, however, they are on a bit more of the bigger and bulky side, or the smaller and skinny side from 5 to 6 feet.
Skeletal Form-- They take the appearance of a normal, human skeleton. The main difference however, is the size. No matter what, their skeleton will grow to be about fifteen (15) times the human's initial height. Typically, they reach up to 75~90 feet on average. They usually have glowing dots for eyes - or, eye sockets - that are actually glowing skulls within the significantly larger one housing them.
Baseline Appearance: Human Form-- Nothing really special; as far as anyone looking in is concerned, they look like a normal human.
Skeletal Form-- They usually have glowing dots for eyes - or, eye sockets - that are actually glowing skulls within the significantly larger one housing them. No hair, no nothing. They're just a giant skeleton that'll probably give a heart attack.
Culture/Origin of Species: They came from the ground, bones of the dead who were never given food to properly care for themselves. They were never given the proper burial, and they were never given enough to sustain themselves. As a result, they could not move on. They found themselves, clumped with all the rest after any previous wars. Those who were left to die, starving, starving. Oh, they were always starving. Even in death, their spirits wander until they find each other. Bones that have long since existed, that should have eroded with the past return, creating a being that is themselves and not themselves at the same time. The Gashadokuro is a being comprised of many vengeful spirits, all of which desire nothing more than to eat, eat, eat and eat more. They will stop at nothing, a mind driven mad by gluttony and hunger. Never will they feel satisfaction, cursed to eat until they are left with nothing.
By day, they are pleasant souls. They are people, humans who grow and eat. They are "born", and yet "dead". Each Gashadokuro is a mesh of all spirits living within them, blended so nicely that the possibilities of their personality can be endless. That's what makes them seem so human; they learn from their surroundings, and eventually "they", a plural or gender neutral pronoun, becomes an "individual" with their own hopes, aspirations and dreams. Meshed memories become so blurred that what makes them is now a part of them, yet separate at the same time.
But by night, they succumb to their insatiable urge for flesh and blood, roaming and sneakily scoring the streets for their next victim. Whether they are conscious in the morning to recall this incident is debatable, and sometimes the human gashadokuro can't recall being a gashadokuro to begin with. In fact. most assume that they are human. It takes a few people who can actually withstand their hunger and pains enough to restrain themselves and retain rational thought. Traits: • Indestructible || Being made of bones from the dead, and the sheer size of them, these masses are virtually indestructible. In their bone form. In their human forms, their bones cannot break (grants +3 to resistance). • Invisibility || Despite being large, a large portion of their stealth comes from being able to cloak themselves until they reveal themselves to humans. As a result, they can turn invisible for a short amount of time before turning visible again. • Eye of the Undead || They're pretty much the mesh of a bunch of vengeful souls in one, and due to this, they can see spirits, souls, ghosts and other creatures of spiritual nature with ease. • Undetectability || When invisible, their presence cannot be detected by other creatures by any means, save for a subtle ringing in the ear to act as a signal.
Flaws: • Gluttony || Being made of the bones of starved souls, these creatures are constantly hungry and seek flesh or other meats. Being deprived from food for so long, they will never experience satisfaction and constantly eat, eat, and eat. As a result of this hunger, they are constantly in pain and would have to manage these. Unfortunately, these hunger pains can drive one to go mad with enough time. Additionally, they cannot die from this hunger. • Slow || Ironically, due to their size and structure, they cannot move very quickly (speed cannot go above 1). • "Holy" properties || Naturally, as a yokai, they are more hurt by anything angelic. Though this doesn't necessarily cause them "pain", it causes the grudge and vengeful spirits to slowly disappear through divination and positive energy alone which - by extension - gradually destroys the structure of them. Extended exposure to holy areas (such as a shrine or a church) can essentially cause them to disappear from existence altogether in the form of euphoric weakening.GHOST (TRADITIONAL) Name of Species: Ghost
{Spoiler}{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: Height and widths of a normal human or other species if they are half breeds. But their weight is absolutely non existent. No matter how big or heavy they may appear to be it’s almost like there’s nothing actually to them once they step on a scale.
Baseline Appearance: Ghosts, even in their tangible forms, have a sort of lightness to them. Lightness to their skin, hair, etc. Though not all of them have white hair or skin no matter what they were in their life time they will always look at least slightly lighter in color. This whiteness becomes more of a ghostly blue when they become intangible, their body becoming transparent and misty. All other features depend on a character’s looks, as ghosts can look as normal as any other creature in the world.
Culture/Origin of Species: There is no specific country or region where ghosts first originated from. For as long as there has been life and death on this world, there have been ghosts. It is uncertain of what causes a dead person to become a ghost. Some say if a person dies with regrets they will return to earth to carry out their will. Some say if a death is sudden or traumatic ghosts will roam afterwards, not even aware they are dead. However, these are simply and case by case observations, none of which have been found to be definite. What is known, is that most ghosts are either incapable of moving on to the other side by themselves, or simply do not want to. Some ways have been known to help them move on, such as exercising the spirit by magical means or helping them to accomplish something. Though, doing any of these against the ghost’s will has been known to cause serious side effects such as bad luck, corruption, nightmares, or even death.
Traits: • Ghosts can turn invisible anytime, anywhere. Though people with higher senses are capable of feeling them out, as their Chilling Presence trait is active no matter what. This trait can be toggled on and off. • Ghosts are capable of fading right through solid object and structures as if they were nothing. This means simple melee attacks can fade right through them. This ability can be toggled on and off with concentration • Within a 10ft radius around the ghosts an area becomes chilly. Not enough to cause snow or frost, just to have the warmth around others to fade completely and become unsettling. This causes characters in the radius to lose 1 speed point from their stats for as long as they stay near them. This cannot be toggled. • Ghosts are capable of floating, as well as flying through the air using levitation. While above the ground their speed stat increases by 1 point. • Due to having no physical body Ghosts are capable of being able to possess both the living and nonliving. In order to possess playable character ooc permission is needed. Magical items are harder to possess and takes an extra post to do, but not impossible. • Ghosts’ stamina have a natural increase of 2 point. Flaws: • Though intangibility is very useful for a ghost’s needs, it is also their default way of existence. A ghost has to concentrate in order to be tangible. If concentration is broken or they are overwhelmed emotionally things they are holding or sitting on passes right through them. They they are not careful, they may even fade through the very ground they walk upon. • Exorcism magic is double as effective against ghosts, often times even sending them right to the afterlife with no hope of returning. • Healing type abilities have the opposite effect on Ghosts. If they are healed by anything that is not spectral in nature instead of healing them they are damaged for the amount it heals.GHOUL Name of Species: Higher Ghoul
{Spoiler}{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: Their dimensions are the same as normal humans. Baseline Appearance: They look exactly like the human species but their eye can turn black with red pupils when they are hungry, fighting or feeding. Culture/Origin of Species: Ghouls did not exist before the war and are thought to have been a by-product of the mutagenic wave that infected humans. There are two types of ghouls: Feral Ghouls, malformed beastly humans that feed on other humans. Higher Ghouls, these a look like humans, but they cannot eat human food and require to feed on human flesh. Their eyes turn black and red when they are hungry, fighting or feeding.
Traits: •Improved Resilience: Higher Ghouls have harder skins than humans. Gain 1 aspect point in resilience •Improved Strength: Higher Ghouls are stronger than humans. Gain 1 aspect point in strength •Improved Senses: Higher Ghouls have a great scent, sight and hearing than humans. •Healing: Higher Ghouls regenerate lost health quickly, they can also regenerate limbs and even there brain if it is damaged. Gain 1 aspect point in vitality •Seductive: Higher Ghouls can be rather seductive, they use this to lure their human prey in traps. •Resilience towards diseases: Higher Ghouls are less likely to get sick and can even eat rotting flesh, it will be disgusting but they won't get sick of it. Flaws:•Picky eaters: They can only consume humanoid flesh, coffee, tea, scotch and chocolate. •Silver: Higher Ghouls are weak against silver. The touch of silver will slightly burn them, and a blade of silver can easily cut ghoul skin. •Fire: Fire can burn through their skin and make regeneration of lost limbs slower as the wounds have been scorched. [/font] GRIFFIN Name of Species: Griffin
{Spoiler}{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: In human form, they generally fall under normal human weight and height, although exceptions can happen depending on their specific Griffin origin. In Griffin form, they're generally somewhat larger than a normal lion, or any other feline species, if they happen to be different from the norm.
Baseline Appearance: They have a tendency to sport a hair color that reflects their coloring in their Griffin form, whether of the furred or feathered part of them, and may have wings or tails present. Some have unusual eye colors, but they can easily look like typical humans as well. In their Griffin forms, while the typical and most known combination is that of a lion and an eagle, there are known variations that include other larger felines, as well as a variety of bird, usually birds of prey. Their coloration tends to follow the coloring of the two animals they are a reflection of, although unusual patterns do manifest occasionally.
Culture/Origin of Species: Hailing mostly from the mountainous areas of Hisakawa, which not many races brave, these fearsome and noble creatures can often come off as a mysterious presence. Hailed as the 'king of all creatures' by some due to their common appearance resembling both that of lions and eagles, the animals being the most fierce symbols of their respective type; Griffins are usually seen as protectors of the good in the world and are, in many cases even sought as guardians or protectors. Not much is known about how these fearsome beasts came to be, but they can be seen depicted as symbols in older times, as well as mentioned in legends here and there, indicating that they are one of the older races that has steadily remained on the watch throughout most of history.
Traits: • Predator's Vision - Naturally, birds of prey have better sight than most to aid them in hunting from distances even while in the air. Griffins retain that ability, making them adept at noticing details and locking onto opponents • Wild Feline's Power - From their feline half, Griffins borrow a penchant for brute strength, which paired with their possession of sharp claws and beaks can become a deadly weapon. They gain +2 Aspect points in Strength • Acrobatic Flight - Being half bird, Griffins naturally possess wings and the ability to fly. They tend to be swift and acrobatic fliers, using their feathery advantages to the max, sometimes even on land. They gain +1 Aspect point in Speed • Nature's Affinity - As a beast that is an unusual mixture of different sides of the animal kingdom, they tend to have a natural affinity towards other animals, as well as nature in general. They get along with most forms of wildlife, and many even take on talents resembling the connection • Longevity - Griffins have fairly long lifespans, easily reaching hundreds of years, and are known to be able to heal from minor injuries rather quickly • Calming Effect - Known for being good guardians and often a symbol of justice, Griffins have a natural vibe of calm around them, and are good at calming others down just by their presence
Flaws: • Griffin's Pride - Griffins tend to have a large pride in their abilities, resulting in them being unusually stubborn and often taking on more than they can chew. Might cause disputes with their attitudes, and engage in risky behavior • Stamina Drain - Being a mix of two different beings does have its drawbacks too. Due to their feline halves, Griffins are heavier than what's an average for an avian creature, creating an imbalance that causes them to get tired faster if they try to use their strength and speed too much at once • Darkness' Poison - More of a nature dweller, Griffins don't take all that well to dark arts or anything that is corrupted. It can cause them to get highly distressed and lash out if exposed to such for longer periods or time, or assaulted by it in combatHAUNTED DOLL (TRADITIONAL) Name of Species: Haunted Doll.
{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: As these creatures start off as normal dolls most of them are fairly small from 1-2 feet tall average, weighing 5-10lbs and a foot wide.
Baseline Appearance: In terms of features these creatures are extremely diverse they can have any eye color, hair color, skin color, or other feature as they were created.
Culture/Origin of Species: Haunted Doll’s begin their lives as normal dolls often even being made normally. Eventually over the course of the dolls life? Something, most times something unholy or undead in the spectral sense, temporarily makes the doll it’s home, slowly developing a connection to the objection which sometimes results in the entity becoming sealed inside the doll sometimes even losing its prior species; At that point, a haunted doll is born. Sometimes a person will make a doll with the intention of sealing an entity inside of it for numerous reasons. At one point in history Haunted Dolls were only recognized as their sealed entities, their classification as their own kind is relatively recent, made official when it was realized sealed entities lose a portion of their abilities sometimes even ones essential to their identity. Due to having other entities sealed inside of them, Haunted Dolls are a species that frequently ends up as hybrid’s, particularly when the seal was placed by someone inexperienced, forced violently, or unexpected preventing a clear severing of the prior identity. Shockingly, in spite of being recognized as a species it is not uncommon to find haunted dolls contained in museums, collections or for families to even come into possession of one unwittingly as the species carries a vast spread of individuals. While some are intelligent and capable of living among society? Other’s are simple hauntings which can do nothing without malice or did not mature enough before sealing to control their own power. Though sometimes ‘violent dolls’ are just lashing out to a perceived threat that is not actually any threat due to lower mental capacity, trying to fulfill its purpose of keeping its entity sealed. Two simple tests one of fine power control and the other of mental stability is used when a haunted doll is discovered unowned to determine if it must go into the custody of someone capable of preventing it from causing damage or if it’s allowed to live on its own. Traits:
• Being as they seal inside other entities which would break free if the doll ever broke they are made with +3 resilience to avoid this. • Since they have the bodies of dolls they require no sleep nor do they require any sort of food, water, hygiene, and they don’t age. • Powerful spiritual energy coming from the doll causes it to be able to levitate around. • Due to the power fissure present when they are around caused by a shell containing vast power they cause technology within 3 feet x their strength. • Dolls are able to animate other inanimate objects around them, the number of objects is 3 x their strength. • Via spectral energy they can cause the area within 3 feet x their resilience to become cold weakening the strength of others by -1. • When threatened or extremely weaken beneath 1/4th of their health a haunted doll can teleport to a location it deems safe. • If some part of their exterior they can rapidly regenerate it to keep the entity sealed within, the only way to free something from a haunted doll is to entirely destroy the doll or it will regenerate and suck what was contained back in.
Flaws: • While able to affect the world around them sometimes even out of their sight range, Haunted Dolls are not capable of internally animating their bodies. • Being surrounded by thick glass can often dampen the abilities of Haunted Dolls resulting in -1 to their strength. • In spite of the body of a Haunted Doll being notoriously hard to destroy? Being left in a fire will eventually destroy their body regardless of material. The time this takes to destroy them is day x their strength. • Vulnerable to being controlled by some spiritual user with more strength than the haunted doll itself. Though this is illegal if the user didn’t own the doll before taking control nor make it themselves, since even weaker dolls are sentient. HELLHOUND Name of Species: Hellhound
{Spoiler}{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension:
(Human) || General dimensions of a Hellhound when maintaining a humanoid form will - more often than not - take after the common averages that legitimate humans would; implying that fully grown heights would likely average anywhere between 5'4" (~162-163 cm) to 5'10" (~177-178 cm) on average, though these heights are subjective altogether, and any Hellhound could very well exceed these averages, or perhaps fall short of them. To match, their weights and builds are often differing as a result, though are normally of the average weight that a human would be at any given height, with some influence from his or her gender.
(Wolf) || Often times, male Hellhounds stand at a shoulder height of approximately 13 feet (~396 cm), as well as a nose to tail tip measurement of about 16 1/2 (~502-503 cm), all while weighing in at an average of 900 lbs (~408 kg). Females, on the other hand, have been recorded to stand at a shoulder height of 10 feet (~304-305 cm), as well as a a nose to tail tip length of 13 1/2 (~411 cm), while holding an approximated weight of 700 lbs (~317-318 kg) on average. Those of the male variation have been known to host bulkier bodies with more muscle and definition within their forms, while females are lighter and more agile. However, builds among different Hellhounds could easily differ and stray away from the norm.
Baseline Appearance:
(Human) || Regardless of gender, a given Hellhound's appearance will likely reflect their pelt color within their lupine forms, if not take on the standard, black hair, and crimson eyes, that most Hellhounds are known to have. If the aforementioned appearance isn't the one that they take on, then any Hellhound could possibly have the natural hair and eye colors that existing wolf breeds would have within their pelt and eyes alike; thus making it possible for someone of this species to naturally have white hair, as well as golden or amber eyes. Forms could easily differ depending upon the various factors of one's biology - such as metabolism, eating habits, exercise routines, and other things of the sort - but generally, males hold a well build and toned build, while females generally follow suit, although with a thinner body in order to enable room for more natural agility and flexibility.
(Wolf) || While many Hellhounds boast a sleek, shining fur coat of ebony, as well as eyes of crimson to match, the fact of the matter is that Hellhounds altogether aren't strictly limited to the aforementioned appearance altogether. Most may host the given look, though others - more often than not - also host features similar to common wolves in accordance to their specimens. As such, if a Hellhound doesn't have the black fur and red eyes that most of their race would, then fur possibilities could range anywhere between russet, to grey, to even white, among the colors of other, natural wolves. Alongside this, their eyes would likely take some hue of amber, brown, gold, gray, blue, or green. Unlike the restrictions set upon common wolves, however, these colors are capable of being mixed and matched, so a given Hellhound could also hold a mixture of colors within eyes and pelt alike that a legitimate breed of wolf wouldn't be able to have; such as a white pelted wolf with amber or gold colored eyes. Abstract pelt colors such as pink or purple are impossible, with the same applying to eye color, unless the Hellhound in question happens to be a hybrid of a specimen that is capable of holding colors of this sort as the natural hue within their features.
In addition, the forms of most Hellhounds in their lupine form tend to be rather toned, alongside large, in general. Their fur coats are also soft and warm for sake of bodily insulation, and could measure anywhere between short to long as far as fur length is concerned. However, these aren't necessarily the strict features to be seen upon a Hellhound within their wolf form, and differences could be seen within individuals, as features altogether would depend vastly upon the being in question.
Culture/Origin of Species: While the beliefs altogether waver in faith between many individuals within the current day and age, legends within the ancient past of Mistere mention beings of a lupine form being both blessed and cursed alike by the keepers of the underworld in order to petition their aid in watching over the souls of the underworld. With the calm intimidation of curses had they been blessed; as they had been with flame, fury, and sense, among other factors, as well. Within this day and age, it is said that dogs are man's best friend.
These particular legends could very well promote this in a more fierce and ancient sense.
According to legend, the gods of eld had taken it upon themselves to search for companions to aid them; not within the guidance of souls, but rather, the keeping and security. As such, they required beings that boasted but authority and strength to interact with even the fiercest of the fierce for sake of keeping them within their places when their time upon the lands had come to a close. Hunters are what they required for this duty.
Hunters. Protectors.
