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MetaSanctuary
Vice Captain

PostPosted: Sat Jan 02, 2016 4:21 pm


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Visual Differences between Stages
Each stage provides different visual queues as to what the Meta is - from wings and eyes, to hair, skin, and even floating limbs if the Race and Item grant it.

Difference Between the Stages
Toddler- Has very small wings if applicable. Oddities are present on a minor scale.
Child- Small/medium wings if applicable. Oddities are more defined now.
Teen- Larger wings if applicable, Oddities are almost fully grown in.
Adult- Large wings if applicable, Oddities are at their fullest grown.
Elder- New oddities may emerge after Elder Quest.

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PostPosted: Sat Jan 02, 2016 11:01 pm


+ANGELIC METAS+



        Below are basic descriptions of Angelic Metas and their racial subspecies.(Using the Official System)


        -Angels-
        General Race Attributes: Single pair of feathered wings, any color – favors light colors, though.
        Rarity Level: Common

        ..........Special Race Powers//

        -Summon Light Artifact: Summons one light artifact that boosts the power level of a single power once per day.

        Normal:

        Child:+2
        Teen:+5
        Adult:+7
        Elder:+10
        Limit:
        -Use once a day


        Lite:

        Child: +1
        Teen: +1
        Adult:+2
        Elder:+3
        Limit:
        -Use once a day


        -Archangels-
        General Race Attributes: Two to Three pairs feathered wings. Any color of wings. Favors light colors.
        Rarity Level: Common

        ..........Special Race Powers//

        -Summon Light Artifact: Summons a special light artifact that boosts the power level of a single power once per day. (2 artifacts)


        Boost one power for one post a day. (2/2) Two artifacts.

        Normal:

        Child:+2
        Teen:+5
        Adult:+7
        Elder:+10
        Limit:
        -Use once a day (for each)


        Lite:

        Child: +1
        Teen: +1
        Adult:+2
        Elder:+3
        Limit:
        -Use once a day
        -Charge: 2/2


        -Muses-
        General Race Attributes: No wings. Must have a jewel/gem (on forehead but sometimes on other parts of their bodies). Favors light hair colors and pale colored skintones.
        Rarity Level: Uncommon

        ..........Special Race Powers//

        -Levitation: Can float. (Fly without wings.)

        Limit: This is like Fly(with wings), there is no powered attack or defense with this ability.


        -Siren's Song: Can lure people with their voice to do what they want.

        Must do a contesting roll. The highest roll wins.

        Normal:

        -Contest roll. The highest roll wins.
        -Order must be within reason.
        -People with mental resistance may contest roll for every round

        Ending a command:
        -Max four rounds. (( if command isn't completed first)
        -When command is completed (If done before 4 rounds finish)



        Lite:

        Limit
        -The highest roll wins.
        -Command lasts 1 round.
        -Command must be within reason.
        -Charges



        -Fallen-
        General Race Attributes: Single pair of feathered wings, any color – favors dark colors, though.
        Rarity Level: Uncommon

        ..........Special Race Powers//

        -Wonderland Syndrome: Can change center of gravity and walk on any surface.

        Lite:

        Limit
        -Charges


        -Summon Dark Artifact: Summons a special dark artifact that boosts the power level of a single power once per day.

        Normal:

        Child:+2
        Teen:+5
        Adult:+7
        Elder:+10
        Limit:
        -Use once a day


        Lite:

        Child: +1
        Teen: +1
        Adult:+2
        Elder:+3
        Limit:
        -Use once a day


        -Blood Favor: Can consume blood to heal themselves. (Healing)

        Lite:

        Limit:
        -1 charge
        -Does not count against the two healing skills.
        -Can not be recharged.
        -Healing below elder can not regrow limbs.



        -Xana-
        General Race Attributes: Humanoid body, snake or mermaid like tail (serpent or fin). May have gills or even webbed fingers. Sometimes have sharp teeth. Sometimes have snakes for hair. [Mostly range from Mermaids, to Medusa, to Nagas]
        Rarity Level: Uncommon

        ..........Special Race Powers//

        -Land Form: Can take on legs to walk on land, however if they get wet, their legs will turn back into a tail until dry again. (They can move on land with their tail as well, though some may be a little slower.)

        Lite:

        Limit:
        -Charge
        -Each transformation done on purpose takes a charge


        -Paralysis: Can paralyze others as long as they keep skin-to-skin contact. In Adult stage, they only need to keep locked gazes with the target.

        Normal:

        Can paralyze for four rounds
        Limit: Need to be by locking gazes or have skin to skin contact.


        Lite:

        Paralyze for one post by locking gazes or skin to skin contact.
        -Charges


        -Aquatic Telepathy: Can form telepathic links with other Xana and Water Nymphs. (And any other being that has a water form)

        Lite:

        Passive



        -Dragons(Elemental)-
        General Race Attributes: Looks human, a few may have hybrid like characteristics. Hybrid characteristics may have wings, fang, horns, scales, elemental wisps or parts.


