Custom races for DB :: DC. With these races, members can be creative with their characters and keep themselves original. *NOTE* YOUR RACE MUST MAKE SENSE AND BE REASONABLE!
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XX。。。RACE NAME XXXXXWhat is the name of your species/race
XX。。。BACKGROUND XXXXXGive us a rundown about this race, where they come from, who they are. A nice general overview
XX。。。UNIQUE RACE TRAIT XXXXXTell us about their abilities. What can they do. What's so special about them..
XX。。。PERKS XXXXXList the Benefits that comes with this race. Refer back to your abilities section for more benefit ideas
[ 1 ] [ 2 ] [ 3 ] [ 4 ]
XX。。。SUBCLASS AVAILABILITY XXXXXDoes this race have subclass's? If so, please provide descriptive detail about each subclass.
XX。。。SUBCLASS BENEFITS XXXXXList the Benefits that comes with this subclass. Refer back to your abilities section for more benefit ideas
[ 1 ] [ 2 ] [ 3 ] [ 4 ]
XX。。。SUBCLASS LIMITATIONS XXXXXLists the Limitations
[ 1 ] [ 2 ] [ 3 ] [ 4 ]
XX。。。MEMBERS XXXXX Who's already a member of the clan? Don't worry the list may grow the more people wish to be apart of it [ 1 ] [ 2 ] [ 3 ]
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[size=18]【Custom Race / Species】[/size] [color=white]XX[/color][size=13]。。。[/size][size=14][b]RACE NAME[/b][/size] [color=white]XXXXX[/color][size=10]What is the name of your species/race[/size]
[color=white]XX[/color][size=13]。。。[/size][size=14][b]BACKGROUND[/b][/size] [color=white]XXXXX[/color][size=10]Give us a rundown about this race, where they come from, who they are. A nice general overview[/size]
[color=white]XX[/color][size=13]。。。[/size][size=14][b]UNIQUE RACE TRAIT[/b][/size] [color=white]XXXXX[/color][size=10]Tell us about their abilities. What can they do. What's so special about them..[/size]
[color=white]XX[/color][size=13]。。。[/size][size=14][b]PERKS[/b][/size] [color=white]XXXXX[/color][size=10]List the Benefits that comes with this race. Refer back to your abilities section for more benefit ideas
[ 1 ] [ 2 ] [ 3 ] [ 4 ][/size]
[color=white]XX[/color][size=13]。。。[/size][size=14][b]SUBCLASS AVAILABILITY[/b][/size] [color=white]XXXXX[/color][size=10]Does this race have subclass's? If so, please provide descriptive detail about each subclass.[/size]
[color=white]XX[/color][size=13]。。。[/size][size=14][b]SUBCLASS BENEFITS[/b][/size] [color=white]XXXXX[/color][size=10]List the Benefits that comes with this subclass. Refer back to your abilities section for more benefit ideas
[ 1 ] [ 2 ] [ 3 ] [ 4 ][/size]
[color=white]XX[/color][size=13]。。。[/size][size=14][b]SUBCLASS LIMITATIONS[/b][/size] [color=white]XXXXX[/color][size=10]Lists the Limitations
[ 1 ] [ 2 ] [ 3 ] [ 4 ][/size]
[color=white]XX[/color][size=13]。。。[/size][size=14][b]MEMBERS[/b][/size] [color=white]XXXXX[/color][size=10] Who's already a member of the clan? Don't worry the list may grow the more people wish to be apart of it [ 1 ] [ 2 ] [ 3 ][/size]
When completed with your application, Quote our Captain Eighth Diviner for a faster review!