As such, they extended their reaches to various sources; eventually finding themselves at a clash with the beasts of the wild, and - in time - soon finding the resolve and tenacity that they very much needed. Finding themselves not at the mercy, but at the interest and curiosity of a pack of lupine beings, they found themselves at a gradually progressing impasse. Naturally, the beasts themselves chose not to trust them with each, closer step that they took towards them, and their own; baring fang and claw alike within sheer tenacity with intentions of protecting their kin in the face of these foreign gods. The first encounters had been those of skepticism and hostility towards the gods of eld, though in time, they had managed to gain a small degree of trust from these fantastic beasts in order to observe them from a closer level.
Moons passed, and as they did, they managed to grow closer; soon enough spurring these gods to bestow blessings upon these creatures, as well as their family and kin. Initially, they gave them the power to communicate within their own forms; thus deepening their bonds even more before bestowing further capabilities upon them. Next came the blessing of strength, and - once they had deeper discussions of their futures, as well as promises and suggestions of greater powers - convinced this first pack of beasts to be the first bearers of the damned and the underworld.
With trust accumulated over time, these gods had eventually bestowed greater capabilities upon the pack; enabling them the soon ability to assume a form much like their own. While lupine at heart, these beings had been granted a human build - alongside the varied other powers bestowed upon them - and gradually began to adjust to life both within the wild, as well as within civilizations, in accordance to their own motivations. As time went on, and the beliefs of those upon the surface began to dwindle in regards to the existence of heaven, Hell, and everything in between, many of these beings have strayed from the initial duties of their ancestors for sake of making their lives their own with their abilities to integrate into society.
Traits: •Heightened Senses || Due to being of partial wolf blood in one way or another, those of this species host heightened senses of hearing, smell, and other things of the sort. •Marathoner || A given Hellhound takes after the wolf's stamina, and thus gains +2 Stamina, as a result. •Hellfire || Because of their roots and origins as gatekeepers of Hell, most Hellhounds are often capable of summoning and manipulating Hellfire. •Lunar Essence || While within the presence of moonlight, a Hellhound's pyromantic capabilities are augmented- though only so long as they receive direct contact with said moonlight. •Lunar Blessing || The gods of the past have bestowed an extra degree of strength upon these beings in with the intention of aiding them in their ventures to protect the gates of the underworld. Characters gain +1 Strength. •Telepathy || For sake of allowing easy communication - particularly within their lupine forms - Hellhounds are enabled the ability of telepathy. They can plant thoughts and parts of conversations within the surface minds of others; regardless of the form that they maintain at a given time.
Flaws: •Feral Instincts || Characters will likely host more feral tendencies; be it something as small to growling in response to a threat out of instinct, or perhaps even giving into hunter or seasonal influences that other animals of the sort would likely experience. Depending upon the person, these instincts may be harder to resist. •Glare || Should a Hellhound allow their negativity and anger to bleed through, their eyes would easily reflect as such. In addition to gaining somewhat of an enhanced, visual glow about their irises - within their own, natural eye color, of course - their glare could potentially instill feelings of fear and intimidation within those around them. Depending on the given Hellhound - as well as the mental fortitude of those who happen to see their eyes while in this state - this glare may be weaker or stronger. •Lunar Insanity || The drawback of gaining enhanced senses within direct moonlight is that - in the event that too much exposure to it is unable to be avoided - a given Hellhound may begin to grow rampant. With time, those of this species could counter this easily than others with enough time and personal dedication and discipline, but for many, the lunar essence in itself paves the way to assuming the behavior of Hellhounds of legend. Users will run the risk of temporarily losing their state of mind - with the time scaling with how much time they had spent in the open moonlight beforehand - and rampaging around within a fury. Most will take their lupine form over humanoid in this state, and often require a forceful means of apprehension if they don't tire themselves out before that time comes- but the time in between could prove to be rather dangerous to others around them as a result of their brief, berserker-like craze.HUMANS Name of Species: Humans
{Spoiler}{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: Human, average is 5ft to 6 ft, although it depends on the human.
Baseline Appearance: well they're human, no fancy natural hair colours unless dyed, just casual brown/blue/green eyes naturally and pretty normal.
Culture/Origin of Species: The most basic of species yet the strongest, humans have been around for hundreds of years and play a major part in history. The outnumber every other species, and it's common to see families with one human and one mythical creature as the parent. Humans cannot pinpoint their origin due to how long they have been on this land for.
Traits: • Humans have a natural affinity for magic based on the basic elements, nature, electricity, fire, earth, water, air and metal. This gives them strength when using the elements and resistance against them. From these elements humans naturally have 3 resilience aspect points. • Humans can fit in anywhere, it is easy for them to learn languages, different talents, fighting styles or cultures, this allows them to have an extra talent.
Flaws: • f l a w l e s s
HYBRID: GHOST/HUMAN Name of Species: Ghost/Human Hybrid
{Spoiler}{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: Members of this species can exhibit any range of human baseline dimensions because they are mixed with humans.
Baseline Appearance: Members of this species can exhibit any combination of eye, hair and skin color. They can also exhibit any appearance since they are mixed with humans.
Culture/Origin of Species: Ghost/Human hybrids are frequently the product of a human encounter with death, almost always a premature death. For most people their first encounter with death is their last, but for a "fortunate" few it is only the beginning. The individual finds that they retain their humanity but are imbued with the essence of a ghost complete with attendant strengths and weaknesses. While they often do not possess the full-power versions of abilities available to full-fledged Ghosts, the greatest advantage Hybrids possess is their ability to pass as normal. To normal people Ghost/Human Hybrids appear just like them... unless the Hybrid openly uses their powers in front of normal people.
Traits: •Intangibility: Members of the species can turn intangible at will to pass through walls or other solid objects. •Invisibility: Members of this species can turn invisible at will to hide from mortals. They have a harder time hiding from fellow supernaturals and other beings gifted with spiritual awareness. •Conceal: Members can channel their invisibility powers to hide any number of small objects from normal sight or one large man-portable object (ex. sword, other weapon, etc.) from normal sight. Sight granted by spiritual awareness is harder to foil, but it can be done. •Spiritual Awareness: Ghost/Human hybrids gain an awareness of the supernatural world that lets them experience what normal people cannot. They can see and hear things that normal humans cannot. •Spiritual Communication: Ghost/Human Hybrids cannot just see and hear things related to the supernatural, they can also speak to them. They have a particular affinity for communicating with ghosts. Communication can be conducted verbally or through more traditional methods (ex. seances). •Possession Resistance: Being a hybrid grants a degree of resistance to possession by ghosts or other entities. Possession of a hybrid can still be accomplished, but the entity will have to make more than a casual attempt in order to succeed.
Flaws: •Holy Objects- Holy objects can temporarily stymie members of this species. However, simply waving them in front of the Ghost/Human Hybrid is not enough. The holder of the item must possess genuine faith for the repelling effect to happen. •Silver Weapons- Silver weapons can defeat Intangibility and inflict harm upon Ghost/Human hybrids. •Iron Weapons- Iron weapons can inflict harm on Ghost/Human hybrids, but weapons made of rare meteoric iron are especially dangerous to them. Meteoric iron weapons can also defeat Intangibility.
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Izalie
Administrator
fishsticks
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Dec 27, 2018 15:00:28 GMT -6
Post by Izalie on Dec 27, 2018 15:00:28 GMT -6
I, J, K, L IFRIT Name of Species: Ifrit
{Spoiler}Baseline Dimension: Ifrits have no baseline dimension due to being made of flameless smoke, they appear however they want.
Baseline Appearance: They often, though not always, appear with the stereotypical demonic traits; horns, hooves, wings. Often having a fiery appearance with flames leaping from their mouth and off their skin. Their skin tones are usually warm, from different shades of reds to browns. Though Ifrits are master shapeshifters, they often stick to one form, though maybe not the traits mentioned, these are just the usual ones seen on this specific subspecies of Djinn.
Culture/Origin of Species: Ifrits are a subspecies of Djinn, though they are thought to be the most powerful species of the Djinn. Whether it came from a credible source isn't confirmed. Despite their rouge like nature, they have their own clans and tribes lead by monarchs. Often the devilish beings take up residence in old ruins or underground. Though they usually marry one another, it isn't uncommon for them to marry a human. It's rarely that they are seen as benevolent beings, you can actually say they've never been portrayed as such. They are wicked and ruthless beings that prey on every creature that has blood or a life-force for them to consume and add to their own. They are the keepers of nightmares and wishes, though nothing good, every wish from them is sure to be cursed. As they often twist the words of the people wishing. Due to their nature and common appearance, and other unmentioned factors, the Ifrits, along with a couple of other clans, were thought to be the origin of demons. Traits: Personal Dimension • In items no bigger then a baseball and even as small as the head of a needle, they can create entire worlds within them. Depending on how powerful the Ifrit is, it may be the size of a shed to being the size of country. They have total control over these dimensions, the rules are however the Djinn wants it. Smoke Teleportation • They can travel between worlds, realms, dreams, virtually any space, by transforming themselves into smoke. Not only can they do this to themselves, but they can also do such with object and any willing individual. Wish Granting • In exchange for some of their own life force, they can grant wishes. The more complex and bigger the wish is, the more life force it drains from them. Due to their displeasure in this, and because they're just naturally cruel individuals, Ifrits will most definitely twist the words of the wisher to torture them. It's rare that they grant a wish that the one wishing will be grateful for. Longevity • Ifrits have a long lifespan compared to other species, and due to their life force depleting habits, they can live up to well over 1000 years. Though while in their vessel, time does not pass, so they can live indefinitely if they remain inside. Shapeshifting • Though they prefer one set appearance, Ifrits have always been ambiguous beings and they can change their form on an impulse. Rapid Healing • Since they are a physical manifestation of their smoke, it's not actually real, so it's easier to heal the wounds they gain, giving them +1 in vitality Pyromancy • As they are often depicted as being covered in flames, either breathing it or having it blaze off their skin, it's no surprise they have such an ability. They are able to effortlessly manipulate fire to hurt or harm others. Using it in any other way takes more effort, as it's not in their nature. Life Consumption • Ifrits, in this way, stray from their mother species. Their selfish beings, and hate the thought of a short life span, so it's often that they feast on the life force and even blood of innocents to lengthen their own life spans and rejuvenate themselves. Flight • A simple ability that they have, no matter the form, due to their gaseous nature they are very lightweight and are able to fly or float. Flying is something they naturally do, it's second nature to them, they actually have to think to walk. Though there would be no point in them doing so, as when flying speed is increased by +2.
Flaws: Scent • No matter what they do, they will always have a strong smell of smoke on them, the more bitter the being the worse the scent it. For Ifrits, it's rarely a good smell, it's almost impossibly hard smell to mask. Enslavement • All Djinn have a primary lamp that keeps the majority of their essence. Sadly for them, and thankfully for everybody else in existence, this includes Ifrits. If their lamp is damaged, so are they, so understandably they are protective of them. When someone else possesses the lamp, they are able to make the Ifrit to whatever they please and whatever wish. Their owner has to be wary to keep the lamp out of their reach, otherwise their will be consequences. The Cold • Ifrits are desert creatures by nature, they thrive on the blistering heat. The cold is a great weakness of theirs, as it has many downfalls for them. Being frozen doesn't kill them, but its excruciatingly painful. The extreme colds, and depending on how weak the Djinn, mild chilliness can reduce their vitality and speed by -1. It also removed their rapid healing and their ease in controlling flames, as it becomes extremely difficult to produce fire in the cold. Gluttony • Their ability to consume the life force of others comes at a price. While they are feeding, they are vulnerable, which can lead to their capture considering their temporary -2 in resilience due to them letting their guard down and concentrating on their hunger. It will take them a few minutes to regain their resistance. Also in consuming the very being of others, gives them a sort of high, and they get addicted to it. That and the taste of blood, maybe even flesh if their that addicted to blood. Not feasting for a period of time will give them a sort of withdraw, which is a torturous experience from them. It makes them rather bloodthirsty, ravenous, and beastly, more then people think they are already, and worst of all for them, less cautious. Even if they are hybrids, this weakness always comes with the Life Consumption ability.INCUBUS Name of Species: Incubus
{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: Much like humans, no two incubus look the same. However, it'd be a lie to say that they come in all shapes and sizes. Most pure bred incubus range from well toned to extremely muscular, and they are usually all on the taller side of the male population, generally being 5'10 or taller. The weight that they carry is all over the place due to the weight distribution however, the average of most of the male demons is around 165lbs.
Baseline Appearance: It's hard to have a basic appearance for the demons that literally thrive off of becoming people's fantasy men. However, they are known to favour forms that have darker hair colours and will rest in these forms, the most common hair colours for the demons would generally be black, brown, and navy blue. Something that they cannot really change is their eye colour when they are actively trying to gain someone's attention. Their eyes will be a dull yellow as they attract attention of all kind unto themselves. Once they aren't using this ability, their ability lies in being able to blend in flawlessly with human society. You'd never see an incubus that has viewable body fat though. Since they are supposed to appeal to as many people as possible, their body burns off fat extremely fast and channels the results of exercise quicker than a human body, leading to an amazing metabolism. So as a result, many incubi have toned to extremely well built bodies. Other than these factors, they blend in extremely well into society, which can be a blessing for them but a plague on society.
Culture/Origin of Species: When the Ancient War ended, the first set of incubi were created. Their will was created in the time of mating for the animals, so their carnal desires for lust were created first and then like man, the physical bodies of the first incubi were completely human but the chemicals that came from Hisakawa influenced their body structure, causing them to gather attention whether they seeked it or not as well as providing them with a body that could help with their basic motivation to live. Their female counterparts, succubus, were completely uninterested in them and the incubi felt no way about them either. However, when in times of underpopulation, the two would rely on each other as essentially an infinite source of energy, although they found no fun in the experience. And when you are beings that completely focus on having fun with the suffering of those beneath them, this got rather dry. The two species have a mutual agreement to stay away from each other except in cases of extreme desperation. Generally, times when there were cases of various women of different statures, whether be nobility or even common folk, disappearing and never even having left a trace, it was most likely an incubus who drained their body completely of their life energy before their body was left with nothing and completely faded into dust. None were ever really caught leading to some of the greatest disappearance cases left to the world to wonder what happened. The crafty demons generally only choose the victims to kill if they bugged them in an annoying fashion or treated them as something lesser. They are beings of pride so they always aim to knock those who view themselves as above them down a peg. Usually, this results in them becoming a power source for the incubi and the incubus just having another body to hide. They blend in extremely well in society but usually can be pointed to strings of disappearance cases that specify around females. However, with the newest generation, incubus don't really care about what they absorb energy from specifically causing them to become more of a nuisance than anything. The incubi are extremely prideful beings that are completely aware of what they are doing when it comes to influencing people with their looks and always strive to be above the rest. They are completely aware that their abilities seem limited to appearance but with each generation growing more unique, incubi are a force to be reckoned with.
Traits: • Libido - All incubus are physically in shape, far past the peak performance of a human being. As a result of this, they gain 3 Aspect points to their Stamina. As an appearance effect, it simply makes them appear extremely fit as this is the origin of their fast metabolisms and quicker physical fitness results. • Beacon - Incubus are already able to attract attention from appearance alone, however, this trait of the species amplifies it. By channeling their focus, the incubi can gather the attention of those around them. They can choose what kind of attention it is as well, whether it be lust, adoration, idolization, or even negative attention. This is a trait that can go out of control from the incubi's emotions, however, so they need to train themselves to only activate it when they truly need it. • Trance - With a little more focus and training, the Beacon ability can be trained further to evolve into Trance. While they stay the same in that incubi can completely place someone of their choosing in a trance-like state. Everything that the incubus says to the affected party will have them act accordingly causing them to have complete control of the person that they influenced. • Drain - When the incubi make physical contact with someone, they can choose to drain the physical life energy of the person. This causes the person to experience a rush of fatigue and neediness. Being drained by an incubus is incredibly dangerous due to it having an addictive property. The incubus benefits from the life energy causing them to feel more alive after an encounter with an eager person. More advanced incubi are completely well versed enough that they don't need to make physical contact and can even drain energy from people's thoughts and sustain themselves completely off of that instead.
Flaws: • Purity - If a person is aligned with a holy aspect, the incubus will feel a compulsion to not try to influence them as they can potentially damage the incubus as they are demons at the end of things. • Insatiable - Incubus have incredibly addictive personalities so it can lead to various issues whether it revolves around their lust for power, people, fame, or even just substances that they can easily abuse. Once an incubus gets a taste of something that they really like, they will stop at nothing to get as much of it as possible, sacrificing everything they have to offer, body, mind, and soul.INUGAMI Name of Species: Inugami
{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: Inugami have two forms their dimensions changing dependent on which one they inhabit. Generally they have a secondary form that resembles humanoid species following those dimensions. However, their natural state is an incredibly large dog often between 10 to 20 feet in height, they weigh next to nothing never exceeding twenty pounds in spite of their large size and width varies vastly depending on species of canine.
Baseline Appearance: Able to possess any color hair, eyes and skin this species does have a preference for darker colors due to an affiliation with black magic. Occasionally they display special features in their humanoid, elfin ears, fur for hair, dog ears, canine tails, claws, tufts of fur on their body, markings around their neck, markings on their faces and other markings across their body all being possible.
Culture/Origin of Species: Inugami originate as some other sort of dog bases species. When an Inugami reproduces the child inherits the genes for whatever the Inugami was prior as it takes an additional special strenuous circumstance to create an an Inugami, birth isn’t enough. Being spiritual canine deities of revenge Inugami come into existence when canid species have been killed in such a way that leaves them incredibly vengeful. Most typically this involves enduring some sort of starvation resulting in death, though sometimes the event that turned them involves a beheading or being buried under a busy location causing the body to be ‘trampled’ on. However, there have been weird incidents were the rise of an Inugami has nothing in common with the rise of other’s of the species and all that is in common is the fact they died first.