        Rarity Level: Uber Rare (must receive special permission to order a custom Dragon, otherwise they are only given out as special events.)

        -Note: Angelic and Demonic Dragons are similiar, separation based on true race dragon lore

        ..........Special Race Powers//


        -Super Strength
        Limit:
        Charge: (place charge for stage here)

        -Elemental attack Elemental attack can be breath attack, blast or something similiar.

        Limit:
        Charge(Place charge for stage here)

        -Human Form
        Limit:
        -Charge: (place charge for stage here)
        -Take up a charge every time shifts.

        And you choice from one of the below:

        Choice:

        • Levitation: Can fly without wings
          Passive.

        • Telepathic Links: Can connect telepathically with other dragons or reptile like beings.
          Limit:
          -Charge: (charge for stage)
          -Charge is useful to create the link or break it.

        • Draconic Network - Can link into the true race dragon mental network telepathically to communicate. From the ground can only hear whisper. Might know dragon city is in the sky but not where.

          Limit: Passive
          -Range

        • Draconic Trace - can trace the telepathic connections of those that are connected to the draconic network or have telepathic links.


        • Intimidation Roar:Roar that can intimidate an enemy to freeze or run for a turn.

          Limit:
          -Charge: (place stage charge here)
          -If freezes then physically binds for a turn
          -If run then person loses attack turn.

        • Quick Strike: attack is quick like a snake, a blur.

          Limit:
          -Charge: (Place stage charge here)
          -Close range only
          -Can be used to avoid an attack.


        ..........Special Race Weaknesses//
        Humans/Valkyrie/Magi : If in contact with one attacks are lessen to 4d6.



        -Valkyr-

        General Race Attributes: Usually no wings, but can have single pair of feathered wings, any color. Surrounded by a single shade of colored aura or “fire”.
        Rarity Level: Ultra Rare

        ..........Special Race Powers//

        -Divine Gift: Summons Light based armor and weapons.


        Lite:

        Summon armor and weapon.

        Lite:

        Limit:
        -Can be used for attack or defense as long as there are charges.
        -Charges
        -Armor and weapons then use basic values(5d6) when there are no more charges.



        Berserker: The ability to give a burst of power, resulting in a 3 level increase to one power for a one round. Can only be used once a day.

        Normal:

        An attack that is self boosted, can not be used in defense, once a day.
        Child: +6
        Teen: +7
        Adult:+9
        Elder:+12


        Lite:

        -Self boost attack
        -Can not be used in defense
        -Once a day.

        Child: +6
        Teen: +7
        Adult:+8
        Elder:+9


        -Regeneration:(Passive) The ability to regenerate health reflexively during each round that the Valkyr chooses to attack. (This power does not work if choosing to heal for a round.)


        Lite and Normal:
        With every attack gains a little bit of health back.
        Child: +1
        Teen:+1
        Adult:+2
        Elder:+3


        -Soul Manipulation: Ability to manipulate souls that are distressed or weakened (protect, mend or destroy). Also has the ability to expend a great deal of energy to separate souls from each other but will put a lot of strain on the valkyr that they will need to rest for an entire week and will not have access to their race powers for that time.

        Power:
        Attack/Defend with spirit energy.

        Subpower 1: (Outside of battle, unless plot reasons)
        Heal a soul

        Subpower 2: (Outside of battle, unless plot reasons)
        Separate a soul. Will be unable to use valkyr racial powers for a week.
        Limit: Can not use Valkyr powers for one week

        Subpower 3: (Outside of battle, unless plot reasons)
        "Destroy" a soul (requires permission if another player or NPC controlled by another player)


        ..........Special Race Weakness//

        Dishonored: If a Valkyr is defeated in a battle or duel, they will lose the ability to use their divine gift ability for 3 whole days.



MetaSanctuary
Vice Captain


MetaSanctuary
Vice Captain

PostPosted: Sat Jan 02, 2016 11:04 pm


+DEMONIC METAS+






        -Demons-

        General Race Attributes: Pointed ears. Single pair leathery wings, any color.
        Rarity Level: Common

        ..........Special Race Powers//

        -Summon Dark Artifact: Summons a dark artifact that boosts the power of a single power once per day.
        Boost one power for one post, a day.

        Normal:

        Child:+2
        Teen:+5
        Adult:+7
        Elder:+10
        Limit:
        -Use once a day


        Lite:

        Child: +1
        Teen: +1
        Adult:+2
        Elder:+3
        Limit:
        -Use once a day




        -Cambions-

        General Race Attributes: Horns on head. Single pair of leathery wings. Devil tail optional. Any colors.
        Rarity Level: Common

        ..........Special Race Powers//

        -Dreamweave: Can enter the dreams of others. Can be attacked in dreams, will be expelled if weaken below 50% of hp.