[quote="Eighth Diviner"][/quote]
Posted: Tue Jan 16, 2018 1:28 am
XXXRacesXXX
XX。。。[Nezuts] XXXXX[The Nezsuts, a race of anthropomorphized Rats known for their speed, trickery, and skill in Assassination. For a time the Nzsuts had lived on their homeworld Pasraz peacefully, their economy, health, and food all in top condition and every Nzsut was able to live as best as they could. Ttheir changed however when the King was overthrown by a extraterrestrial race. Ttheir race lead and underground organization that dealt with profitable killings and thus quickly made use of the Nzsuts' natural talents to assassinate warriors that held a possible threat to the bloody empire. In order to keep the Nezsuts from doing anything but assassinations, their overlords had abolished an education system for the Nezsuts and forced them into horrid slums where they would all have to survive and fight for their lives.] XXXXX↳[RACE'S STRENGTHS :: Thanks to their natural speed and skills in survivability, Nzsuts gain a +1 to speed and reflexes.] XXXXX↳[RACE'S WEAKNESSES :: Thanks to their focus on speed and attack, Nezsuts have -1 Defense] XXXXX↳[UNIQUE RACE TRAIT :: Nezsuts are capable of regaining stamina at a faster pace compared to most races, this allows their impressive speed to last long enough for it be truly considered intimidating. Recovers 30 Stamina per post] XXXXX↳[ANY TRANSFORMATION(S) :: Max Gear: Max Gear by all intents and purposes is a Transformation that gives a Nezsut high speed movement while allowing them to coordinate their movement so that they can can move, turn, or change direction at impossible angles. As such, Nezsuts can negate the inertia they produce when moving through muscle control, allowing extraordinary feats of agility, including turning from side-to-side and moving around tight corners even at high speed without losing speed or acceleration and/or deceleration to top speed or at zero speed instantly. The speed in which a Nexsut can transmit information to each of their limbs while in this form is also bolstered to supernatural speeds, allowing a Nezsut to react or move at astonishing speeds. With such explosive energy produced when they move, they gain momentum much more quickly and in greater amounts than would normally be possible, often generating an amazing force in just a few moves. By traveling at a high enough speeds, a Nezsut can build up enough momentum to charge a powerful physical attack, channeling it into any move or region of their body that best suits their needs by combining their speed and mass, turning into an a lethal strike with the capacity to destroy anything that they impacts. At greater levels, a Nezsut can produce afterimages or greater feats of speed, such as vanishing in thin air, running on top of bodies of water of walls, or heighten the speed in which their attacks can move on their own. Max Gear also has several levels much like most other races; each level of Max Gear contains a speed modifier that increases a Nezsut’s speed by x10 per level, not only this but it also increases their reflexes and physical attack power. The downside of this however is that each level of Max Gear decreases a Nezsut’s ki offense and defense as well as rapidly decreases their stamina.]
XX。。。 [Devil (Akuma) ] XXXXX[Powerful entities from Hell, Akuma have been known to travel to the living worlds to spread misery and suffering or to just simply indulge their darker cravings. Devils are usually noted by their varying skin colors, wings, tails, horns, or anything else that they might possess as a hellish attribute. Some have even been known to have cloven feet. For whatever reason, the Devils have taken an interest in the living world matters, though it is apparent they share a role in an antagonistic rivalry with the Kaioshin, which they regard as their 'absolute nemesis' or 'antithesis.']
XXXXX↳[RACE'S STRENGTHS :: Masters of punishment, seeking to inflict suffering on those who cross them, or just downright have the unlucky chance of catching them on a bad day. Their otherworldly attributes also grant them super-human speed. :: +1 Physical Offense, +1 Speed]
Base BP : 90 Base Stats : 20
XXXXX↳[RACE'S WEAKNESSES :: Ki manipulation is difficult for them, and those that pursue it have to train harder than most to achieve similar results. :: -1 Ki]
XXXXX↳[UNIQUE RACE TRAIT :: Hellish Physique :: Devils grow stronger faster, physically, allowing them to train Physical Offense, Speed, Stamina, and Reflexes as if they had a teacher; With a teacher, they gain a -1 post reduction instead. - On the flipside, Energy Offense, Ki, and Intelligence take +2 Posts to train, with or without a teacher.]
XXXXX↳[ANY TRANSFORMATION(S) :: - None that naturally occur, but some Devils have been known to exhibit unique cases based on the individual.]