Traits: •Inugami are able to physically interact with the emotionally related energies in the world as if they were perfectly tangible things even making them visible to others in the form of colored fog, their claws acting like latches to allow this. •Due to their nature as spiritual beings regardless of form, false body or possession, Inugami can fly/levitate at will. •Wield senses of smell, hearing, night vision, etc, stronger than that of the canines they once existed as. •Inugami possess a natural sense of direction that can not be interfered with making it extremely difficult to disorinate them unless someone’s strength exceeds theirs. •These canines are specters at their base in spite of being an advanced kind they still retain the basic ability to possess objects and other species. •Inugami are potent black magic users granting them powerful bodies and abilities, +2 Strength. •As wielders of a strainful art they have evolved to be able to go longer than most others to get the most out of their rather costly magic.+1 stamina •Born from the shedding of their own blood Inugami are incredibly attuned with the substance able to manipulate their own blood to make weapons or spilled blood to strike someone from behind. •Easily able to transform between two forms, one of them much more potentially damaging than the other. •Inugami can solidify shadows into numerous shapes to use them to grip things or such. •Alternatively the shadow on someone’s back is their negativity, being attuned with that an Inugami can breathe life into and control living shadows, 4 x their strength is the limit for their animation of shadows. •Oddly malicious as most Inugami tend to be, their consumption of emotional negativity leaves behind only positive emotions ironically making the world around them better.
Flaws: •Are particularly susceptible to being controlled by those who can control spirits due to the fact their bodies are false constructs or possessed forms. If the strength of the person attempting exceeds the inugami by 2 or more, the Inugami has no choice but to obey. •If an Inugami or their contracted master does not respect their power’s the innate abilities of the species are quick to spiral out of all control even that of the Inugami itself resulting in an inability to control their abilities for a time the power of the Inugami will lash out with excessive brutality at anyone including its own reflection. •An excessive use of their species powers against multiple others in a short duration results in the Inugami’s personality darkening and becoming more violent until they can stop using these powers for an extended time. •Inugami are quickly addicted to their own power’s without some form of coping mechanism it’s next to impossible for them to go a day without making use of their powers and actually puts them through withdrawl systems. •Perhaps most inconvenient for this species is the fact they no longer sustain nourishment from normal food and instead have to feed off negativity. •They can suffer from something known as sensory overload which suddenly makes them irate and aggressive until they can escape to rest their senses, in order to escape they will kill if they have reached this state. KIRIN Name of Species: Kirin
{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: Naturally they are 40 ft : 12 m tall at their shoulders, with a small and nimble frame each Kirin's antlers vary in size.
Baseline Appearance: The kirin is a chimerical beast resembling a deer with scales like a dragon’s covering its body. It has a tail like an ox’s and a flowing mane. Its body and mane are covered in brilliant holy fire, over times these features may have changed, as generations differ slightly.
Culture/Origin of Species: A highly rare creature known only to be born in Hisakawa due to the natural energy and purity in the lands Kirin are powerful unicorn like creatures. Regal animal, holy and highly revered, and often considered a god in its own right. Traditionally and instinctively the kirin never eats the flesh of other beings, they take care never to tread or harm any other living thing no matter how small. When it walks, it does so without trampling a single blade of grass. Its beauty is only surpassed by its rarity; kirin only appear during periods of world peace, during the reigns of noble and enlightened rulers, in lands owned by wise and benevolent people, or as heralds of a golden age. Kirin never harm good and pure souls, but they are swift and fierce to attack if threatened, breathing holy fire from their mouths. Because kirin are beasts of purity and goodness, they have been used in carvings and paintings as symbols of these virtues since early times. They are also seen as symbols of justice and wisdom. Because of their holiness, images of kirin frequently adorn temples and shrines. They are omens of great luck and fortune, and the appearance of a kirin is often believed to be a sign of the arrival of a great leader or a wise man.
Traits: • Kirins are flexible creatures, due to this they are known to be able not just to shapeshift into human forms, but to sometimes take traits across from one form to another, such as their antlers, scales, claws or teeth. They can control their size, changing from their natural size (normally 40 ft) down to 4 ft, this flexibility and ability to adapt has left the Kirins with an extra 3 aspect points in speed. • The Kirin have an affinity for natural talents, the majority of them using mainly talents from the basic and common elements (Fire, Earth, Air, Water, Nature, Metal). However after their initial talent many Kirins develop and train talents based on their personal history and experiences. • The holy fire which naturally covers a Kirins body does not hold enormous power, however is has the ability to gently heal or damage those that the Kirin deems to be a target, the fire purifies all that it touches. • Kirin are naturally sensitive to the emotions and stability of the society around them, due to preferring to live in eras and areas of peace or under strong leadership they can sense the emotions of all those around them. If the Kirin in question is much stronger than another then they may be able to slightly influence the emotions of the weaker individual. • Due to their almost god like status Kirins are known to be stronger against the forces of evil, yokai, demons and other darkened creatures which are considered evil. This is because they naturally protect the life around them, stopping all which may harm it and protecting the current life Kirin's feet never touch the live ground, they just float a few centimetres above the ground if there are plants underfoot. This also affects them when in human form. • Within 5 to 10 ft of a Kirin life grows stronger, plants bloom with brighter colours and living creatures feel stronger and more youthful. This trait grows stronger as the Kirin • In an effort to mediate any problems Kirin not only influence emotions but they can also communicate telepathically
Flaws: • The inability to take nutrients from meat or flesh, whilst kirin in both natural and human form can consume meat it will either pass through without being digested or it will react harshly, causing them to vomit up the meat. • They are easily influenced by the malady, meaning that kirin tend to get sick easily if they are in an area that is corrupt • If the Kiren has left an area that they are instinctually inclined to stay in (peaceful lands, stable areas, strong leaders), then they will constantly feel uneasy, anxious and unsteady. It would take a lot of mental training to overcome this anxious feeling, COLORED KITSUNE (NON-YOUKAI) Name of Species: Kitsune
{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: In animal form the average head and body length is 18 to 33.75 inches, average weight is 4.9 to 31 lbs.
Baseline Appearance: Normally kitsunes can be either red, brown, or a light silvery blue. Both red and brown are the more common fur colors. All kitsunes have golden amber eyes when in animal form, and brown in human form. They also all have at least three or four bushy, white tipped tails when in animal form.
Culture/Origin of Species: Kitsunes are a very old species that have been around for hundreds of years. The very first kitsune had golden fur color, and had the name 'Renala'. She was able to shapeshift into a beautiful woman, and she fell in love with a human man. The two married and she gave birth to three kitsunes, one red, one brown, and one that was a light silvery blue color. These three became the ancestors of the present-day kitsunes. Before Renala had given birth to her three cubs, she had drunk wine that had been made with water that moonlight was reflected off of, and it very strongly poisoned her. She lived just long enough to give birth to her three children, and then she passed away. Because of this, every kitsune after is weakened by moonlight, and cannot touch or consume anything that moonlight has touched.
Traits: • Naturally clever and resourceful • Red kitsunes are resistant to heat • Brown kitsunes are natural 'green thumbs' • Silver blue kitsunes are resistant to the cold
Flaws: • Red kitsunes are extremely sensitive to the cold • Brown kitsunes don't do well against chemicals and pollution • Silver blue kitsunes burn much more easily in fire and heat than some creaturesKITSUNE (TRADITIONAL) Name of Species: Fox Yokai | Kitsune
{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: 20 inches high at shoulder in true fox form. Five feet high at the shoulder in larger kitsune form. Tails can be up to many meters long. Can grow up to exponential amounts.
Baseline Appearance: Natural fur colors of red, orange, black, white, gray, silver, white, multicolored. Unnatural fur colors are possible.
Culture/Origin of Species: The Fox Yokai, also known as a Kitsune, is a mythical beast with many mysterious powers. They are generally crafty and deceptive individuals that enjoy a good prank or guise. Most Kitsune enjoy the culture and climate of Hisakawa and live solitary, not in large groups like some yokai. Many are stereotyped to be thieves and untrustworthy due to their inherent nature.
Traits: • Kitsunebi | Fox Yokai can manifest a unique blaze of fire known as Kitsunebi, or "fox fire". The color of Kitsunebi varies from fox to fox and often reflects the nature of their soul or personality. The Kitsunebi has either hot or cold properties and can assist the fox in use of illusions. • Shapeshifting | Kitsune are adept at the art of disguise, and as such can freely shapeshift into almost any form they wish. • Agility | Kitsune are aided in being sneaky and clever beasts by their agility. They have +2 Aspect Points to Speed. • Obake | Kitsune are stronger than average foxes and animals, having +1 to their Strength Aspect. • Illusions | Along with shapeshifting, Kitsune can utilize various small visual and audible illusions to aid in their trickery. These illusions are harmless and cannot be physically touched. • Kitsunetsuki Being a wicked species at their roots, all foxes have the ability to possess individuals through a process known as Kitsunetsuki. • Kyuubi | Over the course of its lifetime, generally many millennia should one survive long enough, a fox will grow to have a total of nine tails. These tails can potentially be used as weapons or be prehensile should a kitsune manipulate them as such. The tails typically can resize.
Flaws: • Kitsune cannot sustain shapeshifting for long, and many times when in human form, are unable to fully disguise their tails, ears, claws, or fangs. • Kitsunetsuki can sometimes be ineffective as features of the fox's physical form, such as tails, ears, claws, and the like can manifest. • Though keen, cunning, and swift, foxes are generally more fragile than most magical creatures. As such, most do not live long enough to see their ninth tail.LESHEN Name of Species: Leshen
{CLICK HERE for Appearance, Culture, and Origin} Baseline Dimension: A fully grown Leshen can stand at up to seven or eight foot in height, they can weigh up to 250lbs. Some Leshen are capable of taking on human disguises, however this requires a lot of magical energy to maintain. There are no specifications to their human forms as they will usual take of a human form they have seen themselves. Baseline Appearance: A Leshen has the general outline of a human in stance but that is the only similarity, their bodies are made of earthly materials as their heads resemble the skull of a forest creature i.e deer, ram, goat etc. {Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler} Culture/Origin of Species: Creatures as old as time itself, they are born from the forest to serve as it's guardian and protectors, believe by some to be gods. They are wielders of ancient magic and can be very dangerous if crossed. Over many centuries, Leshen's have observed and witnessed the modernization of the human world, and with it many fell victim to it's technological advances. The act of deforestation left many Leshen's homeless and even resulted in the death of some of their species. As a result the Leshens were infuriated with the humans, some even sort to fight them, resulting in a war of sorts between the species. However eventually the Leshen found this was only doing more damage to their motherland, resulting in devastated landscapes and forest fires. As a result, a peace treaty was formed between the species and now there are specific regions of forest that are covered by the Leshen Habitation Protection Treaty. Thus prohibiting humans from using them as resources or building on these areas of land. Over time, peace has become commonplace between the two species and the war long forgotten. Some Leshen have even integrated fully into Human Society and coexist with them. Traits: • Able to manipulate natural and earth based elements : Rock, Soil, Sand, Water and bend them to their will. • A Leshen may summon thorny roots, crows or wolves to attack you, these attacks target a line directly in front of the Leshen. • A Leshen can use their magic to disguise themselves amongst humans, however this requires a lot of magical energy. Rarely a Leshen will ignore this ability and maintain its natural form at all times. • They can communicate with woodland creatures, this is through the universal language and understanding. Leshens can sense their thoughts, desires and emotions. • The presence of a Leshen can restore any damage earthland around them, although this requires a lot of magical energy. They can also use this to heal wounds, even on humans, although their healing capabilities are restricted to their understanding of human biology.
Flaws: • Weak to Fire, this element is naturally harmful to a Leshen due to its body being made of earthen materials.• Weak to Frost, this element is naturally harmful to a Leshen due to its body being made of earthen materials, causing the plant based minerals inside them to wither and die. LICH Name of Species: Lich
{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: Same as the species they originated from, default dimensions are same as human.
Baseline Appearance: Typically Liches will appear as corpses or skeletons, etc. However, it’s possible for them to devote part of their power to maintaining a more refreshed appearance, allowing a lich to keep the appearance traits of their original species.
Culture/Origin of Species: Liches were originally spell casters and those who had magical inclinations and desired to conquer mortality. In the olden days Liches were known as harbingers of evil, committing many horrific acts to obtain their immortality and in perfecting their craft. In more recent days after the discovery of talents Liches bargained to have their past ‘crimes’ forgiven in exchange for becoming researchers who investigate the origin and capabilities of talents. Due to their past sorcerous experience’s liches were accepted for this role, and they have stayed as such ever since the treaty’s acceptance. Due to the invention of talents the ritual to become a lich is far easier, as many require using the inherent talent energies of the host rather then the crude old sacrificial methods of the past, allowing for better karma options for turning into this undead. Still it takes a special breed of individual to become a lich rather then another type of undead, so they are still somewhat uncommon.
Traits: • Strength increased by 1 point. • Stamina increased by 1 point. • Resilience increased by 1 point. • Don’t have to breathe, eat, sleep, and perform any normal bodily function of their base species. • By storing their soul in a phylactery, they can rebuild their body even if said body is destroyed. • Liches have knowledge of necromancy ingrained in them, they can revive others into different types of undead (bar another lich), though they won’t be their minion as per the stereotype of a necromancer.
Flaws: • A liches phylactery can be destroyed, and thusly stop them from reviving. • The farther away from their phylactery the less control over their body the lich has, thus it should be stored in a relatively safe but nearby location. Assume the range of the cities setting is good enough. • Since they are undead being created through magic/rituals, holy/healing talents deal bonus damage against them.
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Izalie
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fishsticks
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Dec 27, 2018 15:12:21 GMT -6
Post by Izalie on Dec 27, 2018 15:12:21 GMT -6
M, N, O, P MAGIC WOLF Name of Species: Magical wolf
{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: Wolf form This is their real form that is in average huge and athletic, but this can have varieties depending on the age and heritage of the individual. The average height for teenagers is between 35in(This can variate) and an adult up to 50"(Can variate). And for the weight, 140lb for teenagers(Can be higher or shorter) and 200lb for adults(Can be higher or less) Human form They have human form but, with average stats like humans in terms of height and weight. But they can use higher or shorter body types.
Baseline Appearance: Human form Eyes: As humans, they normally keep their wolf eye color but if they want they can change it as they wish. Skin: This can variate from each individual. From a pale color to ebony, pink between others. Hair: They use the same color as the fur in their wolf form.
Wolf form Eyes: There is a big variety of which colors their eyes can have. The most common are amber, golden, yellow and brown. But they can also have rare colors like green, blue, red and in some cases purple. Fur: They have a huge color and type range. There can be, white, cream, russet, black, chocolate, blonde, grey and reddish. But there can be variations of tone, lighter or darker.
Culture/Origin of Species: Their origin comes from the time when the wolf divided into different subspecies. Being the magic wolf one of them. But unlike the rest, they developed supernatural abilities and the capability of having human feelings and a complex society. Being capable of hosting their own rituals, celebrations, and religious belief. They venerate the Moon as their creator, referring her as The mother Moon. And during the year they host festivals in her honor. And unlike the other wolf species, they live in tribes, different from the common pack system. But they do share the notion of family and mutual love. Some can and will be ready to give up their life to defend other of their kind. Even those out of blood links will be defended as the common belief is that each wolf being family or not have the right to be aided. Some refer to each other as brother or sister. And it is rare to see one of these creatures alone, but there are cases of individuals that due to past events feels better alone.
Traits: •Each wolf has the ability to take a human form. And they can fit its appearance to their real form. •They are quite fast and agile in both forms. But their wolf form tends to be of higher stats. This gives them 2 points in speed. •Magic Wolves have +1 point to stamina. •As their name says, they can use magic. Each differs from user to user. There can be users of fire, water, air earth, shadow, and thunder. And each wolf haves room for two elements one being their Maine and the other as secondary magic. •They can talk and feel like humans. And their intellect can be of a human.
Flaws: • They are weaker in their human form as it isn't their real form. •They can only have two elements each, and only full master one. The other should remain weaker.
MAIDS IN BLACK Name of Species: M.I.B
{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: There are no real definitive dimensions as there is not a fixed appearance to begin with.
Baseline Appearance: All M.I.B can be children or even grandmas. As long as they had died, come from hell, wield a blunt weapon and wear an outfit seen on servants, with a straight face, you have probably seen the M.I.B.
Culture/Origin of Species: M.I.B is not a race you are born into. It is a race you die into. Females in the living world who once carried an unjust burden, have their death be upon unjust means or have displayed the potential of the fierce race that is the M.I.B, are proposed this position. Females who take up the offer will one day become one of the afterlife's scariest and most terrifying warriors and servants. As blunt weapons allow the best torture, it is a mandatory for the M.I.B to carry some sort of heavy weapon as to shepherd the souls of sinners and the damned towards 8 Burning Hells(or 8 Cold Hells if their sins are not covered by 8BH). There they act as the underworld's manpower, though the best of the best gain high positions. They serve under 10 Kings, with Great King Enma as their most powerful, and often the final judge. It is thanks to the M.I.B that 8BH can function like it is now, a government that fairly judges and prosecutes those who have wronged in their life.
When it comes to the position among M.I.Bs, a notable mention is their weapon. Different blunt weapons signify their position. A simple club for the weaklings, some form of hammer or flail for the more middle ranged M.I.Bs and tetsubos and maces for the higher ups. Some M.I.Bs even use shields as they count.
M.I.Bs do live normal lives, doing paperwork(that changes per soul) to sort through souls for the Ten Kings or collecting dead souls to be judged by the Ten Kings. Rarely do M.I.Bs have another jobs.
Traits: • Their not necessarily demons, in fact they collaborate with the angelic and holy. Thus the M.I.B can transition between many realms of the dead, often to discuss the afterlife among the many realms of the dead. This also means they can hit any from any realm. • M.I.Bs possess an unnatural strength that would scare mere mortals who witness their strength. They can further increase their strength by channeling energy to activate U.I. Whatever U.I is no M.I.B really wants to say its name, cause the ones who do hear it, often face a fate worst than death. • M.I.Bs have a natural intimidation that often involves making their faces as straight as possible. Their poker face is their scariest face. The sun does not shine if you truly meant the scariest of the M.I.B.
Flaws: • They have a natural interest in animals, often stopping activities to study animals of all weird oddities. This lowers any social skill they have to none when around animals.
MERFOLK Name of Species: Merfolk
{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: Merfolk have much the same dimensions as humans albeit slightly lighter only maxing out at 100 pounds for the heaviest of them. However sometimes their tails can cause them to grow up to eight feet tall.
Baseline Appearance: While eye color can very all merfolk have large rounded pupils. Mer's have a large range of hair colors able to possess most natural and unnatural hair colors, though it is most common for their hair to match their environment in some way. The most generic feature of this species is the gills they all have along their neck, flank, or tail the latter of which is the most varied part of Merfolk able to resemble any species of fish, shark, whale, or dolphin. It should lastly be noted most Merfolk lack the ears humans possess instead possessing specialized fins often obscured by their hair that perform the same purpose.