        Lite:

        Limit:
        -Target must be asleep.
        - 1 Charge



        -Feral-
        General Race Attributes: They are typically larger than most other Metas. Some often have patches of fur on their body, or black slcera. They do not always have wings. Against a non-meta of the same stage they are a tad bit stronger but not enough to call it a power.

        General Race Requirements: Majority have black sclera or glowing eyes, and all have pointed ears and some sort of markings along their bodies.
        Rarity Level: Uncommon

        ..........Special Race Powers//

        -Secondary Form: animal with humanoid characteristics(remember the werewolf walking on two legs? animal head and human-like body? like that) , that allows an extra power to be used only in that form.(Add the extra power under Secondary Form )

        Lite:

        Limit:
        -1 charge is used up to turned between forms
        - When back in humanoid form loses extra main power
        - Charges


        -Mind's Eye: Can see those using invisibility


        Normal:

        -Contest roll
        -Defense or attack slot


        Lite:

        -For one round
        -Contest roll
        -Defense or attack slot
        -charge



        -Still Life-
        General Race Attributes:Scars, stitches, cracks, or multi-toned skin. Can be Doll-like, Prometheus-like, or other. No wings. Can have pointed ears. Usually “dead” look in their eyes. Any colors. (No heartbeat).
        Rarity Level: Uncommon

        ..........Special Race Powers//

        -Tough Skin: High tolerance to pain or feels no physical pain at all but still takes damage. (Passive)

        -Unbroken Favor: Can fix self by putting the original parts together or replacing the parts, but only within a few hours time. Can not live for more than a day without more than half the body. (Passive)



        -Lycanthropes- (Werewolf)
        General Race Attributes: Animalistic attributes. (Animal ears/tail/etc). Pointed ears if not animal ears. May display fangs. No wings. Inverted or glowing eyes. Any colors. Tall.
        Rarity Level: Uber Rare (must receive special permission to order a custom Lycanthrope, otherwise they are only given out as special events.)
        -Note: Meta Lycanthrope can not infect others. Only mythical race Lycanthrope can, or metas changed by an rp shop Lycanthrope potion.

        ..........Special Race Powers//

        -Call of the Wild: Lycanthropes can speak with any animals, prey animals are more likely to flee than talk. (Passive)
        -Were form: Lycanthropes make a full transformation into an animal form at the full moon. As they grow older, their control of this form is increased, and they can even transform whenever they please.
        -Superior strength: Lycanthropes are naturally stronger than average Metas.

        Lite:

        -Charges


        ..........Special Race Weaknesses//
        Full Moon: The full moon forces Lycanthropes into their were form, this weakness is lessened as they grow older, but the call to obey the moon is still very tempting.
        Toddler-Teen: Forced transformation
        Adult and Elder: Can now ignore it.

        Optional: Silver: A few may gain weakness to silver.



        -Dragons(Metal/Stone)-
        General Race Attributes: Looks human, a few may have hybrid like characteristics. Hybrid characteristics may have wings, fang, horns, scales, stone, gems, metal.

        Some Established Stones/Metals: (Meta item can affect these)


        *Ruby/Red dragons:
        Element: Fire

        *Blue/Tanzanite
        Element: water

        *Green/Emerald
        Element: nature

        *Black/Onyx
        Element: Shadows

        *Silver(Metal)
        Element: Ice

        -(Can create you own here)
        - Meta item can also affect things



        Rarity Level: Uber Rare (must receive special permission to order a custom Dragon, otherwise they are only given out as special events.)

        -Note: Angelic and Demonic Dragons are similiar, separation based on true race dragon lore

        ..........Special Race Powers//


        -Super Strength
        Limit:
        Charge: (place charge for stage here)

        -Elemental attack Elemental attack can be breath attack, blast or something similiar.

        Limit:
        Charge(Place charge for stage here)

        -Human Form
        Limit:
        -Charge: (place charge for stage here)
        -Take up a charge every time shifts.

        And you choice from one of the below:

        Choice:

        • Levitation: Can fly without wings
          Passive.

        • Telepathic Links: Can connect telepathically with other dragons or reptile like beings.
          Limit:
          -Charge: (charge for stage)
          -Charge is useful to create the link or break it.

        • Draconic Network - Can link into the true race dragon mental network telepathically to communicate. From the ground can only hear whisper. Might know dragon city is in the sky but not where.

          Limit: Passive
          -Range

        • Draconic Trace - can trace the telepathic connections of those that are connected to the draconic network or have telepathic links.


        • Intimidation Roar:Roar that can intimidate an enemy to freeze or run for a turn.

          Limit:
          -Charge: (place stage charge here)
          -If freezes then physically binds for a turn
          -If run then person loses attack turn.