TheBurritoBandit
Cap'n Approves
Posted: Fri Mar 30, 2018 8:42 am
XXXRacesXXX
XX。。。[Tæri] XXXXX[In a small pocket of space lies a small, mostly white planet, whose inhabitants are the prime example of what it means to be tightly knit. These inhabitants resemble humans aside from the fact that they, on average grow no larger than 5 feet, and all sport a pair (or two!) of curly, ram-like horns on their heads. They are known for their timid behavior, as well as their fascination with understanding the world around them. A small, peaceful race who for the most part are gifted in the fact that he have no problem controlling their energy and ki, and paired with their intelligence, have developed a way to channel their energy through their horns, giving them a "psychic" disposition.]
XXXXX↳[RACE'S STRENGTHS :: Tæri are extremely intelligent, and enjoy developing new things to make life easier. They spend a lot of their time researching, studying, and strengthening the mind which grants them :: + 3 Ki]
Base BP: 50 Base Stats: 15
XXXXX↳[RACE'S WEAKNESSES :: Being a race that has never had to participate in conflict, the Tæri spend very little time worrying about their physical aspects. :: -2 physical offense ]
XXXXX↳[UNIQUE RACE TRAIT :: Being a communal and supportive species, Tæri have a trait called ::Wonder Horn:: which allows them to grant an ally a reduction on energy based techniques. This is most effective when the Tæri is familiar with the ally, allowing for a 25% reduction of the ki used for a technique, allowing for more powerful and more frequent usage. This comes at the expense of the Tæri using 30% of their own stamina to sustain the reduction for their ally. (Per technique)
The Tæri can not use any of their own techniques while using this trait on an ally. ]
XXXXX↳[ANY TRANSFORMATION(S) :: No Tæri have ever been observed transforming.]
Huntress Kitteh
Looks like someone has been... APPROVED! <3
Huntress Kitteh
Fanatical Fatcat
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Hirio of the Hoh
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Posted: Sat Sep 15, 2018 3:17 pm
XXXRacesXXX
XX。。。[Mechanoid Mutants] XXXXX[After a thousand years of evolution, the race known as Machine Mutants have evolved into the Mechanoid Mutants, robotic beings that are far more individualistic compared to their ancestral race. Much like many other Organic Races, the Mechanoids are unique from one another in terms of personality, appearance, goals, and experience. Of course the race still has more humanoid members of their race who are easily identified by their eyes, which feature two perpendicular lines going across them and converging at the pupil. This gives their eyes a cross-hair-like appearance. The Mechanoids are known to come in all shapes and sizes, ranging from a small rodent to a massive giant. Most are known to be rather intelligent, and are known to have formed their own societies and classes. Regardless of their type, how small or how large, they are all born with a unique energy generator, often referred to as a Core. The origin and creation of theses Cores are unknown even to the Mechanoids, some believe it to be an evolution from whatever the Machine Mutants had as hearts. What is known is that the Core acts as the soul and heart of the being. All Mechanoids have a Mainframe System, an advanced robotic-skeletal structure inside of every Mechanoid. The mainframe consists of over 2,150 different metallic bones, with each metallic bone is integrated together with adjoining moveable joints, with a very complex level of body articulation. The mainframe is made up of millions of mechanical cells that have been hardened to ensure durability. The hardest mainframe component in the entire mainframe system is the cranial lobe or skull, that protects the brain sufficiently from simple damage such as from weapons fire, as the lobe is more likely to survive a heavy weapons blast or explosion that almost any other mainframe part in the body. There is a section in the Mechanoid’s brain that allows them to speak and understand all forms of languages almost instantaneously, this allows them to speak all languages. However they do have their own language, Talonian, which can be spoken in three different ways. The first is verbally; it is almost impossible for other races to speak or understand their language when verbally spoken on the account of the odd noises their voice box makes whenever they speak the language. The second way of speaking is through actual touch; when making physical contact with another being, a Mechanoid can alter their nerves in that way to actually send a harmless and painless shock, through this they speak in a way similar to that of morse code. The third way is by altering the colors of any lights on their body, certain colors mean different words, certain color combinations mean certain phrases. ]
XXXXX↳[RACE'S STRENGTHS :: Due to their metal bodies, Mechanoids receive a +1 in defense and physical offense, but this depends on the build of their body, as Mechanoids with a lighter build often are born with a lighter metal, thus increasing their speed by 1 while also keeping the Physical offense +1 thanks to the momentum at which they move. [+1 DEF or +1 SPD must be chosen, cannot do both.]