Culture/Origin of Species: Merfolk, similar to creatures of the land, live in many cities and towns around the expanse of the ocean. The most populated of these being, Atlantis, often considered to be the capital of the sea. Cities crafted from coral, sand, limestone, and many other materials, sometimes even gold or diamonds. Nowadays, most merpeople live in these cities, towns and places of the like. But there are still some that remain nomadic.
Traits: • Due to being adapted to live in many aquatic environments, Merfolk and their senses function perfectly normally no matter the aquatic circumstances around them, so long as they are submerged. • Living in an aquatic environment this vast species has the ability to speak with other aquatic life, this can vary depending on the mermaid but they're typically able to speak to any aquatic species provided they don't make a habit of eating them. Merfolk can not speak to their prey. • Easily considered an extension of their ability to communicate with aquatic wildlife, merfolk can also pursued the aquatic animals around them with their voice in order to make these creatures do their bidding. • Merfolk have extremely long lifespans compared to most other creatures, this process leads to decelerated aging which also keeps their ability to self heal at an all time peak for most of their lives, making them seem immortal to all but fatal wounds. • Though most commonly being associated with the sirens among them, merfolk all have the capability to utilize their voices to sway the emotions of humans or lull them into a slumbering state. • Being an amphibious species possessing lungs enabling them to survive in and out of water, Merfolk have +1 to their health stat.
Flaws: • The meat of their tail is rumored to have the ability to grant immortality to those outside of their species who consume it, due to this merfolk are sometimes hunted even though this is illegal and there is no scientific proof it actually works. • Due to being adapted to use their senses underwater, merfolk are at a disadvantage with this on land. While certain conditions such as their poor land sight can be corrected with glasses, things like their sense of smell, limited hearing, and hyper sensitivity to touch can not be helped. • Merfolk without the aid of a capable magical creature in exchange for giving up their tail, can not grow legs causing them to be at an extreme disadvantage on land even though they can survive outside of the water.
MOON RABBITS Name of Species: Moon Rabbits
{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: Moon rabbits dimensions are similar to humans in almost every regard, bar their long ears which replace human ears.
Baseline Appearance: Moon rabbits tend to have more unnatural human hair and eye colors, though there are exceptions depending on ones lineage. Moon rabbits typically have both a set of large bunny ears and/or a little cotton tail, there are a few exceptions where they just have one or the other. Moon rabbits can hide these features, but to them it’s a sense of pride to show them so they typically don’t. Moon Rabbit age is almost impossible to tell based off physical appearance as their bodies age seemingly at random to other species.
Culture/Origin of Species: Moon rabbits trace their origins back to a time where they migrated from the moon to the planet below. This move is the center of a controversy for the record books, as scholars still debate if moon rabbits should be classified as a native species of aliens. Due to the connect the moon shares with the planet, many argue they are native, while many also argue since they aren’t from the planet proper, they are aliens. Regardless of the current classification moon rabbits have been integrated with surface society for a long time.
Culturally moon rabbits have a few misconceptions about them. Folk lore says that they are good at mixing ingredients and cooking, specifically mochi, and that’s it; When, in reality, moon rabbits are compulsion driven inventors and builders who excel at their craft till they become their work. This both helps and hinders their cultural growth, as moon rabbits have created many helpful objects, or wonderful new recipes, or methods to accomplishing goals, but they tend to only care about their own familial groups rather than their species as a whole, since they are so obsessed with creation most of the time. Supposedly it was the moon rabbits who created an elixir that removes the very concept of death from the drinker, but no moon rabbit alive today on the surface would know such a recipe, which is probably for the best.
Despite the misconception about cooking being all they are good at, it does ring true to a degree, moon rabbits are naturally talented chefs created masterful dishes without so much as trying. Being a chef is ingrained in their very mentality, though this doesn’t help stop the misconception about them, due to their natural skill being so high. It also doesn’t help that moon rabbit are naturally secretive about how they complete their “grand” inventions.
Traits: • Despite the common misconception that moon rabbits are only good at cooking or mixing alchemy ingredients, they are in actuality masterful inventors/builders of all kinds. • Moon rabbits are naturally nimble with superior leg strength and mobility, they have +2 to their speed aspect. • Perhaps it’s due to the ancient legend of mixing the elixir of life moon rabbits have +1 to their vitality aspect. • Despite having potentially no practice, moon rabbits are excellent chefs and when combined with their inventive nature, they create some of the most unique and flavorful of dishes around, especially involving mochi. Their tea, in particular, is astonishing to sample. • Moon rabbits have a heightened sense of hearing to the point where they can hear vibrations in the air if all is quiet enough. • Moon rabbits have a sixth sense for danger, combined with their natural agility they are excellent at escaping harm, becoming annoyingly difficult to catch. • Moon Rabbits can live for thousands of years naturally, but due to their compulsive nature much of this time can be done doing the same thing. • Maybe because of the mochi stereotype ringing somewhat true, moon rabbits are proficient in using blunt objects for all sorts of tasks.
Flaws: • Moon rabbits have compulsions to build or create, and this is present even in the most apathetic of rabbits. • Moon rabbits easily fall into repetition if they don’t keep experimenting, causing them to become obsessed with whatever their current task is. • Moon rabbits are naturally secretive of their methods of creation and have a hard time trusting another with those secrets. • Being around loud noises without something to focus on can be very troublesome for moon rabbits due to their heightened hearing.
NAIAD (IHPEIHPE WATER NYMPH) Name of Species: Naiad (Ihpeihpe Water Nymph)
Baseline Dimension: Generally anywhere from 4ft to 7ft.
Baseline Appearance: Perhaps the most notable feature of the naiad is that most of their body, or even their entire body, in some cases is made of water. While they can be amorphous blobs if they try, they can also bend their bodily water into more human shapes. While most of their body is translucent, their head is solid and an icy color (and has a skin-like texture) which allows them to have facial features. Like a nose, eyes, and mouth. To fit in better with humanoid society or whatever. Their hair is usually made of water, as well. While they have no organs or other bodily functions, their body can support its own ecosystem by acting as a pseudo fish tank. It isn’t uncommon for naiads to let their favorite fish live inside their bodies or wear a self-grown lilypad as a hat. And they can filter their water to keep the habitat healthy. It is also important to note that their bodies are only made of freshwater, since the species are borne from magical sources of freshwater. Ocean naiads exist but are fundamentally different from freshwater naiads.
Culture/Origin of Species: They originate from the island of Ihpeihpe, in the slightly radioactive, but mostly magical marshy lowlands. Generally referred to as “The Shimmering Marshes”, the magical energies here spurned the waters here into a life form. After many years of stagnancy, the Naiads were gifted intelligence by the “Enlightenment of Ihpeihpe”. After a short period of confusion, the now-sentient Naiad populations became living in small, closely knit communities. Although not needing food, water, sleep, or other bodily functions of the sort, they created underwater dwellings for a more comfortable life. As a people, they are carefree and calm, much like the waters they live in. The reproduction of the Naiads is a closely guarded secret, it is a magical rite that gives life to a small body of water. Their society is connected to the other species of Ihpeihpe by their alchemical trade. Within their magically charged swamps, many powerful reagents grow and prosper, and naturally, after years of experimenting, they have become experts in alchemy. The most devote alchemist even grow their own ingredients inside their liquid bodies.
Traits: • Aqueous: Having a liquid body is a boon. Bullets? Knives? No wounds left. It doesn’t mean that they don’t feel pain, necessarily, but it’s a lot harder to injure a puddle than a human. Just don’t trust them to hold a paper for you. +3 to resilience. • Cellular respiration is for losers: As Naiads are nonliving creatures, they don’t need to sleep, eat, drink, etc. They also don’t age.
Flaws: • Incompatible: Due to their unique form of reproduction, they cannot make half-breeds or be part of a hybrid being.
NANO-AUGMENTED HUMAN Name of Species: Nano-Augmented Human
Baseline Dimension: Members of this species can exhibit any range of human baseline dimensions since they are augmented humans.
Baseline Appearance: Members of this species can exhibit any combination of eye, hair and skin color. They can also exhibit any appearance since they are augmented humans.
Culture/Origin of Species: Nano-Augmented Humans (sometimes shortened to "Nano-Augs") are still rare, but they are slowly starting to grow in numbers. Many members of this species become augmented by choice and many tend to hail from wealthy families. Some members were even born into the species due to parents wanting "perfect" children. They have no defined "homeland" because they come from anywhere that humans live.
Traits: • Normal Appearance: Despite all of their enhancements, Nano-Augmented Humans can easily pass for normal. One of the only visible signs of nano-augmentation is that the individual has a brighter eye color than normal, but that can easily be dismissed as a trick of the light. • Enhanced Strength: Nano-Augmented Humans receive a +1 to Strength due to strength-enhancing nanites. • Enhanced Intelligence: Because their brain has been specifically enhanced for increased intelligence, members of this species can find that learning new skills and new information is rather easy. They also gain improved memory and recall. • Enhanced Durability: Even if their augmentations are not combat-oriented, Nano-Augmented Humans can still take a beating. They get +1 to Resilience. • Augmented Vision: Members of this species can see farther and in greater detail than normal humans. They can see distances of up to one kilometer without difficulty. • Good Health: Members of this species have nanites specifically programmed to keep them in good health. As a result, members have a high resistance to diseases and illnesses and can rapidly heal from any injury that is not immediately fatal. Their recovery time from said injuries is also shorter. A minor injury can heal within minutes and a major injury can heal within days, usually a week at most.
Flaws: • Paranoia: Nano-Augmented Humans tend towards paranoia because their numerous enhancements make them coveted recruits for roles in the military, law enforcement, national security, and other fields. Sometimes their recruitment is not voluntary; some unfortunate Nano-Augs are forced into service by threats to their family, significant other, friends, or by blackmail. They are always questioning the motives of others and trying to figure out if others are trustworthy. • Secrecy: Nano-Augmented Humans have to keep a low profile to reduce the chances of detection by those looking to recruit them. As a result, sometimes they come across as secretive in their dealings with others. Others may feel that the Nano-Aug does not entirely trust them with even the smallest bits of personal information. • Social Difficulties: Nano-Augs can easily engage other people in conversation to keep up appearances, but genuinely connecting on some level is another matter entirely. Paranoia and a need for secrecy can create the perfect conditions for a disconnect from other people. This manifests as difficulty in socializing with others.
NEKO Name of Species: Neko
{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: In human form a Neko is about the size of an average human ranging between the heights of 4ft-6ft in height. In their cat form they are typically the size of a domestic cat; however, some are known to grow to the size of tigers depending on what sort of cat they stem from.
Baseline Appearance: Their hair, skin, and eye color can range from anything normal like browns and blues to strange colors like pinks and golds. Cat forms typically hold the full array of cat coloring such as spotted, striped, multi-colored and more. Unusual colors are rare, but are allowed in this strange species.
Culture/Origin of Species: The Neko are a breed that came from an unknown village outside of the current city. They started off as travelers around the world, but eventually began to settle into cities and villages becoming a sort of protector of where they lived in the past; however, as time has gone on and these cats have mingled with people they have become a everyday occurrence in modern life. Some considers these creatures cute and often mimic them with outfits and head wear making it hard to tell who the real Neko are anymore.
Traits: + Being wise beings, these creature have versatile in magic at their disposal. + They are naturally agile and acrobatic. + They have lots of stamina and resilience to damage due to their bodies being designed to take falls and run off of high energy. (+3 resilience) + They have sensitive senses and can see in the dark. + They are excellent hunters. + They get along with most races.
Flaws: - These are cats and as such they don't always liked to be picked up and cuddled. Too much handling can cause them to lash out or bite. - They are mood swingers flipping one mood to another without warning. - Their sensitive senses can be overwhelmed when too much noise, scent or other things are around causing them to get dizzy or sick.
NEPHALEM Name of Species: Nephalem
{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: Can vary depending on form and prevalence of demon / angel, but mostly similar to humans
Baseline Appearance: Typically vary in appearance depending on the form taken and which side of the Nephalem is more dominant, angel or demon. They can choose to switch between angel / demon form at will or simply take a humanoid form, which will have some demonic and some angelic traits.
Culture/Origin of Species: Nephalems are angel-demon hybrids born from a union that goes against the laws of nature, offspring of both the holy and unholy at the same time. Nephalems thus share traits of both angel and demon and inherit aspects of both of these species. Generally, Nephalems can emerge anywhere where an angel and demon produce offspring or can be created by cursing an angel / blessing a demon in very specific, complicated ancient rituals that have mostly been lost to the world, thus making Nephalems a relatively rare sight to see. Other than that, like angelic and demonic beings, they have managed to integrate into modern society, not living their life among their fellows despite occasionally being plagued by nightmares of both heaven and hell.
Traits: • Like Angels, Nephalems are resistant against illusions, though take this a step further. Nephalems are both blessed and cursed and thus immune to mind altering effects such as fear, charms, hallucinations and controls. • Nephalems have an extremely long lifespan and may take hundreds of years to fully mature, though the time might vary depending on the mixture of angel and demon. • Like Demons and Angles, Nephalems have an affinity towards religion based talents as well as talents that revolve around light and shadow, or even both. Talents revolving around these themes are stronger when used by a Nephalem • Like Angels and Demons, Nephalems are unaffected by disease and plague, but, due to the mixture of bloods, also have a natural resistance against poisons of any kind. • Nephalems, like their angelic counterparts receive a natural +3 aspect points to reflex speed, reaction speed and other senses. • Unlike Demons and Angels, Nephalems are not fully bound to believe their specific religion fully and may choose to deviate from the bath that is normally set in stone for both of the other species.
Flaws: • Nephalems are seen as abominations among both Angels and Demons, the offspring of a union that should not exist, thus earning them potential hate or prejudice from either of their parent species'. • A Nephalem's very existence is a thing that goes against nature. They are simultaneously blessed and cursed, and while the two cancel each other out and they are able to live relatively normal lives, they are occasionally plagued by horrible nightmares of heaven and hell, both places most unwelcoming to the hybrids should they ever go there. • Despite being part Angel, a Nephalem still has a demonic side. They sometimes have a hard time hiding the demonic aura of that side when they are agitated or in great emotional distress. The aura influences their surroundings similar to those of demons.
NIFFLERS Name of Species: Niffler
{Spoiler}
{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: The human form of nifflers are typically under 6 feet tall and weight in under 140lbs. Their lithe frames are more suited to stealth and flexibility. Niffler forms are small, between 2 and 3 feet long and between 15 and 30lbs.
Baseline Appearance: Any human form variation in features is possible.
In niffler form, they look like a cross between a mole and a platypus, and also possesses a kangaroo-like pouch for concealing stolen items. Their pelts are normally earth tones that can vary anywhere between blonde and dark brown. Occasionally there are ones with albinism or melanism. Any eye color is possible, claw and bill colors also vary.
Culture/Origin of Species: Most nifflers in history, dated even back to the beginning, go largely unnoticed. They prefer it that way. It is unknown where their roots begin, but they spread all over very quickly and easily lived amongst the other species with little trouble other than mischievous hijinks here and there. Things took a more serious and impactful turn during the Ancient War. Nifflers were hired by both sides for their penchant for stealth, caring only about the wealth and treasure it would bring them. While this made them more of a neutral species politically, it also earned them scorn that took many years to overcome.
Niffler culture can be hardly called that. They trust each other even less than they do other species. Due to this, they rarely gather together long enough to form any sort of homeland or customs. Offspring generally only know their mothers, and are all but kicked out of their homes once they are old enough to survive on their own. They are expected to start their travels immediately and with no further help. Despite that, they are a long lived species. Not immortal, but if they are careful, they can live for hundreds of years.
Traits: • Night Vision: Can see in low light as if daylight, but at least a little light must be present. • Skeletal Shift: Their bodies are built for stealth, such as rearranging bones to squeeze through tight places and to move very quietly. This can also aid in saving them from impact damage, giving them +2 resilience. • Spring Legs: They can jump really high to each those tough spots. • Multi-use Claws: Their claws may be short, but they are unbreakable and sharp. This makes them expert climbers and diggers, climbing any nearly any surface and tunneling into places they need to go. • Pouches: In both forms, they possess a highly concealed, magically bottomless pouch around their bellies to hide shiny things and other items. • Swift: Nifflers often need to sneak in and out quickly, whether it's to escape damage or capture. They gain +1 speed.
Flaws: • Shinies: Nifflers are weak against shiny things, often getting them in trouble when they instinctively snag things that catch their eyes. Some don't even notice when they've done it. • Hypervigilance: Wired to always be aware of the smallest details whether it's to search out shiny things or to not get caught, they are easily distracted in all situations and become exhausted quickly, docking them -1 vitality. • Selfish: The instinct to seek out wealth and treasure to keep for themselves is hard to resist. They tend to hoard and don't like sharing, and assume most are out to steal from them.
OKAMI | WOLF YOKAI
Name of Species: Okami Yokai
{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: Normal dimensions can mirror, being small sizes of about 2 feet tall and 40 lbs to anything as tall as 8-10 feet with a weight that can range anywhere from 150-300 lbs.
Baseline Appearance: Eye, hair/fur, and skin color all van vary by the "breed" of wolf that is chosen. Extras that are namely included are a tail (which by breed) can be a short stub or a longer, bushy tail, and a pair of ears akin to a wolfs, but can easily be confused with a dogs by the untrained eye.
Culture/Origin of Species: Wolf spirits, or Okami are generally spirits in which the Yokai can possess namely either a human or a wolf form or in some cases some have both. While not much is known to the world about them, Okami have innate affinities with most elements in their powers, ranging from light and fire down to even darkness with no requirement of their alignment to match up with the element they have, if any at all.
Traits: •Soulbound: An Okami can transfer its body into anything inanimate object, giving life to it at any time. This however does not affect their stats. •Pack Mentality: When in groups of 3 or more, the user gains +2 strength •Heightened Senses: As the spirit of a wolf, the Okami has heightened senses of smell, hearing, and sight. •Spiritual Enhancement: Due to the body of the spirit Resistance gains +1
Flaws: •Animalistic Tendencies: An Okami can easily become angered and overprotective much easier than others. •Lone Wolf: A need to be left alone or to refuse teamwork from others overwhelms this Okami. Even after working through, they will still show tendencies and moments of this behavior.