        • Quick Strike: attack is quick like a snake, a blur.

          Limit:
          -Charge: (Place stage charge here)
          -Close range only
          -Can be used to avoid an attack.


        ..........Special Race Weaknesses//
        Humans/Valkyrie/Magi : If in contact with one attacks are lessen to 4d6.


PostPosted: Sat Jan 02, 2016 11:07 pm


+FAE METAS+


-Faeries-
General Race Attributes: Butterfly or moth like wings. Pointed ears. Any colors. Short
Rarity Level: Common

..........Special Race Powers//

-Dreamweave: Can enter the dreams of others. Can be attacked in dreams, will be expelled if weaken below 50% of hp.


Lite:

Limit:
-Target must be asleep.
- 1 Charge


-Optional Weakness: Pure Iron

-Elves-
General Race Attributes: Long pointed ears. No wings. Any colors.
Rarity Level: Common

..........Special Race Powers//

-Magical Preference(Permanent): Unlike other skills, this ability permanently gives the elf One extra Main power, no matter the stage.


-Forestmeld: Invisible in forests/trees/plants.

Normal:

Invisible in forests/trees/plants for four rounds or if an attack lands, which ever comes first.



Lite:

Invisible in forests/trees/plants for one round or if an attack lands, which ever comes first.

Limit:
Charge
attack lands



-Optional Weakness: Pure Iron

-Pixies-
General Race Attributes: Dragonfly or Bee like wings. Pointed ears. Any colors. Short
Rarity Level: Common

..........Special Race Powers//

-Translucent Form: Can turn opaque or even invisible.

Normal:

Invisible for four round or if an attack lands, which ever comes first.


Lite:

Invisible for one round or if an attack lands, which ever comes first.

Limit:
-Charge
-Attack lands





Phasing: Can walk through walls and objects.

Normal:


-Can stay phased for 4 rounds or just long enough to avoid an attack
-May be hit before phasing if they lose roll. Roll a 1d20 roll to if they phase at all after being hit. (1-10:doesn't phase. 11-20: phase)

-Can not attack or affect reality
-Semi visible during battle
-Can not teleport out of battle
-Those that are phased can not see spirits but can see other people who are phased, unless they have spirit sight.
-can not move to Umbra without explicit limits during battle.


Lite:

-Avoid attacks until end of round.(Solidifies)
-May be hit before phasing if they lose roll.1d20 roll to see if they phase at all after being hit. (1-10:doesn't phase. 11-20: phase)
-During battle they are semi visible
-Can not attack or affect reality
-Can not teleport out of battle
-Those that are phased can not see spirits but can see other people who are phased, unless they have spirit sight.
-Can not move to Umbra without explicit limits during battle.
-Charge


-Optional Weakness: Pure Iron


-Nymphs-
General Race Attributes: Elements imbued (Traits tied into appearance). Any colors. Can have pointed ears.
Rarity Level: Common

..........Special Race Powers//

-Nature Form: Ability to turn into a tree/plant/etc.

Lite:

Limit:
-Charge
-Uses up a charge to turn back


-Elemental: Allows the Nymph to take on the form of their element, i.e., a fire nymph becomes engulfed in flames.... a water nymph gains fins and gills to breathe underwater...

Lite:

Limit:
-Charge
-Can used power attacks in this form until out of charges


-Natural Cure: Nymphs can heal themselves when in contact with their element.

Lite:

-1 charge
-Doesnot count against the two healing skills.
-Can not be recharged.
-Healing below elder can not regrow limbs.




-Optional Weakness: Pure Iron

-Sluagh-
General Race Attributes: Spindly. Elongated limbs. Prefer Monochromatic schemes. Claws fingers usually. No wings.
Rarity Level: Uber Rare (must receive special permission to order a custom Sluagh, otherwise they are given out as special events.)

..........Special Race Powers//

-Levitate: Allows the Sluagh to fly without wings.

Limit: This is like Fly(with wings), there is no powered attack or defense with this ability.

-Temptation: Tempts the target to do as the slaugh says.

Normal:


Power versus Defense or Comparison roll. The highest roll wins.

Order must be within reason.

People with mental resistance may contest roll for every round

Ending a command:
-Max four rounds. (( if command isn't completed first)
-When command is completed (If done before 4 rounds finish)


Lite:

Limit:
-The highest roll wins.
-Temptation lasts 1 round.
-Temptation must be within reason.
-Charge


Shadowmeld: Can become one with the shadows in the area and move among them to different locations.

Lite and Normal:

-During battle can only teleport within the battle area
-Outside of battle can teleport pretty far.
-Lite: Charge



..........Special Race Weaknesses//
-Barriers: a Sluagh cannot go where they are not invited, doing so causes them to lose all control over their abilities for several hours. No matter how old the slaugh is, this always happens as a consequence.