XXXXX↳[RACE'S WEAKNESSES :: Due to the metal density and type encompassing their bodies, a Mechanoid can lose 1 point in either defense or speed depending on what their build is. [Those that choose the DEF boost gain a -1 in speed; those that choose the SPD boost gain a -1 in defense.]
XXXXX↳[UNIQUE RACE TRAIT :: Bio-Metal Physiology: Much like their ancestors, Mechanoids can mold, contort, and reshape themselves. Mechanoids also display the ability to absorb and integrate metallic and mechanical materials into their own being, as well as restructure themselves. They are able to liquefy through metal and other solid objects. It is mainly used by the Mechanoids to move through the walls and ground of planet M-2. Mechanoids are capable of initiating a self repair that will heal most of their wounds so long as they have metal to absorb, however each time a Mechanoid performs this, they will lose a quarter of the stamina.]
XXXXX↳[ANY TRANSFORMATION(S) :: Assimilative Change: Due to their ability to absorb metal and machines to heal their wounds as well as meld into them, Mechanoids are capable of assimilating nearby machines into their being, including fellow Mechanoids. This results in a chimerical mish-mash of the user and the machines they assimilated, with complete attributes in the final product all the way down to the appearance. In addition to appearance, the new form possesses all of the original forms' techniques, as well as augmented techniques that take upon a mixture of the effects of the original and the new additional parts. But, in addition to this, the new form also gains access to completely new techniques which are generally related to the assimilated machines and its concepts. [+4 boosts to certain stats depending on what machines were assimilated; Increases BP x2 depending on machines assimilated; Costs 5 Stamina per post to maintain.]
Evolutionary Mechanization: A transformation that 'upgrades' the current physiology of the user into a drastically enhanced form. This is put into motion when the user harnesses their Core’s power to draw in stray natural energy saturated within the environment and applies it to their current Physiology The user must continuously compress the ki and absorb it into their Core, using their original body as a mere fulcrum for the new form. The end result of such a risky move is an evolution that results in the user's appearance and attributes changing, making it significantly stronger than it was before. Aesthetically, Evolutionary Mechanization simply has the user becoming re-armoured and becoming much more durable. The techniques of the user who has undergone Evolutionary Mechanization’s evolution are enhanced to take advantage of their potentially devastating effects. Evolutionary Mechanization grants the user one new function; in some cases, these new techniques weren't originally infused within the original body; but generally the new techniques are related to the old techniques. [+7 to all stats; x50 to BP; costs 5 ki and stamina per post to maintain; requires 320 BP to achieve]
Limit Overbreak: Seen as a transformation to be added on top of Evolutionary Mechanization, Limit Overbreak draws in even more natural energy from the planet the Mechanoid is currently on, further fueling the already massive amounts of energy assimilated by the organic metal being as the sheer amount of energy begins to change the user once again. The transformation gives off the visual appearance of an aura of unrestrained natural power and pure concussive force that radiates from their body with a sonic boom-like release, devastating the immediate vicinity. Due to the increased natural energy flow, the user is pushed into an "overdrive", causing ambient natural energy and ki that is saturated within the atmosphere being drawn into the Mechanoid’s core, being devoured by their organic metal organ in order to increase the intensity of the Overbreak with every waking second the ability is active. This overall results in a tremendous upsurge of power as natural energy becomes infused with their cybernetic bloodstream before reaching their brain module, resonating with Mechanoid’s equivalent of adrenaline they are experiencing during combat, entering a state of enhanced awareness and peak physical ability. While this absorption process enables an enormous surge of power which would allow them to properly access the form; after its first activation, the user can access Limit Overbreak at any time. The combination of all said sequences not only causes the Mechanoid's physical parameters to skyrocket beyond one's imagination, the activation of Overbreak pressurizes the natural energies gathered being sent into overdrive, infusing the planetary particles within the user's body before immediately expelling it; keeping up the increased flow by sending the gathered natural energy to all of their bodily joints while keeping a large amount focused in their torso, which continually reacts with their Core and figure, drastically augmenting it and granting the user an enormous boost in their parameters all across the board before boosting them by immediately releasing the gathered natural energy in order to reinforce themselves; this takes upon the physical manifestation of a jet blast of natural energy, bolstering their movements in any range, effectively turning the user into more a force of nature than a solo fighter. The sheer amount of energy causes the pigment of the user’s body to change, going from their natural colors and giving them a more green hue while their eyes become a scarlet red. [+8 to all stats; x70 to BP; costs 7 ki and stamina per post to maintain; requires 400 BP to achieve.]