ONI (TRADITIONAL) Name of Species: Oni | Ogre/Troll Yokai
{CLICK HERE for Appearance, Culture, and Origin}Baseline Dimension: Anywhere between five to seven feet in height.
Baseline Appearance: Oni have either pale skin tones or stark red, green, or blue skin. They have two or more pointy horns on their head, sharp claws, and often wild hair. They can take on a more human appearance at will.
Culture/Origin of Species: Said to be descendants from beings of hell itself, the Oni is a fearsome yokai known for their aggressive tendencies and raw power. They originated in Hisakawa but typically live away from other species, preferring to keep to small to large groups of other Oni. Often mislabeled as 'demons' due to their true form and angry nature, even good Oni find themselves misunderstood or outcast from human circles. However, some humans should they live a wicked and violent life will slowly transform into Oni Yokai. Once their soul is beyond redemption, they fully transform and remain on earth to terrorize the living, unable to pass on from old age.
Traits: • Raw strength. Consistently known to use brute force, Oni are naturally much stronger than any human. As such, they receive +2 to their Strength Aspect. • Oni take pride in their horns, claws and fangs. These make for good aid in a fight. • Being strong and durable, Oni can endure more damage than the average species, granting them +1 to their Resilience Aspect. • Human Disguise. Some Oni choose to transform into humans in order to fit in better with society or deceive some unfortunate soul.
Flaws: • When in disguise, Oni have trouble concealing the horns, fangs, and claws they take such pride in. Additionally if a horn is somehow destroyed, the damage is permanent and painful. • Oni tend to be slower physically and mentally than most, causing them trouble in educational settings.
PANTHERA Name of Species: Panthera
{CLICK HERE for Appearance, Culture, and Origin} Baseline Dimension: Human FormWhen in human form a Panthera will generally have an sleek, athletic build. The average height for an Adult Panthera is 5 ft 9 in human form, however this can vary depending on the individual traits, gender etc. The Average male will weight around 87kg give or take whereas the average female will weigh around 80kg give or take. A panther usually has feline ears in human form, but some more advanced Panthera can hide these to look human. Intermediate Panthera FormIn this form the individual takes on the form of a Panther, a long black feline with powerful jaws. They can be up to seven ft long, and weigh up to 250 pounds depending on the individual. Advanced Panthera FormThis is the advanced form of a Panthera, a combination of human and feline. They take on a new form entirely, growing larger in size, muscles thickening, fur all over their bodies and feline faces. This is the most powerful form of a Panthera. They can grow up to seven foot in height and weigh up to 120 kg.Baseline Appearance: Human FormThe most usual trait of a Panthera is that they have black hair, however there are some anomalies in the species. This can also be affected by age. Other than this they maintain the generic look of a fit, and athletic human. Intermediate Panthera Form{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler} Advanced Panthera Form{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler} Culture/Origin of Species: It is said that over a ten thousand years ago, there was a man who is now referred to as Panthera’s Saviour. This individual was walking through the woods when he found an injured Panther, cautious he approached with the intention of killing it for food. However when the female panther looked weakly at the man with it's bright golden eyes, the man could not bring himself to kill to beast. Instead, he proceeded to help the creature, washing it's wounds and using the animal hide from his clothes to wrap the wound. He found it food and fed her, until she was strong once more. The creature had grown so attached to it's saviour, that from then on the panther followed him around. Staying by his side, hunting with him and protecting him. They grew close, their friendship stronger than that of any human companions. However eventually the man fell feverish and ill, his body grew weak and it appeared as though he may die. It was then that the female panther left, disappearing without a trace. Lying in a cave somewhere on the outskirts of Mistere, the man waited to die, believing that his only friend had abandoned him. When the cave was filled with a strange light, manifesting before him was a goddess. It is believed that the Earthen goddess was in fact trapped in the body of the Panther, as a punishment for being a selfish deity. However growing to love the human man, and the despair she felt over his sickness had allowed her to become free once again. As a thank you, she blessed this man with a new magic, the Spirit of the Panthera. He fell into a deep sleep and when he woke, he was completely healed, born again with a new much more powerful body. This was the beginning of the Panthera species. The Panthera species slowly spread over the centuries until their were eventually several tribes. They are natural warriors / hunters, and pride themselves on being a powerful species. Traits: • Heightened Senses : Due to their animalistic nature a Panthera has more stronger senses than the average human. Sharper eye-sight, better hearing, even their ability to taste is stronger. Because of this, they are also equipped the ability to see clearly at night, very much like a cat would, they also have a natural sense for danger. • Ghosting : A Panthera has a high level of Stealth, making almost so that they are able to blend into the background, and sneak around almost unnoticed. They can move silently and are equipped with the ability to graceful move in and out of tight spaces. • Physically attributes : Pantheras are agile and strong, they are three times stronger and faster than a human of their size. Once in Advance form, they become seven times stronger and faster than a human their size. This adds 2 Aspect Point to Strength, and 1 to Stamina. • Telepathic Communication : Panthera are able to communicate with fellow members of their species through thought, they can also send out telepathic message to non-panther species, however they are unable to read minds. • Accelerated healing : Pantheras can regenerate at as accelerated rate, meaning they are able to heal faster than a human wound. I.e a broken arm would heal in a week as opposed to a few months. Once a Panthera falls asleep, the magical healing process begins, when seriously injured some Panthera will go into hibernation in order to recover. • Elemental manipulation : Advanced Panthera can sometimes manipulate one natural element and use it to fight. They cannot however control fire as it is their weakness. [Note: This must be submitted as a talent]
Flaws: • Weaker by day : Panthera are generally a nocturnal species meaning that by day their abilities are dulled making them more human. Usually a Panthera will sleep in as long as they are capable, and are generally tired throughout the day. • Aversion to fire : Panthera are slightly weaker to fire based attacks. • Proud & Stubborn : Due to the nature of the clan a Panthera is easily offended if you insult them, and find it hard to forgive rudeness or betrayal. They will often make enemies for life should they feel it is warranted.
PHOENIX Name of Species: Phoenix
{CLICK HERE for Appearance, Culture, and Origin} Baseline Dimension: Human Form: Any height or weight is possible. It is possible to be aged anywhere between thousands of years before the Ancient War, to freshly born. It's also possible to lose some, most, or all memories in the rebirth process. It is possible for personality to also change in the rebirth process. Phoenix Form: They are pretty big birds. Anywhere from eagle to larger than human size in the body, not counting wingspan. Baseline Appearance: Human Form: Due to the widespread of this species, nearly any physical trait is possible. The only thing that sets them apart physically are their eyes, which are unusually vivid colors, and crazy feathers that stick out of their hair at molting season, which is usually once every month. Phoenix Form: Their eye color is constant regardless of form. While it is most common for phoenixes to have warm hued color schemes such as yellows, oranges, and reds, other colors are possible as well. Color can also change due to rebirth trial results. [See More Phoenix Lore below] Culture/Origin of Species: While the species has its roots in mediterranean climates and ancient mythology, the Phoenixes as a whole spread throughout the world and assimilated into nearly every society once able to shapeshift into human form. Most cultures have a form of the original pre-war mythos, and thus this species is shaped where the individual grew up. No matter what, though, they are nearly fearless in dangerous situations, making them a fiery, altruistic, and impulsive people. This derives from their disregard for death, since they can be reborn in flames and rise from the ashes once again. One constant strictly to Phoenix culture is their mecca, hidden away in a secret land simply called Aubade. It's the place where the very first phoenix, Vissarion, still resides with a group of the earliest ancestors. They form the Bask Council and hand down the sun religion and rules for all other phoenixes. While mostly silent, they primarily provide political guidance and orders when needed, as well as the guidelines and rules for rebirth. The soul of a phoenix after death travels to a spiritual world that is different for each individual, but the challenges and choices made there shape the new phoenix they will become. It tests the strength of character and will, and can have impact on anything from personality to retaining memories of the previous life. Vissarion is said to have one eye in the spiritual realm, making sure phoenixes remain a lawfully aligned species. Rebirth is not to be taken lightly, since being immortal comes with responsibilities to everyone. Those reborn that chose selfishly or fail some aspects during their spirit trial can become chaotically aligned. Suicide is the heaviest taboo, since it is usually used selfishly to get back to the spiritual world and make changes, good or bad. Vissarion will see such things and dispatch enforcers to either force another rebirth as a reset of sorts, or to ensure the offender dies permanently should they be set on becoming a blight on the Phoenix race. While it is stated that the removal of a soul is permadeath akin to any other races death, there is a rumor that the souls are possibly contained somewhere in Aubade, in a vessel trapped in an inescapable afterlife. {CLICK HERE for More Info on Phoenix Lore and Rebirths} About Age Appearance: Phoenix form age has little change after going from egg, to chick, to adult bird. Once a phoenix’s body reaches adult form, this is the way it will stay for all of time, no matter how old. Vissarion’s phoenix form looks just as young and spry as a newly matured phoenix. Upon death and rebirth, a phoenix turns to ash and forms back into an egg. Once reborn, there is brief period between hours and days that a phoenix once more grows up from chick to adult.
Human form is a bit different. Phoenixes have a funny relationship with time, so they can actually directly control how old their human form is that they shapeshift into depending on where they need to fit in. For instance, if a phoenix needs to go back to school to relearn things dulled by time, they can appear as children and teens once more. If they are in a position of power and need to seem wise to all races, like Vissarion, they can assume a middle-aged or even elderly form. Rebirth affects human form as well. After hatching, if in human form they will rapidly age from infant to whatever their desired age is.
About Vissarion: In appearance, the head of the Bask Council and the authority to all phoenix kind is a magnificent white bird with golden flames. In human form, he has adopted the the general appearance of an elderly man, so as to capitalize on most species’ perception that age equals respect and wisdom. His hair is white like his feathers, and his skin is a healthy tan from much time in the sun’s rays. His right eye is the deepest blue, while the left is white and lacks a pupil. The left eye is the one that can see into the spirit world and watches all rebirths, a gift to him from the sun god they worship. The ancient being is completely neutral to the point where it really is everything for the greater good, no matter what, and does not hesitate to make harsh decisions as long as it is for the good of all phoenixes as he sees it. He may also be responsible for memory loss within the trials.
About Rebirth Trials: When a phoenix dies, the soul goes to its own personal spirit world, which is ultimately a place where they are tested before rebirth. Each spirit world is designed differently and finely attuned to test each individual phoenix, acting as a trial to target weaknesses and reward strengths. However, there is always temptation. Two gods war for a phoenix’s soul, offering different options during the trials to overcome obstacles and situations. The phoenix will not know which influence is which, making the trials very difficult and not to be taken lightly. In the eyes of phoenix law, good rebirths result from making most decisions aligned with the sun god they worship. Bad rebirths are falling victim to the moon god’s choices, which chips away at a phoenix’s natural ability to manifest good qualities, and ultimately drags them toward an chaotic alignment.
Repeated bad rebirths will warp a phoenix a little more each time. After so many and depending on the severity of a bad phoenix’s actions, Vissarion will dispatch enforcers to force one last chance at salvaging the soul. Ideally the offender learns to remedy the mistakes in the trials and returns to the approval of the sun god, but should that not happen, the Bask Enforcers will either imprison the phoenix for rehabilitation, or strip the phoenix of their soul to cause permadeath.
Another issue that will bring the wrath of the Bask Council is suicide. Since phoenixes are immortal, the purpose of killing themselves isn’t for traditional means of escape, but rather to enter the rebirth trials on their own terms to selfishly alter themselves for various reasons, good or bad. Those who have taken their own lives are automatically branded and hunted. Their souls are forcefully removed.
Playable Phoenixes-- Sun Phoenixes, Bask Enforcers, Moon Phoenixes, and Twilighters: With the mechanic of rebirths, the world has found itself with variants of phoenixes.
Sun phoenixes are the most common of the species, making up the reckless heroic types we know and love. They reliably rebirth good when it comes to it. These are the culturally acceptable, law abiding souls unquestionably loyal to the sun, Aubade, the Bask Council, and each other. They are the frontlines in the wars and the protectors of the weak. Not all sun phoenixes are perfect, but they strive to be so Vissarion and the sun god will be pleased with them.
Bask Enforcers are the cream of the crop of sun phoenixes. They have proven themselves with very good rebirths, displaying top loyalty to Aubade and the Bask Council enough to become the most trusted elite force. They are extensively trained in Aubade to be the strongest, and even forced to rebirth repeatedly to weed out imperfections and cleanse pesky memories that could pose problems. Many enforcers stay in Aubade with the other ancients on the council as protection and a quick scramble military force, but others are allowed out into the world as reserves and are expected to be on-call if they're needed. They are in possession of a special lantern housing a black hole, called a Null Lantern. All an enforcer must do is utter the full name of the offending phoenix, command the lantern to ‘clip their wings’, and the Null Lantern will suck in all the light in range along with the offender’s soul.
Twilighters are those who have had bad rebirths and are stuck in between. They have retained some of their positive traits, but also have negative ones to complicate things. These have not yet fallen too far into the moon god’s grasp, thus not earning a visit from Bask Enforcers. They are closely watched by Vissarion’s spirit eye, though.
Moon phoenixes have traveled too far down the dark road, listening to the swaying hiss of the moon god too easily. A notable shift in personalities and identities as a whole has happened, giving life to a darkness within. A poor rebirth manifests the more negative personality traits. It’s how normally heroic phoenixes can become thieves, murderers, liars, adulterers, etc. They'll be more apt to manipulate others and slink around in the shadows. Their feathers will take on darker colors. Once a phoenix gives in to getting tainted or taken over by the moon god’s temptation, things get more complicated. It is against phoenix religion, thus they are branded and hunted, forced to rebirth so the trial can potentially send them back to the sun. If they fail the forced trial again, they are subject to imprisonment within Aubade or permadeath.
Traits: • Immortality: Phoenixes can die, yes, but they are reborn either in a fiery blaze or rise up from the ashes within hours. They have 3 points in vitality. • Pyromancy: Naturally attuned to flame, phoenixes are more adept with using the element to both harm and protect, and sometimes as a source of spooky divination. • Fire Eagle Eyes: Birds have some pretty impressive sight when it comes to range and distance. Don't expect to get much past them. • Partial Shape Shifting: Due to being immortal and having a high vitality phoenixes have control over their natural shapeshifting allowing them to partially shift.
Flaws: • Molting: Molting happens about once a month, and renders a phoenix exhausted and lazy. It's almost like an illness such as a cold, where they will appear less than healthy and cough ash. This lasts anywhere from 1 to 4 days, but robs them of their flames until the fire is rekindled and burns the molting away. • Praise the Light: They become weaker in darkness. Anything that blocks the light of the sun or moon from them for an extended amount of time will sap their strength.POLTERGEIST (TRADITIONAL) Name of Species: Poltergeist.
{CLICK HERE for Appearance, Culture, and Origin}
Baseline Dimension: Poltergeists most often actually do not have a solidly visible form. When they do it resembles humans, demons, orbs, blobs or vague apparitions, giving them wide variety in height/weight and width. Solidly visible Poltergeist with consistent forms averagely measure in at 5-8 feet average, are weightless and two feet wide tops.
Baseline Appearance: When not considering that Poltergeists are often not visible, they can have any variety of eye color, skin color, hair color or any other feature they wish since their visible forms are often of their own creation.
Culture/Origin of Species: Known as ‘Noisy Ghosts’ this species is actually a collection of two subspecies. The best known kind of Poltergeist is the sort that includes ghosts and demons who can not form solid or even sometimes visible bodies but have become strong enough to physically affect the world around them. Lesser known is the subspecies of Poltergeist who are born from emotion or energy, who started life with no conscious of their own but eventually developed one as their power to affect the world around them grew. At their birth Poltergeists are typically attached to a single person or object bound to follow them around, however upon that persons death or objects destruction if no purification was performed in the case of an object the entity is freed. The extent of a post-attachment poltergeists freedom? Is entirely dependent on their strength with some dying shortly after due to not being strong enough to sustain themselves. In the case of survivors they can choose what they do afterwards, haunt their current location, travel with an object to haunt someone else, both cases being called reattachment, or alternatively the strongest of poltergeist can remain unattached and roam freely from that day onward. Most times the lesser known subspecies is strongest.
Traits: • A Poltergeists voice is disembodied meaning it doesn’t even always have to be the same place in a room as the creature itself making them difficult to pinpoint for someone without spiritual sensing. • Having frightened other species since the dawn of their kind they have very potent powers granting + 3 Strength. • Closely connected to energy they also share an incredibly powerful bond with elements able to summon and control very limited amounts of them one at a time. • Poltergeist are immortal in the sense they require no sleep, no substance and don’t age. • Able to manipulate sound to their will enabling them to cause any noise they wish, mimic voices or shatter glass. • Poltergeist have extremely potent telekinesis like abilities able to manipulate objects in the solid plane up to their strength x 100lbs. • Within the space a poltergeist can travel they can teleport freely so long as they aren’t blocked by something. • Often lacking any solid form Poltergeists are not limited by the limbs most other species are enabling them to attack from a number of spots equal to their strength x 4, making them excellent at fighting multiple opponents even without their other abilities.
Flaws: • If ignored long enough a Poltergeist is forced to become extremely violent, they can not back down until acknowledged even at their own risk. • Just like most specters they are weak to any abilities or talents that target the soul’s or spirits. • Poltergeists are able to affect the physical plane, making them often misunderstood as malicious even though many are simple tricksters whom lack an understanding of the plane they’re playing with. • It’s possible for Poltergeists to be imprisoned within something by someone with strength greater than theirs.