-Optional Weakness: Pure Iron

MetaSanctuary
Vice Captain


MetaSanctuary
Vice Captain

PostPosted: Sat Jan 02, 2016 11:19 pm


+GHOST METAS+




-Ghost-



General Race Attributes: Muted colors . “Dead” look in their eyes. No wings. May have some transparency in skin.
Rarity: Common

..........Special Race Powers//
You may choose between the following two powers, but you cannot have both:

-Phasing: Ghost Metas are able to allow objects, people, and other things to pass through them. Younger ones have a hard time controlling this ability.

Normal:


-Can stay phased for 4 rounds or just long enough to avoid an attack
-May be hit before phasing if they lose roll. Roll a 1d20 roll to if they phase at all after being hit. (1-10:doesn't phase. 11-20: phase)

-Can not attack or affect reality
-Semi visible during battle
-Can not teleport out of battle
-Those that are phased can not see spirits but can see other people who are phased, unless they have spirit sight.
-can not move to Umbra without explicit limits during battle.


Lite:

-Avoid attacks until end of round.(Solidifies)
-May be hit before phasing if they lose roll.1d20 roll to see if they phase at all after being hit. (1-10:doesn't phase. 11-20: phase)
-During battle they are semi visible
-Can not attack or affect reality
-Can not teleport out of battle
-Those that are phased can not see spirits but can see other people who are phased, unless they have spirit sight.
-Can not move to Umbra without explicit limits during battle.
-Charges


or

-Levitate: Grants the Meta the ability to fly without wings.

Limit: This is like Fly(with wings), there is no powered attack or defense with this ability.

*-------------------------------------------------------------------*



-Shadow-



General Race Attributes: Eyes black or near-black most common. “Dead” look in their eyes. Can have inverted eyes. Any color, favors dark ones. May have some transparency in skin.
Rarity: Common

..........Special Race Powers//
You may choose between Phasing and Levitate but you cannot have both.

-Phasing: Shadow Metas are able to allow objects, people, and other things to pass through them. Younger Metas have trouble controlling this power.

Normal:


-Can stay phased for 4 rounds or just long enough to avoid an attack
-May be hit before phasing if they lose roll. Roll a 1d20 roll to if they phase at all after being hit. (1-10:doesn't phase. 11-20: phase)

-Can not attack or affect reality
-Semi visible during battle
-Can not teleport out of battle
-Those that are phased can not see spirits but can see other people who are phased, unless they have spirit sight.
-can not move to Umbra without explicit limits during battle.


Lite:

-Avoid attacks until end of round.(Solidifies)
-May be hit before phasing if they lose roll.1d20 roll to see if they phase at all after being hit. (1-10:doesn't phase. 11-20: phase)
-During battle they are semi visible
-Can not attack or affect reality
-Can not teleport out of battle
-Those that are phased can not see spirits but can see other people who are phased, unless they have spirit sight.
-Can not move to Umbra without explicit limits during battle.
-Charges


Or

-Levitate: Allows the Meta to fly without wings.

Limit: This is like Fly(with wings), there is no powered attack or defense with this ability.


-Intimidate: Shadows have a natural intimidating aura about them(on all the time). Other Metas are far less likely to pick a fight with them. This power is an effect, and does not get stronger or weaker with age.

A permanent feeling of dread always surround Shadow metas. Others may or may not react.
[NOTE: You cannot make another person's Meta feel this way, it's up to them to pick up on it. Some Metas just don't react to mind games.]

*-------------------------------------------------------------------*


-Poltergeists-


General Race Attributes: Any shape/form. Strongly resemble their items. “Dead” look in their eyes. May have some transparency in skin.
Rarity: Uncommon

..........Special Race Powers//
You may choose between Phasing and Levitate but you cannot have both.

-Phasing: Poltergeists Metas are able to allow objects, people, and other things to pass through them. Younger Metas have trouble controlling this power.
Normal:


-Can stay phased for 4 rounds or just long enough to avoid an attack
-May be hit before phasing if they lose roll. Roll a 1d20 roll to if they phase at all after being hit. (1-10:doesn't phase. 11-20: phase)

-Can not attack or affect reality
-Semi visible during battle
-Can not teleport out of battle
-Those that are phased can not see spirits but can see other people who are phased, unless they have spirit sight.
-can not move to Umbra without explicit limits during battle.


Lite:

-Avoid attacks until end of round.(Solidifies)
-May be hit before phasing if they lose roll.1d20 roll to see if they phase at all after being hit. (1-10:doesn't phase. 11-20: phase)
-During battle they are semi visible
-Can not attack or affect reality
-Can not teleport out of battle
-Those that are phased can not see spirits but can see other people who are phased, unless they have spirit sight.
-Can not move to Umbra without explicit limits during battle.
-Charge


or

-Levitate: Allows the Meta to fly without wings.