Meta Form: Considered the pinnacle any Mechanoid can achieve, the Meta-Form turns the user into a being of pure Liquid Metal as well as increases their overall fighting ability, enhancing everything about them. This allows the now Meta Mechanoid to liquefy themselves, thus transforming their entire body into liquid metallet physical and ki attacks pass harmlessly through their body when they're transformed, rendering them impervious to both physical and magical attacks, which merely pass through them without harming them, so long as the user is aware of the attack coming and where it will hit as the now. The Meta Mechanpod is capable of invoking high-speed movements by teleporting via all forms of metal, surpassing most speed techniques with the velocities that they move about at, also using this ability to transfer their own body and mind into metal objects, and manipulate them as though the object was their actual body. This allows the user to take control of anything made of metal that they come in contact with. While under the user's control, the solid object gains a surprising level of flexibility and dexterity it otherwise would not have, such as being able to stretch and reshape in a surprising manner of ways, reshaping them into a number of new formations that best suit their needs. Effectively transforming any metal into a malleable resource for them to use at their behest, a Meta Mechanoid can change their natural properties by shifting their fundamental properties between the states of matter, such as liquids, solids, and gasses. Upon touch or merge, a Meta Mechanoid can visibly change and reconfigure objects, one of which manifests in their ability to melt them at the touch, shifting them into liquids that he can interact with, either by plashing others, sinking objects into them. A Meta Mechanoid even has the capacity to solidify and thicken metal objects they touch, converting liquids into a solid state or hardening pre-existing ones already in this state. Regardless of the choice, a Meta Mechanoid can revert the state their target was originally in after interacting with it to an extended degree of control. Accomplished by lightly adjusting their ductility by shifting them between states, it renders them malleable for a Meta Mechanoid's hands to operate with this transformation, exerting some influence. It also allows the user to travel through a solid area quickly, moving from one location to another in short amounts of time.
A Meta Mechanoid is capable of rearranging every part of their liquid metal body to their desire as long as they have the willpower to do so, allowing them to produce whatever they need at the moment. Thanks to this advanced form, a Meta Mechanoid can not only can keep their forms without any sort of effort, but can also change into their combat form fluidly. The user can form their body or limbs into claws, blades, guns, hammers, etc. In short, their arsenal is limited only by their imagination. Additionally, the user can alter their density to be as malleable or as hard as they wish; and they can additional appendages and body-parts, remove them or otherwise manipulate their bodies. Their body can be manipulated at will. [+15 to all stats; x90 to BP; costs 10 ki and stamina per post to maintain; requires 600 BP to achieve]
Posted: Sun Sep 23, 2018 8:15 pm
XXXRacesXXX
XX。。。Tuffle XXXXXTuffles are a highly advanced, technological race of beings native to Planet Plant. However, the planet is later taken over by the Saiyans, leaving the Tuffles extinct in Universe 7.
XXXXX↳[RACE'S STRENGTHS :: Their low physical strength is trumped by their ability to think and create on a higher plane than most races that they have encountered, allowing them to learn at a Rapid Rate. Even concepts that are much too foreign to them such as languages and machines can be overcome with little to no problem given time and resources.]
XXXXX↳[RACE'S WEAKNESSES :: Very physically weak.]
XXXXX↳[UNIQUE RACE TRAIT :: Their low physical strength is trumped by their ability to think and create on a higher plane than most races that they have encountered, allowing them to learn at a Rapid Rate. Even concepts that are much too foreign to them such as languages and machines can be overcome with little to no problem given time and resources [+3 in Intellegence// -1 in Defense and Physical based Offense].