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Izalie
Administrator
fishsticks
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Dec 27, 2018 15:28:42 GMT -6
Post by Izalie on Dec 27, 2018 15:28:42 GMT -6
Q, R, S, T SANCTUS Name of Species: Sanctus
{CLICK HERE for Appearance, Culture, and Origin} Baseline Dimension: Same as humans, with males averaging around 1.7 meters in height, and females averaging around 1.6 meters. The average weight of both being around 137 pounds. Baseline Appearance:Base FormSanctus share very similar physical traits to humans, but with very notable differences. For one, their skin color is is divide into two distinct tones. While both their arms sport black skin, their mid body on both sides down to one leg is bright white in color, while the other leg remains black. On top of that, their skin also has glowing markings. This differs from Santus to Sanctus, but tends to stay around their legs and arms. Having markings on their necks or back is considered rare. Their hair colors are normally bright orange, yellow, or red, and appears to be so bright that it gives off the illusion their hair is glowing. All Sanctus also share orange and yellow eyes, with two irises rather than the usual one, along with long pointed elf-like ears. Imp FormSanctus also have the ability to shapeshift into a much smaller, imp like form of themselves. In Imp form, they stand at about 3.5 feet tall, with their arms and legs shrinking down in size to match the composition of their smaller bodies. Their ears also extend to be much longer, however, their hair stays the same length no matter which form they take. {Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler} (Sanctus male in both imp and base form) Culture/Origin of Species: In an era before the Ancient war, there was a group of humans known to others only as "The Rift Walkers". These beings had tapped into the ancient magic within the earth before anyone else, and used its power to open rifts into alternate worlds. However, they underestimated the consequences of their actions, and eventually they encountered the Fell. A dark world filled with monsters and demons. Once the rift to the Fell opened, legions of creatures poured from the rift into the world and the Rift walkers were the only ones who could drive them back by closing the rift. After a long and costly battle, the Rift Walkers were successful and sealed the Fell rift. However, their actions were not to be left unpunished. To prevent the Rift Walkers from ever causing more harm through the rifts, they were all exiled into the Fell. For thousands of years the Rift Walkers lived in the Fell, eventually the dark energies of the world changed them, and they soon evolved into a new species: The Sanctus. In the present day, the Sanctus have completely mastered the Fell as the dominant species. Dividing the world up into different kingdoms, they have created their own distinct society, most not even knowing that the world of light even exists. However, there are a few Sanctus who still possess the ability to Rift Walk, as such, these Sanctus have become the society's judges. When a Sanctus has committed a crime so severe, death is judged to not be harsh enough. The resulting punishment is eternal banishment into another world, barred from ever returning…
Traits: • Shadow Masters: Their bodies have evolved to resist and become potent in the art of darkness based magic. As such, their darkness magic is considered to be much stronger than the average species, and they have a natural resistance to it as well. • Imp Form (Positive): While it was originally a trait meant to be used to adapt to the conditions of other realms, the Sanctus Imp form allows them a few very useful traits on top of that. For one, they become much faster than normal due to their small height, can teleport short distances, and make use of levitation. This gives them +3 to their speed aspect
Flaws: • Imp Form (Negative): The Sanctus Imp form is meant to allow the Sanctus to better adapt to the conditions of other realms. In the world of light, for example, their regular bodies need much time to adjust to the brightness of the sun, so for a time Sanctus are limited only to their imp forms. On top of that, their magical powers are severely limited outside of the levitation and teleportation abilities. If they stay in their normal forms for too long, exposure to the sun light can make them severely weak, and sometimes even kill them.
SERPENTES Name of Species: Serpentes
{CLICK HERE for Appearance, Culture, and Origin} Baseline Dimension: They are massive, at least length wise. Most Serpentes easily reach the lengths of 13 feet, though most start at a short 3 feet when young. Rarely is a Serpentes lacking any sort of muscle, genetically buff and lean.
Baseline Appearance: Serpentes have a human top and a snake bottom. Features may include multiple limbs, scales along some parts of their body, fangs, glassy eyes and the prominent snake tail which may or may not have rattles. Forked tongues may or may not be included.
Culture/Origin of Species: Hailing from Arka, these serpentine species have learnt to survive the cold and thrive in the frozen desert. Thanks to a special herbivore called the Iceland Goliath, the Serpentes have essentially created oasis homes in Arka by using the dung of this herbivore to create farms and heat up the area. Serpentes essentially learnt to tame the animal that called the Arka ice land its home. Thus it is not often to see the motif of Iceland Goliaths along clothes the Serpentes wear and a religion where the serpentes worship a Massive Iceland Goliath they call 'Iceland Granmoth'. While Serpentes in Mystere no longer wear Iceland Goliath fur clothes and care for the herbivore, they still uphold the tradition of wearing paint either on their body or their face in order to help distinct family without needing to ask for names or to express occasions like birthdays and the lost of loved ones.
Traits: • Serpentes are either spitters or constrictors. Either they spit venom at incredible accuracy or bite hard with their fangs to inject the venom, or have the strength to crush cars with their hands or tails. • Serpentes have more than 5 senses, they have 6. Heat sense allows them to see things that have heat, and they can sense vibrations in the ground to give them a visual image similar to echolocation.
Flaws: • Serpentes lack any smelling capabilities despite having a nose, the part is essentially a vestigial organ. They can still technically taste the smell.
SHADOW PEOPLE Name of Species: Shadow People
{CLICK HERE for Appearance, Culture, and Origin} Baseline Dimension: Shadow People don’t have any specific dimensions, not having a permanent solid form they are able to appear in any way they please.
Baseline Appearance: They are always completely black, their eyes are usually bright white or yellow in color. They don’t have a specific form that they take, it’s case by case, sometimes they stick to one form and other times they won’t.
Culture/Origin of Species: Shadow People are silent creatures, they are either mischievous or indifferent. The mischievous ones are usually the only ones that people ever see, as they often partake in their antisocial habits, such as scaring people and traumatizing them. The others just mind their own business, never to be seen. Rare occasions do they actually interact with society, probably the only reason they are ever known at all. Shadow People have been around as long as there has been something to cast shadows, and as long has there have been fear in the world. Despite being embodiment of terror, they've never played a big role in history, and they usually go unnoticed most of the time. Though on occasion when they were spotted, creeping along the shadows, usually they were just written off as nightmares, maybe even hallucinations.
Traits: Self-Sustenance • Shadow Persons don't require the need to sleep, food, drink, though they can still choose to do so if they pleased. Since they don't lose energy like humans, and don't need to regain it in the same way, they actually have a +1 increase in stamina. Intangibility • Being made of pure shadows, they are able to faze through anything, physical attacks don't affect them in this state. They can toggle between a physical state and this. Shadow Teleportation • They are able to teleport to any shadow within a 10 meter radius of them, but it requires a lot of energy, so it isn't typical mode of transportation. Shape-Shifting • Shadow people are able to look however they please, there isn't a limit to the size and shape of what they can do, they don't often change their natural coloring due to it removing their natural camouflage and because it takes more energy to do so. Painlessness • Shadows don't feel pain, neither do they feel cold, heat, etc., even when in physical form, they just don't have the ability too. Though this doesn't mean they can't be injured, but they are more durable, having +1 towards resilience and more resistance towards the elements. Presence of Fear • Anybody with the ability to feel fear that is in a 10 meter radius of a Shadow Person, gets a sense of dread, chills up their spines or equivalent, something so terrifying yet they can't place. Despite this overwhelming aura, it can be nigh impossible to place where it's coming from. Along with horror and fear of imminent death, it decreases their speed by -1. This ability can't be turned off. Fear Reading • Upon looking at any individual, they are able to instantly know of their deepest darkest fears (and any other fear actually), which allows them to morph themselves into looking like what their fear is. It doesn't affect themselves since they don't have the ability to feel fear or at least not strongly. Invisibility • They can make themselves completely invisible at will, only way you could tell one is nearby is by their presence. Along with that, they aren't able to make any sound, with their body, at all even if they wanted to. Shadow Persons naturally go unnoticed, only particularly observant individuals or people of their own kind notice them when they aren't doing anything to gain attention. Swiftness • Being elemental beings, they aren't confined to the same weariness and gravitational pulls of physical beings, giving them a +1 to speed and the ability of flight.
Flaws: Light • This is their ultimate weakness, they need light for life, but it can also be the death of them and probably the only thing that can kill them. Since light casts shadows, they need it to exist, but since it also rids shadows they will slowly die the longer they're in sunlight (other light sources are less potent, but still deadly). Their strength, speed, stamina and resilience decreases by -1 while in the sun or any other light source. Intangibility • Though intangibility is a very useful ability, it's also a weakness, as this is their default state and it takes energy to stay in a tangible state. If concentration is broken, due to the environment or if they've remained tangible too long, they'll revert to their original state and be stuck that way until they regain energy or compose themselves. Darkness • Since shadows need light to be made, complete darkness or near complete darkness prevents them from being able to form. Silence • They naturally go unnoticed, people just assuming the fear they emit as something conjured by their own brain, it can be hard for them to gain attention if they wanted to. They can't talk, if they want people to hear what they want to say they'll either have to use sign language or write it down on something. Neither can they make any noise whatsoever, which can be a good thing, but if an emergency came up they couldn't make any loud noises by clapping or whatever. They'd have to physically grab something and hit it against something else, or something of the like.
SHINIGAMI Name of Species: Shinigami
Baseline Dimension: What they were when they died, is what they shall be in death. Reapers don’t have a define appearance aside from the appearance of the soul forced to atone as one of death’s ‘happy’ little workers. What they were, race, age or appearance hardly changes as to change it would mean altering a person’s soul and that…aside from appearance is as impossible as a soul coming back as bone and flesh on their own. (We shall ignore necromancy here folks as anything messy with the delicate cycle tends to irk those trying to keep it in one piece.)
Baseline Appearance: Know how the eyes are the window to the soul? For a reaper it’s one of the tell-tale signs of how to tell one apart from the rest of the undead family. It’s their eyes, the eerie, almost ethereal glow they have once the light hits or whenever they’re using their abilities to channel their connection to death to collect a soul. That glow is just about the most unique feather a reaper has that shows their own covenant with death and a subtle reminder how their souls are practically bound to serve death as punishment.
Culture/Origin of Species: Death is and has been bound behind life since time few started. Life wouldn’t be complete without the hand of death holding out his hour glass to maintain a sense of balance. He is balance, the keeper who maintains the cycle of life that flows within each living creature. Where there is life, its twin is bound to be right around the corner watching over every living being until their time runs out and the very last speck of sand falls from the hourglass of time. Each mortal, small or large possessed their own hour glass from the day they were conceived to the day… they draw their last breath.
Now what happens if… the glass shatters? Or what happens if the sand hasn’t run empty and already the once brimming life it has was cut by the hand who owns it? What then? What happens to a soul who’s time wasn’t meant to go but was now forced into a stuttering halt due to suicide?
This is where the long tale of reapers begin, since for as long as despair rains down on mortal minds then so does the thoughts of suicide. Death himself is a neutral being, but seeing a mortal spill his own life sand annoys the deity. Despite it shouldn’t be the case for him since he gains another soul but… the headache of closing down a half written chapter within the person’s book of life. It’s not right. But that’s not that tickled the deity’s the wrong way. It’s… the unholy backlog worth of paperwork. Yes, the afterlife does have paperwork. Nasty little creation that no one can escape. Life or death, the amount of records every soul has to their name needs be archived within death’s halls.
Even the after life… has a government of sorts, a way to handle the flow of upcoming decease waiting to be judged and sorted to their way within their journey through the realm of the ten kings? Bet you didn’t see that coming? People often expected their route to either end in god’s doorstep or the devil’s back porch but in reality it’s a long road with each stop being the palace of one of the ten kings of the afterlife. Each one judges a person through a glance at their book of life, or through their past actions before being sent further down the road. Through numerous trials and deep scrutiny from each judge. Normally a soul only has to reach the fourth king, the leader of the ten to receive their verdict but…not uncommon to go past the fourth king should the decease committed a far serious offense.
But back to the reapers. A reaper is a soul who personally chose to cut their own red threads by committing the act of taking their own lives in an act of suicide, no matter what the reason is be it selfless or selfish. They still ended their books prematurely. That… the council frowns upon. As such are condemned to work for their ‘final rest’ a condemned soul would know no rest. Upon their entrance into the afterlife they’re forced upon the mantle of a reaper. A being task with the collection of their fellow decease while in the side lines watch as those they collected earn their place within the land of the dead. A fitting punishment isn’t it? To watch those who can achieve what they wish while at the same time those guiding them aren’t allowed to touch such sweet peace.
But don’t fret, its not for eternity. Like a prison sentence it does have an end. The only thing is that the reaper wont know when their sentence will end. It could be two hundred years or three of service before they’re deemed ‘atoned’ and are able to finally cross to that sweet release.
A reaper’s life is one of loneliness. People cant see them, not every race is capable of seeing death’s little helpers unless they’re personally touch by dead themselves. Unlike ghosts they cant always manifest, for them it takes double the amount of required energy to turn themselves solid because their job had never been about interacting. A reaper’s duty is merely to observe.
Traits: • Hand of time || Shinigamis from ancient times were labeled as messengers of death. Beings task with the retrieval of a decease soul back into the cycle of time to be judge through their actions. As such reapers can naturally see a person's lifeforce whether it be a healthy man or a near dead pauper hanging by a thread before a reaper comes and severs the soul's connection to their mortal remains. Appearing as ethereal hour glass over an individual's head the amount of sand on top shows the remaining time a person has before they pass. To the reapers its both a gift offered to them by the god watching over death and at the same time a curse that reminds them how fleeting life is and their choices when they first committed the sins that landed them into their current predicament. • Death's blessing || “When a soul is newly inducted as a reaper death gives them a boon. A trinket if you will to guide the new reaper into their new life.” A weapon, a tool. Call it what you must but to a reaper this is their new life line. To be able to do their jobs to the highest accord a reaper needs their specific blessing to be able to sever a dying individual ties it has with their bodies. This appears as a red thread connecting the soul of the decease with their mortal remnants for 'death' to happen a reaper needs to sever that thread to release the soul. Death is natural but sometimes it needs that specific little push to get a stubborn soul to vacate their mortal remains that’s what their blessing is for. Each one is unique to a specific individual, not one is the same as the other; as different people have different personalities that manifest their own gear. The shape, form or appearance can be anything really. A pen, a sword or perhaps something as outlandish as a spatula. It depends on the person who owns it. • Undying || Whats there to kill when the person they're trying to kill is already dead, gone, rotting somewhere six feet under? Reapers are still and technically by all legal standards dead souls. Thus, them dying a second time is highly unlikely when they're already exactly that. DEAD. +2 Vitality • Fellow dead || Reapers just like your run of the mill ghost, dont have physical bodies to call their own. They're spirits, the same as their fellow spirits reapers possess the ability to turn themselves incorporeal allowing them the ability to turn invisible or phase through solid objects. And yes floating included in the package the only thing they have trouble doing would be full possession. +1 to resilience • Glamour || What they want others to see... is what they'll get. Glamour is a skill nearly all veteran reapers know how to use. Its a spell that allows them to alter to appearance right to the color of their share or the shade of their eyes. This however is a mere illusion to cover their real appearance. No spell weak or strong can alter the true appearance of a soul. What they can do however is manipulate how others see them by casting an illusion over their appearance in a way to 'change' it. The more added 'features' a person wants for example...anything beyond the scope of a regular human's appearance tends to be tricky. Even for the high practice reapers. Because of this most reapers tends to stick with either altering their age or hair and eye color. Like every illusion however this CAN be broken just like normal illusions all they need to do is break the reaper's hold over their glamour. Easier said than done, but doable. • Gate to the afterlife || Just like the name advertise, given as their sole task is to guide the dead back to where they should go for judging. Reapers can open the gate connecting the living world to the world of the dead. • Requiem || When someone said Daemons and Reapers get along... its the biggest understatement possible within the scope of the universe. No they 'rarely' and I stress that part get along so to speak. How can they? When said buggers feast on the souls they're task with to collect? Not exactly what any reaper would call productive? And being souls themselves... anything feasting on fellow souls is highly unlikely to sit well with them. The only pro bono they have against the buggers is unlike their fellow dead. They at the very least have the capabilities to defend themselves against the blighters. Requiem is more or less a secondary ability they have when it comes to dealing with Daemons. Every soul has the right of redemption thus given how reapers can connected to collecting souls they have limited capabilities, given the right timing in theory they can extract a soul from within the gullet of a newly fed daemon. Note the highly stress notion of timing. It has to be done approximately within the first two or three days after the daemon has ingested the poor soul and only in that time frame after the limit goes so does the chances of saving the eaten soul. (Please ask your fellow Daemon FIRST before you attempt this. Not everyone is keen on having a hand rummage through their gullet. AKA ask the guy playing it first. Godmodding is highly frowned upon folks.) • Death's embrace || Feel that ghostly chill in the air? The sudden drop from what started as a humid afternoon now turned to something as cold as something running the air conditioner at full power. Like your average ghost, reapers possessed ability to drop the temperature around them. Not enough to cause a drastic change such as ice but enough to cause a primal sense of unease to those within their radius.
Flaws: • Condemned souls || Reapers are dead yes, but unlike the rest of those who allowed time to decide when they'll go. The souls inducted into being reapers are those who decided to screw time and take matters into their own hands by taking their own lives. In other words, suicide. Thus they're condemned to work for their afterlife instead as a way to atone. Reapers are in a sense limited in what they could do to those who's time isnt anywhere from being cut. Unless given a really REALLY good reason they cant kill. They can hurt, but they absolutely cant kill/murder the living. Even if they try, their attack would simply phased through that person or in worse cases, their own bodies would simply not obey their commands. For example if person A wanted to stab person B their hand would simply stop an inch from reaching person B's throat or which ever part person A aims. • Unseen || Another side effect of being a reaper, aside from the obvious being dead... is that unlike their regular ghostie counterparts there's only a limited set of species that can see a reaper without them manifesting first. The living arent supposed to see those task with collecting the souls of the departed. Those who's sole job is to wait by the dying person's bed side until the very moment the last drop of sand drops from their hour glass thus being given the go ahead to sever their strings. So far the only species able to see Death's little brigade are fellow undead, (Ghosts, Vampires, Grims ETC) Angelic beings, Fallens, Daemons for obvious reasons, and Phoenixes. As long as they touched with death then they would be able to see these condemned souls. • Instinctive dislike towards Daemons and anything meddling with necromancy || They're dead yes, and more so they're still souls just with an added job description in their resumes. Like a prey who can fight against their mutual predator. There's bound to be a certain level of animosity there. Though for reapers the feeling is more instinctual. As for Necromancy... Who wouldnt be irritated if something messes with their job? Even some reapers has issues with paperwork. • Manifestation || For a reaper to be visible outside the aptly named species list mentioned earlier they would have to force their bodies out of their spiritual forms and into a more solid appearance but unlike how a ghost can manifest themselves to be seen a reaper needs to take extra effort in order to be somewhat visible outside the undead spectrum. Frankly because of one... certain reason. Reapers are meant to observe. Not interact. Effort ladies and gentlemen, effort is key which sadly not everyone has the patience for.