Limit: This is like Fly(with wings), there is no powered attack or defense with this ability.


-Possession: Poltergeists can take control of other Metas that are weak, or willing participants. They cannot maintain control for more than a round(Lite)/ four rounds(Normal), no matter how old the Poltergeist is. [NOTE: If we see anyone abusing this power, you will be reprimanded. This is not an excuse to power play or god mode.]

Lite and Normal:

-Contest roll
-The highest roll wins.
-Within reason.
-Lite: Charge
-Lite: 1 round

*-------------------------------------------------------------------*


-Banshees-



General Race Attributes: “Dead” look in eyes. Pale skin. Usually All white eyes. Untamed frizzy hair. Splashes of bright colors. May have some transparency in the skin.
Rarity: Uncommon

..........Special Race Powers//
You may choose between Phasing and Levitate but you cannot have them both.

-Phasing: Banshee Metas are able to allow objects, people, and other things to pass through them. Younger Metas have trouble controlling this power.

Normal:


-Can stay phased for 4 rounds or just long enough to avoid an attack
-May be hit before phasing if they lose roll. Roll a 1d20 roll to if they phase at all after being hit. (1-10:doesn't phase. 11-20: phase)

-Can not attack or affect reality
-Semi visible during battle
-Can not teleport out of battle
-Those that are phased can not see spirits but can see other people who are phased, unless they have spirit sight.
-can not move to Umbra without explicit limits during battle.


Lite:

-Avoid attacks until end of round.(Solidifies)
-May be hit before phasing if they lose roll.1d20 roll to see if they phase at all after being hit. (1-10:doesn't phase. 11-20: phase)
-During battle they are semi visible
-Can not attack or affect reality
-Can not teleport out of battle
-Those that are phased can not see spirits but can see other people who are phased, unless they have spirit sight.
-Can not move to Umbra without explicit limits during battle.
-Charge


or

-Levitate: Allows the Meta to fly without wings.

Limit: This is like Fly(with wings), there is no powered attack or defense with this ability.


-Shriek: Banshees are known for their terrible screams. Banshees are capable of disorienting, and possibly even bursting the eardrums of their targets with their screams.

Sound based damage

Lite:

Limit:
-charge


-Menacing Presence: Banshees are not exactly known for their sanity. Being near one can cause paranoia, uncertainty, and even fear. This power is not in effect at all times, and does not get stronger or weaker with age.

A feel of dread surround Banshee metas when activated. Others may or may not react.
[NOTE: You cannot make another person's Meta feel this way, it's up to them to pick up on it. Some Metas just don't react to mind games. This skill is similar to Intimidate]

*-------------------------------------------------------------------*

-Nekomata-


General Race Attributes: Humanoid spirits with cat like ears that range in length from cat to fennec fox. Slitted eyes. Can have cat tails that are one, two, or split. Or can have up to three fox tails. [Mostly range between cat and fox like] (( Kitsune and Nekomata are both under the header of Nekomata)
Rarity: Uncommon

..........Special Race Powers//
You may choose between Good Fortune and Possession but you cannot have both.

-Possession: Nekomata can take control of other Metas that are weak, or willing participants.

Lite and Normal:
-Contest roll
-The highest roll wins.
-Only used for one round(Lite)/ Four rounds (Normal).
-Within reason.
-Lite: Charges
-Lite: Lasts one round

or

-Good Fortune: Can be used to give another meta (not yourself) a boost to one power for a few rounds.

Normal:

-Can only be used three times per day(Will not recharge until 24 hours have passed IC)
-Lasts 4 rounds
-Can stack
-Can only use on someone else
-Values depends on the stage of the caster.
-Can be dispelled

-Values:
Child:+1
Teen:+1
Adult:+2
Elder:+3


Lite:

-Charge: (3/3). Three charges a day.
-Can stack
-Can only use on someone else
-Can not be recharged
-Lasts one round.
-Can be dispelled

-Values:
Child: +1
Teen: +1
Adult:+2
Elder:+3


-Phasing: Nekomata Metas are able to allow objects, people and other things pass through them. Younger Metas have issues controlling this power.

Normal:


-Can stay phased for 4 rounds or just long enough to avoid an attack
-May be hit before phasing if they lose roll. Roll a 1d20 roll to if they phase at all after being hit. (1-10:doesn't phase. 11-20: phase)

-Can not attack or affect reality
-Semi visible during battle
-Can not teleport out of battle
-Those that are phased can not see spirits but can see other people who are phased, unless they have spirit sight.
-can not move to Umbra without explicit limits during battle.