SIN EATER Name of Species:Sin Eater
Baseline Dimension: [Human Form]: In this form Sin Eaters will have the same dimensions as a normal human being with the only real difference being their weight. Despite their normal appearance Sin Eaters tend to be exceptionally light, averaging between 25 to 50 pounds. This lack of weight is credited to the fact that they exist on the border of the spiritual and physical world. Some Sin Eaters wear weighted clothing to compesate for this weight difference. [Cursed Form]: A Sin Eater’s Cursed Form general has very similar dimensions to their human form though the addition of horns, a tail, or scales may at a bit more to their height/width. Baseline Appearance: [Human Form]: In this form Sin Eaters look exactly the same as everyday people and can have just as much diversity in their appearance as well. If a Sin Eater has eaten an overabundance of sin/negative emotions some of the traits of their cursed form may appear in their human form. [Cursed Form]: While this form is still humanoid in nature it is decorated by a number of different features such as horns, scales, claws, fangs, and/or a tail that aren’t found in the Sin Eaters human form. In this form the Sin Eater takes on a far more demonic/monsterous appearance but they still maintain a generally human appearance. This form is a result of all the sins/negative emotions a Sin Eater has consumed. Culture/Origin of Species: While the exact origins of Sin Eaters isn’t entirely understood, though their are some theories, it is well known that they come into existence during times of great strife and despair. It is well record that when people die in massive numbers be it from war, famine, or plague Sin Eaters are known to appear at the scene of the event. A flickering phantom walking amongst the casualties of the catastrophe feeding of the sins and negative emotions of the dying allowing them to pass on in peace. For the first few days of their existence Sin Eaters’ bodies are incredibly unstable and can be seen constantly flickering in and out of the physical plane. It is for this reason that Sin Eaters are usually mistaken as ghosts of the fallen or reapers who have come to take the souls of the dead. After feeding on a numerous number of sins and negative emotions, however, the Sin Eater’s body will eventually stabilize allowing them to exist in a state between the spiritual and physical planes. Since the creation of a Sin Eater is a rare event, due to the fact that it requires a large death toll in a very short period of time, the population of Sin Eaters world wide is significantly smaller than that of many other species. At the same time this species is also very scattered throughout the globe making it very hard for any unifying culture to form and as such many Sin Eaters either act independently or adopted the most prevalent culture in their area. There is, however, a governing body simply called The Council that creates and enforces a general set of laws all Sin Eaters are expected to follow. {MORE INFO} Propogation: There are two major theories on how Sin Eaters are created. The first of these theories states that Sin Eaters are created from the collective feelings of regret, anger, and despair of the dying. While normally these emotions just fade away with the dying when they occur in high concentrations it is believe they can condense and gain a consciousness in the form of a Sin Eater. The souls of the dying that summoned the Sin Eater are than used as a sacrifice to give the entity is physical form. The second theory views this species in a much more positive light and states that they are created from the dying wishes of the fallen for salvation, hope, and peace. The Sin Eater in this case is believed to have been brought into the world to help the living and ease the pain of the dying. Their physical bodies are created from the collective wishes of the living in this scenario and Sin Eaters are seen as being doctors for the soul instead of entities of darkness. It should also be noted that while these two theories are used to explain how Sin Eaters spontaneously appear into the world this species is also able to reproduce on their own. However, with Sin Eater numbers so scattered throughout the world it is far more likely for a Sin Eater to mate with a member of another species than they are to mate with one another. Society’s View: Sin Eaters are usually shunned and abhorred by the general population except during times of great despair. Due to the appearance of their cursed form they are commonly mistaken for demons and monsters causing them to be driven out of towns and cities since they are believe to be a threat. Unfortunatelty, even when their species is recognized by the people of a town they are avoided since they are viewed as being unclean, since they eat the sins of others. They are generally more welcome during times when death tolls are high but this is because the people are hoping to use them as tools that can provide them with a better afterlife. The Council/Laws: The Council is the closest thing you could call a ruling body for the free spirited Sin Eater species. This government is composed of ten members, who are recognized as being oldest Sin Eaters currently in existence. The true names of these council members are also kept anonymous and instead they are referred to by pseudonyms. This council is further divided into two groups, The Grigori and The Chairs of Sin. The Grigori are the absolute authority in the Sin Eater government, having the last word on the creation of laws and the administration of punishment. This part of the council is composed of three members referred to as Azazel, Ramiel, and Samael. While The Grigori hold absolute authority they tend not to get involved in a most rulings unless it is absolutely necessary or a grave offence has been committed. This is where the Chairs of Sins come in and take care of most situations. The members of the Chairs include Acedia, Ira, Superbia, Avaritia, Luxuria, and Gula. The Laws 1.All sins eaten from a dying individual must be record so they can be brought to correct afterlife.* 2.Before eating the sins of someone who isn’t dying the Sin Eater must first make sure two conditions are met.* 2a.They are given permission 2b.The person who is to have their sins eaten must regret their sins and be seeking redemption 3.Sin Eaters must not interfere with the fate of the dying. If a mortal is meant to die than they must die *Newly created Sin Eaters will not be accountable for breaking these rules due to their ignorance of the law Punishment The primary punishment used by The Council for punishing those who break their laws is starvation. Sin Eaters who are found guilty of breaking one of the laws are held in containment and denied sins and negative emotions of any kind until their sentence has run its due. While it is rare a Sin Eater might also be starved to death if they are found to be a repeat offender or committed a grave offence that has put the whole Sin Eater species at risk. Flickering/Overconsumption: When a Sin Eater is starved or receives a significant amount of damage their physical form becomes incredibly unstable. Just like when they first appeared in the world their bodies will begin to flicker in and out of view as it begins to lose its hold on the physical plane. In this state Sin Eaters are at their weakest and are plagued with fatique. Given time and a supply of sins/negative emotions the Sin Eater will be able to repair their body and restabilize themselves. However, if a Sin Eaters fails to find something to consume they can faded out of existence all together. On the other side of the scale Sin Eaters are also capable of overeating resulting in temporary corruption of their personality. When a Sin Eater eats more sins and negative emotions than they can handle they will find themselves temporarily taken over by them. Consuming too much wrath with result in the Sin Eater finding themselves unnatural angry, too much sadness and the Sin Eater will find themselves falling into a temporary depression. It is because of Flickering and Overconsumption that Sin Eaters have to pay very close attention to how much they are eating.
Traits: •Corruption Consumption: Sin Eaters are able to draw out, store(usually inside of an item of food), and consume the darkness found within a soul. •Spiritual Connection: Being an entity that exists in both the physical and spiritual plane Sin Eaters are able to see and interact with entities on both planes of existence. •Curse Enhancement: The sins and negative emotions that Sin Eaters consume are converted into strength inside of their bodies(+1 Strength). •Semi Immortality: Sin Eaters are ageless entities whose’s bodies are constantly being reconstructed from the sins and negative emotions they consume. As long as they aren’t starved they can heal their injuries by temporarily giving up their physical form for a few days, possibly weeks depending on the level of damage(+2 Vitality). •Temporary Shapeshifting: Due to the instability of their physical bodies Sin Eaters are capable of temporarily manipulating their appearance. However, this is a fatigue inducing activity and can only be held for a very short period of time. •Sin Sense: Just like a human can smell and taste the difference between different types of foods Sin Eaters can sense the difference between different types of sins. As such they are able to get a sense of what emotions the people around them are feeling.
Flaws: •Outcast: Due to their appearance and diet Sin Eaters are generally shunned by society. They are viewed as unclean and thus avoided. •Instability: Due to the fact that their bodies are only partially physical in nature Sin Eaters are very fragile(-1 Resilence). •Overconsumption: While Sin Eaters need to eat sins and negative emotions to survive, consuming too much at once can overwhelm them. Overeating can temporarily twist the Sin Eaters personality.
SLIME Name of Species: Legendary Slime
{CLICK HERE for Appearance, Culture, and Origin} Baseline Dimension: A normal slime is basically the size of a cat or a small dog. A High Slime has eaten so much it has swollen up to the size of a car. However, a Legendary Slime has become so big it can even swallow an entire elephant Baseline Appearance:{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler} Culture/Origin of Species: Slimes don't have a particular origin or culture like most other species, in fact, slimes start out as a non-sentient species that slime their way through a forest, cave or basically any natural environment. Most of the time they are not really big, in fact, they are actually really small to the point they only devour small woodland critters. Sometimes you could encounter bigger ones, but most of the time you won't. They are after all a low level creature, and are often the target for basic training. However, there are exceptions, every once in a while Slime luckily manages to survive, devour beings until the point it can consume larger creatures. And if it grows large enough and eats enough sentient creatures as its nutrition it becomes a High and later on a Legendary Slime and actually become a sentient being itself.
Traits: • Their body is fluid, which means it can shapeshift • Melee attacks have less effect on their body • Since their body is made up of slime, it can move its entire body through small and difficult spots • It's a slime!
Flaws: • Slimes are extremely weak to any kind of fire. Normal or magic wise • Slimes are a gluttonous creature, even when hiding in a human form. So it might have trouble to adjust to city life • Slimes can't handle droughts or extreme heat.
STRIX Name of Species: Strix
{CLICK HERE for Appearance, Culture, and Origin} Baseline Dimension: The Strix come in a variety of heights and size, from the smallest being 4ft and to their biggest being 6ft. They however do weigh very lightly and are often leaned muscled.
Baseline Appearance: Strix easily resemble really large owl harpies. They possess the scaled feet of a bird, talons included however their arms are not permanently wings. Instead their wings form a cloak around their body. They wear a set of headgear with a mask attached to complete the owl look. When they fly their arms fuse the cloak to become wings. They maintain a relatively child like if they are on the smaller range of dimensions.
Culture/Origin of Species: The Strix live in the colder forest regions of Mistere. With impeccable hearing, the Strix have adopted to a life in the trees and the night, a trait they still possess in whatever remains of Mistere’s forest. The Strix are surprisingly charismatic and have great people skills, allowing them to live in arenas suited for their needs, often while giving something back. However the Strix are nocturnal, and often take time to assimilate themselves to the more common diurnal.
The Strix share a symbiotic relationship with a special moss. In exchange for protection against herbivores that eat the moss by growing the moss inside their feathers, the Strix are able to use the spores produced by this moss to become invisible. The areas where they grow the moss before giving a Strix Owlet their moss remains a mystery outside of Moss caretakers.
They have a special ritual they hold every year to their patron goddess they call "The Face of the Moon", where using a special talon gloves that allow them to grab burning coal. Then two teams of ritual priests while attempt to fling the coal while it is still burning into the opponent's hoops. The moss's reaction to the heat of fire causes them to glow a variety of colors, thus becoming a spectacle of light.
Traits: • Symbiotic relationship with the moss allows them become invisible or turn those around them invisible. • Like owls, they have incredible hearing, allowing them to hear even a pin drop.
Flaws: •Loud noises and bright light will daze them and confuse them. The moss often also goes psychedelic from the bright flash.
SUCCUBUS Name of Species: Succubi
{CLICK HERE for Appearance, Culture, and Origin} Baseline Dimension: Much like humans, no two Succubi look the same. However, it'd be a lie to say that they come in all shapes and sizes. Most pure bred Succubi range from light featured to well tone, and they are usually all on the average side of the female population, generally being within six inches of 5'5." The weight that they carry is all over the place due to the weight distribution however, the average of most of the female demons is 135.
Baseline Appearance: It's hard to have a basic appearance for the demons that literally thrive off of becoming people's fantasy women. However, they are known to favor forms that have lighter hair colors and will rest in these forms, the most common hair colors for the demons would generally be pink, blonde. Their eyes will usually be a strong blue, green, red, or gold to attract attention of all kinds unto themselves. Their ability lies in being able to blend in flawlessly with human society. You'd never see an succubus that has viewable body fat though. Since they are supposed to appeal to as many people as possible, their body burns off fat extremely fast and channels the results of exercise quicker than a human body, leading to an amazing metabolism. So as a result, many Succubi have toned bodies and great figures. Other than these factors, they blend in extremely well into society, which can be a blessing for them but a plague on society.
Culture/Origin of Species: When the Ancient War ended, the first set of Succubi were created. Their will was created in the time of mating for the animals, so their carnal desires for lust were created first and then like women, the physical bodies of the first Succubi were completely human but the chemicals that came from Hisakawa influenced their body structure, causing them to gather attention whether they sought it or not as well as providing them with a body that could help with their basic motivation to live. Their male counterparts, Incubi, were completely uninterested in them and the Succubi felt no way about them either. However, when in times of underpopulation, the two would rely on each other as essentially an infinite source of energy, although they found no fun in the experience. And when you are beings that completely focus on having fun with the suffering of those beneath them, this got rather dry. The two species have a mutual agreement to stay away from each other except in cases of extreme desperation. Generally, times when there were cases of various men of different statures, whether be nobility or even common folk, disappearing and never even having left a trace, it was most likely a Succubus who drained their body completely of their life energy before their body was left with nothing and completely faded into dust. None were ever really caught leading to some of the greatest disappearance cases left to the world to wonder what happened. The crafty demons generally only choose the victims to kill if they bugged them in an annoying fashion or treated them as something lesser. They are beings of pride so they always aim to knock those who view themselves as above them down a peg. Usually, this results in them becoming a power source for the Succubi and the Succubus just having another body to hide. They blend in extremely well in society but usually can be pointed to strings of disappearance cases that specify around males. However, with the newest generation, Succubi don't really care about what they absorb energy from specifically causing them to become more of a nuisance than anything. The Succubi are extremely prideful beings that are completely aware of what they are doing when it comes to influencing people with their looks and always strive to be above the rest. They are completely aware that their abilities seem limited to appearance but with each generation growing more unique, Succubi are a force to be reckoned with.
Traits: • Libido - All Succubi are physically appealing, far past the normal beauty, and have much greater stamina than that of a human being. As a result of this, they gain 3 Aspect points to their Stamina. As an appearance effect, it simply makes them appear extremely beautiful as this is the origin of their fast metabolisms, high libido, and beautiful looks. • Beacon - Succubi are already able to attract attention from appearance alone, however, this trait of the species amplifies it. By channeling their focus, the Succubi can gather the attention of those around them. They can choose what kind of attention it is as well, whether it be lust, adoration, idolization, or even negative attention. This is a trait that can go out of control from the Succubus's emotions, however, so they need to train themselves to only activate it when they truly need it. • Trance - With a little more focus and training, the Beacon ability can be trained further to evolve into Trance. While they stay the same in that Succubi can completely place someone of their choosing in a trance-like state. Everything that the Succubus says to the affected party will have them act accordingly causing them to have complete control of the person that they influenced. • Drain - When the Succubi make physical contact with someone, they can choose to drain the physical life energy of the person. This causes the person to experience a rush of fatigue and neediness. Being drained by a succubus is incredibly dangerous due to it having an addictive property. The Succubus benefits from the life energy causing them to feel more alive after an encounter with an eager person. More advanced Succubi are completely well versed enough that they don't need to make physical contact and can even drain energy from people's thoughts and sustain themselves completely off of that instead.
Flaws: • Purity - If a person is aligned with a holy aspect, the Succubus will feel a compulsion to not try to influence them as they can potentially damage the Succubus as they are demons at the end of things. • Insatiable - Succubi have incredibly addictive personalities so it can lead to various issues whether it revolves around their lust for power, people, fame, or even just substances that they can easily abuse. Once an Succubus gets a taste of something that they really like, they will stop at nothing to get as much of it as possible, sacrificing everything they have to offer, body, mind, and soul.
TENGU (TRADITIONAL) Name of Species: Tengu
{CLICK HERE for Appearance, Culture, and Origin} Baseline Dimension: Average human height.
Baseline Appearance: Generally, Tengu either appear as birds, typically corvids, or as humans or oni/goblins with large black wings protruding from their backs.
Culture/Origin of Species: Originating from a place of legends and lore known as Mount Kurama, the Tengu are a bold and proud species of yokai. They generally stick to their own kind in seclusion on mountains or in grand forests. Tengu are known for upholding traditions and holding on tight to family ties and honor. Few are seen casually living among other species unless they are on business or have been banished from or cut ties with their family clan.
Traits: • Wings. Tengu can manifest wings on their back between their shoulders. These wings are capable of flight, even in turbulent conditions. • Hauchiwa. Most tengu possess a 'feather fan' which gives them the power to stir up great winds and control them to an extent. • Cunning. Tengu have a natural +3 to their Stamina Aspect due to their keen and intellectual minds. They have a knack for creating objects that are magical and mystical in nature.
Flaws: • Low alcohol tolerance. Tengu are known to get drunk rather easily. • Proud and stubborn, Tengu often have difficulty getting along with other species or working well in a classroom setting.
THUNDERBIRD Name of Species: Thunderbirds
Baseline Dimension: Come in bird form and human form. Bird form weighs in at an average 450kilos, height of about 6ft. In human form their height retains but weight about 67kilos. Males are notably heavier at 83kilos.
Baseline Appearance: The thunderbirds have a total of either 3 or 4 pairs of limbs. 2 sets of wings and either having 2 sets of legs or 1 set. In human form this translates to those with 1 set of legs having no arms, instead their wings take up most of their shoulder, and those with 2 sets have arms and legs, the wings however pushed into their shoulder blades to make room for their arms. Golden hair and golden feathers make up their natural coating. Brown skin is what thunderbirds have naturally.
Culture/Origin of Species: Ever heard the thunder clap? The sound of beating rain? Lightning striking the earth as if sounding the drums of change? These are the Thunderbirds. Coming from a part of Mistere that only certain species could live, for thunder and lightning, hail and storm make life below practically a harsh windy no man's land. Female and male thunderbirds never live in the same place until marriage, as it is tradition for Thunderbirds to remain abstain until the union for life. Tribal markings indicate married couples. Other forms of markings indicate children that are coming of age, elderly thunderbirds reaching their final day and people of significant authority such as Shamans and Chiefs.
In the modern days thanks to certain magics and sciences, special lightning rods have been placed in the Thunderbirds’ territory(with their permission) in order to house the species’ incredible electricity to power the cities. The birds even maintain a power plant found in the Eye of the Storm, a special place only the Thunderbirds know of. They are also seen doing weather reports. Students who enroll into educational institutes are given special battery packs in order to prevent any accidental electrocution. This especially notable in younger Thunderbirds where their power is not fully controlled by their will.