Lite:

-Avoid attacks until end of round.(Solidifies)
-May be hit before phasing if they lose roll.1d20 roll to see if they phase at all after being hit. (1-10:doesn't phase. 11-20: phase)
-During battle they are semi visible
-Can not attack or affect reality
-Can not teleport out of battle
-Those that are phased can not see spirits but can see other people who are phased, unless they have spirit sight.
-Can not move to Umbra without explicit limits during battle.
-Charges


-Fox/Cat Form: able to transform into a large animal ( large cat or fox ). Also able to transform into a house animal ( house cat, small fox ) while in this form still capable of producing human language.

[Passive]In either form, the Nekomata can see spirits and auras easily and talk to spirit and the living.

Lite:

Limit:
-Charge
-Takes up a charge to transform between forms


*-------------------------------------------------------------------*


-Vampires-



General Race Attributes: Deathly pale. Rarely have wings (bat wings if any). Fangs must show. Any colors, favors contrasting colors.
Rarity Level: Uber Rare (must receive permission from Staff to order a custom Vampire, only given out during special events otherwise.)
-Note: Meta vampires can not infect others. Only mythical race vampires can, or metas changed by an rp shop vampire potion.

..........Special Race Powers//

-Blood Favor: Can consume blood to heal themselves.

Lite:

Limit:
-1 charge
-Does not count against the two healing skills.
-Can not be recharged.
-Healing below elder can not regrow limbs.


-Night Vision: Can see better at night than during the day. (Passive)

All Vampire Metas get the above two powers, each owner may choose ONE power from the list below as a third.

Speed:
Allows the Meta to move faster than the average Meta.

Lite:

Limit:
Charge


Or

Super Strength: Gives the Meta the strength of a Feral.

Lite:

Limit: charge


Or

Natural Charisma: other Metas find it hard to resist obeying the commands of the Vampire Meta. Also makes them more attractive.

Normal:
Power versus Defense or Comparison roll. The highest roll wins.

Order must be within reason.

People with mental resistance may contest roll for every round

Ending a command:
-Max four rounds. (( if command isn't completed first)
-When command is completed (If done before 4 rounds finish)


Lite:

-Contest Roll
-The highest roll wins.
-Command will last for one round.
-Command must be within reason.
-Charge


Or

-Shapeshifting: Allows the Meta to shapeshift into a Bat, or a small wolf.

Lite:

Limit:
-Charge
-Each time transforms takes up a charge


Or

-Telekinesis: Allows the Meta to move objects with their mind. It grows in strength as the Meta ages, so start small.

Lite:

Limit:
-Charge


Or

-Telepathy: Allows the Meta to communicate via thought. Elders can Mind Control willing targets.

Lite:

Limit:
-Charge



..........Special Race Weaknesses//
-Daylight: Whether it's direct contact or not, Vampiric metas have a hard time being out in the sun. They don't die, they just get migraines and can't function very well. Their powers are also weakened in daylight.

Normal:

If fighting during daylight all rolls are now
Child:2d6
Teen: 4d6
Adult:6d6
Elder:9d6
Basic attack/defense: 4d6



Lite:

If fighting during daylight all rolls are now 4d6.
PostPosted: Sat Jan 02, 2016 11:22 pm


MANES AND MALICE

So you've heard about these kids running around that have Malices or Manes, but you're not really sure what they are, and you've seen them listed in the species list, and even some listed on the Ultimate Meta list, but there's really no information on what the darned things are! Well, look no further because this is where all of that information is.

Malices and Manes tie into Meta's back story, about 57 years ago in in the Metaverse, there was a Great War that destroyed just about everything. Since then, almost all of the magical species have been extinct, or nearly extinct. Malices and Manes are left over energy from the war. The individual Malices or Manes felt so strongly at the time of their death, that parts of their soul were preserved as energy. Over time, these energy bits attached themselves to items that end up being given to Metas.


So what IS a Malice/Mane?

As stated above, Malices and Manes are left over souls from the Great War... what this means for Meta is that sometimes, there are TWO souls inside ONE body. This is not a personality disorder, is a case of two very different people living inside one shared body. The Malice or Mane is not usually in control of the body, although they CAN assume control over it if they become stronger.

Okay so what's the difference between a Malice and a Mane?

Malices are, well... Malicious. They want to take the body for themselves, the will often torture their Host (the real Meta) or try to kill off the Host's soul so that the body becomes theirs and theirs alone. They are killers, and will harm anyone and everyone around them. Malices are not a joke!

Manes are the opposite, in some ways. They protect their Host, and encourage them, sort of like a built in guardian angel. Manes can be violent towards others, though, if they see them as a threat to their Host.

Both Malices and Manes vary in personality, they were real people at one point in time!

So the Malice/Mane is stuck inside the Meta forever?

No! If the Malice/Mane grows powerful enough they can separate their soul from the Host soul and return to float-y energy form, but more powerful this time around. Most Malices/Manes will then get their own body and might even end up as a "student" at the academy. However its up to the owner to choose whether or not the Malice/Mane separates or not, no one is forcing anyone to separate them. There are some Metas that have powers that can separate Malices/Manes, too.