In Thunderbird culture, there is a sort of position ranking. The Elder Shaman is of the highest authority, however the Chief rivals said authority in order to ensure a balanced opinion. Shamans come after Chiefs and Elder Shaman to act as advisors and consultants. The Chief's spouse is then next in power, followed by his/her children. Everyone else is of equal power. Currently there are over 23 different Thunderbird tribes, each with a unique marking for their tribe.
Traits: • Masters of the weather, Thunderbirds create thunderstorms and hurricanes with minimal effort. It is however controlling these storms that show the true masters from the new ones. • The Thunderbirds possess an organ in their throat that produces a deep low boom that can travel miles, often use as communication or a way to stun prey. This organ also makes them really bad at singing.
Flaws: • Thunderbirds need to constantly discharge their electricity. Younger thunderbirds do it without compromise while inside Thunderbird territory however are given special battery packs that sap their electricity to prevent them from going trigger happy. Older thunderbirds, having a more developed organ, do not need to worry about going trigger happy but still need to ensure they don't built up too much.
TIME LORD Name of Species: Time Lord
{CLICK HERE for Appearance, Culture, and Origin} Baseline Dimension: Despite being Aliens Time Lords have the base build as humans, though tend to be more sleek.
Baseline Appearance: Appearance varies from Time Lord to Time Lord. Endless possibilities. However one thing sets them apart from humans. Time Lords have two hearts, and a slightly larger brain. They are also capable of changing eye color.
Culture/Origin of Species: Time Lords are a type of alien species hailing from their home planet of Gallifrey. They were the first to gain the knowledge of time and how it works, building off of it to create an empire and the technology to tame it. From this empire they look after the Time Vortex, undoing damage that other species attempt to inflict upon it for their own gain. While inherently being pacifists they are not afraid to start wars in order to keep time balanced. Young Time Lords, once they meet a certain age of incubation in the nurseries, enter either the Academy or the Army. The ones that enter the army are known as Time Patrollers, tasked with accepting missions from the council and ensuring the safety of the Time Vortex. While Academy students eventually graduate and travel to progress the planet's knowledge of the universe. Any Time Lords who enter neither become regular citizens of the planet.
Traits: • Having two hearts, Time Lords gain a +1 to Vitality, while also if one heart is injured in any way the second heart can sustain their body by itself until it is healed. • Because their brain is more advanced than a human's Time Lords have entered the point in gaining minor telekinesis and telepathy powers. • Time Lords have mastered regeneration. When a Time Lord is injured their body begins a regeneration process that heals their ailment in a matter of minutes. However if they gain a fatal injury their regeneration is dialed up and their entire body regenerates, giving them a new body with new appearances. This way they can live practically forever. • All Time Lords, being exposed to the Time Vortex's energy all their lives, gain a vague sense of events that has happened and will happen within the universe. They cannot, however, gain specific information from this. • Time Lord's bodies are rather tough, storing all their knowledge and power into one being. They gain a +1 to Resilience and can withstand harsh conditions (freezing cold, vacuum of space, high pressure, extreme heat) for about 6 minutes, only suffering minor consequences such as blindness. • A Time Lord's real weapon is their vast knowledge and wisdom. They gain a +1 to Speed, as their mind processes things very quickly. • With their minds so far advanced, so are their senses. A Time Lord's senses are 10x more powerful than a human's.
Flaws: • Telekinesis and Telepathy powers are limited to a fifty feet radius, and they cannot lift more with their mind than they can physically. • If an injury is serious enough a Time Lord will enter a comatose state while their body heals, a state that can last from 48 hours to an entire week depending. • Unlike what many may think, Time Lords are unable to interfere with events embedded within history by law. If this is broken serious punishment is ensured.
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Izalie
Administrator
fishsticks
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Dec 27, 2018 15:40:06 GMT -6
Post by Izalie on Dec 27, 2018 15:40:06 GMT -6
U, V, W, X, Y, Z VAMPIRES Name of Species: Vampire
{CLICK HERE for Appearance, Culture, and Origin} Baseline Dimension: Vampires share their height range largely with humans ranging typically from 5-7 feet tall. Weight is less for Vampires averaging between 80-120lbs due to their blood diet.
Baseline Appearance: Vampires resemble humans in many appearance regards, possessing many of the same hair and eye colors. However, the Vampire species is much paler than human's deathly pale, possess claws, fangs and can sometimes bat wings or devilish tails.
Culture/Origin of Species: Vampires originated from a tribe of humans, over many generations they lived secluded on an island nation, feeding only on their elderly tribe members. Over generations their bodies had adapted to this diet, when a couple of members of their tribe left for more resourceful countries they found that they were craving the blood and flesh of the humans.
Traits: • When any Vampire bites someone of the human species, the venom in their fangs transforms that individual into another vampire. • Compared to other species, Vampires can go a very long time without consuming anything even blood due to already being dead the little metabolism being undead gives them is extremely slow, burning food slower than snakes. • Vampires are capable of utilizing bats in whatever ways they desire, communication, minions, etc. • Vampires are capable of flight outright or transforming into a bat in order to fly if it so pleases. • Short of being staked in the heart, bitten by a were-creature, fed garlic or too many other plants, they are immortal falling unconscious instead of dying if damaged to the point of death. • To an extent all Vampires are capable of 'hypnotizing' other species whom stare into their eyes for too long, these subjects remain hypnotized until released or separated from the vampire for over a day.(Permission is needed on Played Characters, and any important NPC's) • Able to limitedly manipulate blood when it's outside of someone's body, mostly into shapes or such. • Vampires age at a much slower rate than humans.
Flaws: • While not all go around fearing Garlic all Vampires are extremely allergic to the plant and anything bore from it, having a deathly reaction when exposed. • Vampires tend to avoid Weres because the bite of any Werecreature is a deathly poison to Vampires. • The species is rather easy to identify if someone knows the fact they possess no reflections, which also means it's hard for them to hide what they are in many day to day situations unless they're careful. • All Vampires are unable to digest plant matter and have violent reactions if they consume any actual plants.
WENDIGO Name of Species: Wendigo
{CLICK HERE for Appearance, Culture, and Origin} Baseline Dimension: Even when crawling on all fours the Wendigo easily stands almost two meters tall, however, when standing up it reaches a height of almost 3 meters. A mythical man devouring creature who makes his home in the more darker and grim woodlands of the world.
Baseline Appearance: The Wendigo is a large monster with a tall and muscular build, fur covering its entire body and long claws. However, while his body does appear slightly humanly shaped as it can walk on two legs his head is anything but. Far from any normal creature, his head has the appearance of male deer's skull with antlers growing on top of it.
Culture/Origin of Species: Algonquian/Native American. It is said when an evil spirit takes hold of a human it transforms them into this horrid creature, some say man's own evil like greed and gluttony transforms even the bravest of souls. However, none of these have really been proved, it seems that the Wendigo always has been there, hiding in the darkness of the woods waiting for prey to wander off the trail.
Traits: • When surrounded by darkness and shadows the Wendigo is nearly invisible to the naked eye. They have an affinity for darkness and shadow based talents. • When in its wendigo form this species has enhanced senses, and can mimic voices to lure people away. The area around the wendigo will grow darker as if light is being sucked away. • The wendigo gains one point in the strength aspect • The wendigo gains two points in the resilience aspect
Flaws: • It has a tendency to lose its humanity and become more beastlike at times. • In a modern society and city it can be hard to live due to the cravings to hunt prey for flesh. This hunger may never be fully sated. • A weakness to fire and silver, magical or non magical • Protection circles of a holy type are stronger against a wendigo, due to the wendigo being a foul creature. Many other people feel uneasy around wendigos even when the wendigo is in human form
WERECREATURES Name of Species: Werecreature
{CLICK HERE for Appearance, Culture, and Origin} Baseline Dimension: When in humanoid form they typically range from 5 to 7 feet tall and weight from 100 to 200 lbs.The animal form is twice the size of it’s normal animal counterpart and it’s normal weight plus half.
Baseline Appearance: The appearance of Weres is realistic to humans for the most part expect their eyes come in a much wider range able to be almost every color. When in animal form they do tend to follow realistic colorations with pelts, save for the eyes. When the animal pelt doesn’t match the humanoid hair color at first transformation, a were’s human appearance may change when they transform back, if it does so this is permanent.
Culture/Origin of Species: The rumor is that unholy creatures have stolen the pelt of humans and wear them to venture out of the wilds in order to invade civilized society. However, if you ask any Were for the truth the exact opposite is the truth! Each and every naturally born Were is born in a humanoid form, or turned from an actual human, it’s the animal that is worn by them in order to survive in their wild home. Most of the Weres that do venture out of the wilds mean no harm whatsoever and are simply curious about the other creatures around them. Short of the night in which they are corrupted by the full moon’s light? The species is dolce towards other creatures who can find decent common ground with them. However, living as to different things they are both efficient at defending themselves and vicious in doing so. Yet, somehow even when feral Weres will never attack each other as if they have some special way to tell who isn’t one of them.
Traits: • Outside of when the Full Moon is hanging in the sky, Weres can freely transform between their animal and humanoid forms, or somewhere between them if necessary. • Regardless of their current body these creatures have incredible senses that far exceed anything most others possess as they have the senses of two species stacked atop each other due to their were condition. • Weres age extremely slow compared to humans having average lifespans of 300 years even in areas of great danger. • Almost any injury dealt to a were from anything besides things containing silver, bane, something doused in vampire venom, will heal over next to immediately. • Being excellent hunters these creatures have what one may call ‘predator sense’ once they locked onto a target for some reason, it's next to impossible to lose them. • Many claim that were species are super fast that you just can’t see them, this is actually false, instead light reflects remarkably well off their pelt making them generally harder to see as it plays tricks on the eyes. • Weres possess a venom in their fangs that when injected into humans via their bite, transforms the human into a were. • When a were is not transformed to most interacting with them the species seems to be normal humans. • Being a wilds dwelling breed, most weres have an impeccable ability to identify plants and animals from all over the place. • Regardless of distance if a Were is capable of communicating telepathically with other Weres if they both wish to.
Flaws: • Weres have an extreme weakness to anything involving the metal silver, it burns their flesh and weapons made from it are very efficient at killing them. • Bane is highly toxic to Weres, even the smallest amount of this varied plant species or things derived from it is capable of bringing one down. • If a Were shape shifting willingly is jolted with electricity the transformation is stopped and will not work again for about fifteen minutes. • Once every moon cycle, on the full moon, weres are forced to transform against their will and unable to shift back until sunrise. Most weres unassisted by magic go completely feral during this time often needing chained or caged to avoid harming other species. • The sole reason Weres tend to stay away from Vampires, is that the bite of the Vampire is poison to them.
WITCH Name of Species: Witch
{CLICK HERE for Appearance, Culture, and Origin} Baseline Dimension: Just like humans do. They can come in all different shapes and sizes.
Baseline Appearance: Nothing really specific but the souls of witches tend to favour choosing bodies that don't blend in to society whether it be through a body difference, an obscure hair or eye colour but it's really up to the witch's soul to decide this.
Culture/Origin of Species: The origin of witches dates back to far beyond the War. They've always existed but have never tried to stay within the spotlight for long due to being ostracized for an extremely long time. Either way, they usually live in silence and far away from society, resulting in those with witch's souls to almost become lost to history because they usually disappear for long times.
Witches are the souls that were blessed with power from creation. These souls were strong enough to survive the body even after death and when the host's body dies, the soul must find a new vessel within six days or the power it contains will dissipate and will pass on. Once it finds a new vessel, it has to be a newborn. The witch doesn't overwrite the personality but instead becomes a layer of the soul of the person that they possess. It almost acts as a layer of defense on soul based attacks. The witch soul resting in one's body causes various effects but it also bears curses due to the immense power that each soul possesses. Witch's souls do not have a preferred gender for which they possess however, so both males and females can be witches.
Traits: • Archive - The witch has extensive knowledge on thousands of topics, leading to most witches being extremely intelligent regarding nearly all topics. However, this doesn't mean they are all knowing, just that they have a lot of prior knowledge to work with. • Enchant - The witch has a higher affinity with magic and can perform spectacles involving all elements that they wish to use. This gives them the ability to use their Talents to their full capabilities whether they are combative or not. Grants them a +1 bonus to Strength. • Panacea - Witches have enhanced healing capabilities thanks to the additional soul that rests within them. This causes them to heal from their wounds a lot quicker and be able to take more hits in general. Grants them a +2 bonus to Resilience. • Virtue - Witches have the ability to sense people's intentions whether they are good or evil. It also lets them detect when a person is lying to them. When someone is lying to them though, the witch is free to read the mind of person to figure out the truth behind their words.
Flaws: • Strife - Being a witch warrants a lot of negative attention. The witch's soul attracts attention and it's always negative. Most of the time, it can only be suppressed where everyone just strongly dislikes the witch, but a newer witch is at risk from getting attacked just from the bad vibe that they give. • Discord - The two souls within the vessel can cause physical problems for the vessel as they can halt growth, whether it be physical or mental. The two souls are never truly at peace and when the souls are in complete discord, it risks tearing the vessel from the face of the land because of the two countering forces within them.
WITCH'S FAMILIAR Name of Species: Witch's Familiar
{CLICK HERE for Appearance, Culture, and Origin} Baseline Dimension: Normal dimensions of whatever bestial animal is used.
Baseline Appearance: Any kind of bestial animal. Though normally smaller animals such as birds, rats, and cats are used for Familiars.
Culture/Origin of Species: Just like how mankind has their best animal friends, so do witches. The culture and origin of Familiars are unknown, as they have been used by witches since their very existence. However, what is known, is the process of how one becomes a Familiar. A witch must first locate an animal, and then force some of their own magical essence into them. The witch and animal will then become as one until either of their deaths.
Though some may find this inhumane or even a form of slavery, Familiars are not usually sentient enough to grasp onto this aspect. Their owner's will if their own, and they will follow through no matter what.
Traits: • A witch's work needs to be done quickly. To make sure their companions get what they need as quickly as they can their speed is increased by 2 points as well as great flexibility. • Due to having some of the witch's power within them a Familiar's strength is increased by 1 point. • Familiars have both low light and night vision so they can see even in the darkest of areas. • Because they are bestial but are trained to understand common speech Familiars can understand and speak any kind of language. • A Familiar's physical senses (sight, hearing, etc) are 2x as powerful as their regular species'.
Flaws: • Because a witch uses some of their own power to make an animal their Familiar, if a witch dies the Familiar will once again become a non sentient animal. Though, whatever the witch teaches the animal on their own will stay with them despite this. • Familiars cannot shapeshift by normal means unlike other species. In order to do so they would need a magical item, ability, or potion with the ability to do so.
ZOMBIE Name of Species: Traditional Zombie
{CLICK HERE for Appearance, Culture, and Origin} Baseline Dimension: Same as the species they originated from, default dimensions are same as human.
Baseline Appearance: Zombies appear as corpses, however they can use the generic shape shifting trait to appear “alive” and fine. This allows the zombie to keep the appearance of the species they are based on.
Culture/Origin of Species: Zombies are the corpses of those who have died reanimated so that they may walk again. There are different kind of zombie’s, and supposedly there are types of ancient zombies which are completely different from what’s known now as a ‘traditional’ zombie. This type of zombie however, is now regarded as the traditional type because of how common they are, and how the other types most likely originate from them. Zombie culture is very care free, seeing as how they lack many of the worries of other species, and many frequently just shamble around minding their own business. Some zombies can aspire to more but culturally they are very individual and relaxed. Those that aspire to more find that their inherent traits provide them with many advantages in fields which involve labor and require durable bodies, so often zombies will act as construction workers or laborers, though they have recently formed unions to keep their wages fair.
Because zombies can be born in addition to being made, many zombies don’t care too much about the exact origin point of the species, only that they currently exist and are one of the more diverse groups of undead, due to their numbers and the species they have infected. Currently it is outlawed to infect another and turn them into a zombie without filing the proper paper work and getting consent from all parties involved, violation results in a variety of terrible punishments for a zombie, though they are too gruesome to mention here.
Traits: • Zombies are stupidly hard to kill, they have +2 resilience. • Zombies despite being corpses are stronger than average, they have +1 strength. • Zombies don’t have to eat, drink, sleep, breathe, or really any normal bodily function of their base species. • Zombie’s can willfully bite others to turn them into a zombie, though currently the use of it is restricted, and is a punishable offense.
Flaws: • Zombies are slow, they have -1 to speed. • Zombies are generally unintelligent.
YU FU Name of Species: Yu Fu
{CLICK HERE for Appearance, Culture, and Origin} Baseline Dimension: Yu Fu naturally come as mermaid-like people. Combining the length of their tail to head, they can range from 4ft 9 inches to 7ft, strongly dependant on their tails however. They weigh 56 kilos on average. They gain average human heights and weight when entering a human form after removing their tails. Baseline Appearance: Their lower half varies based on ancestry, though most common tails are Koi, Betta, Guppy and Goldfish. It is notable that some tails could be of other aquatic species from crustaceans to aquatic mammals, most common of these variants being seal tails. Eye color often has the palette of the sea, though commonly sea green, ocean blue and abyssal black. Hair often comes in pink, yellow and blue. {Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler} Culture/Origin of Species: The Yu Fu are descendants of mermaids and selkies, hence they all female. This caused them to gain the ability to walk on land and shed their mermaid tail in favor for legs. They used to inhabit the Hisakawa waters before leaving as the monarchy set themselves up. Now a large populace occupies Mistere, and in order to accommodate these watery residents, underground channels of water go through the city to allow them to travel without the need to take of their tails. Yu Fu tend to wear jewellery with different colors that represent their emotions, and respect for the elders is apparent. Though curiously bare back clothing is also a common choice.
Traits: • The Yu Fu are well known for their ability to remove their own tails. Upon doing so their tails become like a cloth which upon putting on again will allow them to enter their mermaid form again. As they technically aquatic, they are able to swim proficiently and breathe underwater. • Most Yu Fu are capable singers. Instead of throats, they have something they call “Conch Shells”. This replacement allows them to manipulate their voice to a degree that they can basically go to any pitch and any volume they can hear, while being able to manipulate water bodies. • Yu Fu will have a natural nautical compass, so they rarely get lost while out in the ocean. Just don’t expect them to help you with land navigation though.
Flaws: •Yu Fu have one major weakness. If they stray too long from their tails, they will start to feel the urge to return to a body of water. At first the symptoms are they frantically search for their tail, and the longer they take the stronger the urge becomes. Once they take too long, they petrify into a salt statue. Putting on the tail before turning into salt statue will remove the urges immediately.
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