How does the Malice/Mane get their own body?

Shenanigans. Its a case-by-case basis, really. Manes will have an easier time getting a body since they are not blood thirsty killers.

I want a Malice/Mane for my Meta!

That's great! If you're doing a quest Meta, fill out the Malice/Mane portion of the form. If you're adding one to an already existing Meta, please read the rest of this thread, and just to be safe, come talk to Broken or nepsah about your plans. Malice and Manes can be pretty powerful! We want to make sure that there aren't too many over powered evil beings running around the shop.

[Right now, the option for Manes and Malices are closed and it's going to take a lot of convincing to get approved for one at the moment. If you are very interested in having a mane or malice for your Meta, you must be approved by Broken for a Mane/Malice before you can have one.]

I see some kids with Manes/Malices that have powers that don't relate to their items, what's up with that?

Malices and Manes can grant their Host a power that relates to them, its a sort of side effect kind of thing. The kid gets to have that power for their whole life, and it DOES count towards the allotted power limit. (E.g., 4 powers for Children.) For example, Xeizii has a Withering Touch power that causes things he touches to die, or get sick, but his item is an Acoustic Cello. That has nothing to do with his item, but his Mane, Wither, has a Decaying Soul, which is what allows Xeizii to have this power.

Sometimes the granted side effect is a resistance. Deskri had Kagyaku as a Malice, he had a Tortured Soul. Deskri can't feel pain now, his body interprets it as pleasure because Kagyaku gained power from pain.

If a Meta reaches the Elder Stage, and still has their Malice/Mane inside of them, the Malice/Mane gets their own set of unique powers that only they can use.

I want a Malice/Mane, but I want it to be unattached!

No can do, sorry! Malices/Manes MUST come attached to a host when they first exist, otherwise it completely defeats the purpose of having them around! They're like parasites, and they NEED a host.

MetaSanctuary
Vice Captain


MetaSanctuary
Vice Captain

PostPosted: Sat Jan 02, 2016 11:24 pm


MALICES



Malices are evil souls left over from the Great War. They were probably on the front lines, and got so caught up in the fighting that they lost themselves in it. Not all Malices were necessarily evil by default when they were alive! War alters people, Malices are no different.

A Malice does not like sharing their new body with their Host. The ultimate goal for most Malices is to take over the body completely. However since Malices, like Metas, vary in personality, its hard to say that ALL Malices want to take over their Host's body. Some Malices will disguise themselves as Manes to win the trust of their Host!

Malices are not particularly more rare than Manes, but they are harder to get. Since they're generally hell bent on killing, there are some tighter restrictions on getting a Malice. However, this doesn't mean that if you want one, you should give up! No, just go talk to Broken about your ideas for a Malice and if there are any issues that need to be worked out, they'll get worked out. Malices can sense other souls, but they can't tell if the other soul is another Malice, or if its a Mane.

So if a Malice ends up separating from their Host, and gets their own body, they get their own "item," of sorts. All Malices get SOUL items, since they themselves are souls.


Known Malices

Whisper - Dreaming Soul
Kagyaku - Tortured Soul
Suminku - Darkened Soul
Adesio - Raging Soul
Bhimadevi - Manipulative Soul
Kurayami - Grim Soul
Wereloc - Cannibalistic Soul
Angry - Vengeful Soul
Sparrow - Greedy Soul
Mascha - Bargaining Soul
Obscurite - Burning Soul
Ashral - Cursed Soul
Oblivion - Grieving Soul
Akos - Traveling Soul
Ree - Salty Soul



MANES



Manes, like Malices, are left over souls from the Great War. Unlike Malices, they are not hell bent on killing everything around them. Manes are protective souls, they want to keep their Host safe. Some may be okay with sharing a body, some may want their own, but all Manes will protect their Host at any cost. That means that some Manes can be violent towards people they think are threats to their Host.

Manes can sense other souls, but they have a hard time telling if one is another Mane, or if its a Malice. They are better at figuring it out than Malices are, though. The stronger the soul, the easier time the Mane has figuring out whether or not its a good one, or a bad one. Manes/Malices that get their own bodies are almost impossible to sense, though. Most Manes just know that something is off about that person, but they can't tell what.

Like Malices, all Manes get SOUL items when they get their own bodies, since they are souls themselves.


Known Manes

Wither - Decaying Soul
Kaiden - Shady Soul
Calix - Feline Soul
Yagvus - Hysterical Soul
Minty - Tidy Soul
Endora - Chaotic Soul
Mnejing - Binded Soul
Satya - Blinded Soul
Alice - Sacrificial Soul
Kira - Hyperactive Soul
Ame - Watchful Soul
Kappa - Protective Soul
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