With their enhanced mental capacity, Tuffles are capable of dominating the physical plane. At mental command, Tuffles may maneuver inorganic and organic constructs at varying distances and heights. To put it simply: Tuffles gain the power over telekenesis, which is strengthened by the more brain power a Tuffle has. The more intelligent a Tuffle is, the stronger their ability.
10 Intelligence: A Tuffle may move 2x Their BP in weight. 20 Intelligence: A Tuffle may move 3x Their BP in weight. 30 Intelligence: A Tuffle may move 4x Their BP in weight. 40 Intelligence: A Tuffle may move 5x Their BP in weight. 50 Intelligence: A Tuffle may move 6x Their BP in weight.
XXXXX↳[ANY TRANSFORMATION(S) ::Like Universe 2, when a Tuffle receives enough power of love to the point it emotionally moves them, they may transform into a Magical Girl. It should be noted that regardless of gender, the Tuffle is automatically put in a frilly dress and bow ensemble. A "Formation" is required to transform, the Tuffle will in-time learn their particular formation in order to transform into the embodiment of LOVE, PEACE AND FRIENDSHIP. [Details of the transformation will be posted in the 'Technique Customs' Forum.]
【Custom Race / Species】 XX。。。RACE NAME XXXXXRace of Hera
XX。。。BACKGROUND XXXXXThe Race of Hera (ヘラー星人, Herā-seijin) is the race that lived on Planet Hera. A mysterious yet powerful race with abilities that are on par with Saiyans. Their proficiency with ki elevates them to vast levels of power.
XX。。。UNIQUE RACE TRAIT XXXXXStar Recovery: The Hera-Seijin have uncanny recovery speed when it comes to ki. Yet another sign of their ki mastery.
XX。。。PERKS
[ 1 ] [ Stat Bonus ] +2 to Physical Offensive or Energy Offensive at the cost of -1 in Stamina stat [ 2 ] [ Sub-Class Accessibility ] Have 2 separate subclasses to choose from [ 3 ] Ki recovery in and out of battle is doubled [ 4 ]
XX。。。SUBCLASS AVAILABILITY XXXXXHera of Strength Subclass: The Hera-seijin that use their ki to enhance their overall power. They have learned to weaponize their ki to its full potential. From physical strength to devastating ki blasts, this class is made of warriors through and through!
XXXXXHera of Mind Subclass: The Hera-seijin that manipulate their ki to enhance their inner strength, their mind, for various complex techniques. This class belongs to those who are better attuned to the latent psychic abilities of their race. Rather than overwhelming their opponents with raw power, they subdue them with skill and tact.
XX。。。SUBCLASS BENEFITS
XXXXXHera of Strength Subclass [ 1 ] (+5) Physical Offensive and Defense [ 2 ] Physical Based Techniques cost is halved [ 3 ] "Full Power Transformation" Stamina cost is negated [ 4 ] "Star Buster Transformation" and "Celestial Rage Transformation" Stamina cost is halved [ 5 ] Ki Armor: The user has the exclusive ability to focus their ki and harden their very flesh! (x2) Defense Stat while in use / (-15) Ki while in use
XXXXXHera of Mind Subclass [ 1 ] (+10) Ki Stat [ 2 ] Energy Based Techniques cost is halved [ 3 ] Energy Based Techniques learning and mastery is halved [ 4 ] Ki Cognition: A deeper form of ki sense that allows one to read movements, almost to a precognitive degree. (x2) Reflex Stat while in use / (-15) Ki while in use
XX。。。SUBCLASS LIMITATIONS
XXXXXHera of Strength Subclass [ 1 ] Doesn't have access to Ki Cognition [ 2 ] (-1) Stamina Stat [ 3 ] [ 4 ]
XXXXXHera of Mind Subclass [ 1 ] Doesn't have access to Ki Armor [ 2 ] (-1) Stamina Stat [ 3 ] [ 4 ]
【Custom Race / Species】 XX。。。RACE NAME XXXXXMetal Mutant
XX。。。BACKGROUND XXXXXAfter a sect of Machine Mutants left their home planet to seek individuality and a freer society, after a thousand years of evolution, this sect would evolve into the Metal Mutants, robotic beings that are far more individualistic compared to their ancestral race. Much like many other Organic Races, the Metal Mutants are unique from one another in terms of personality, appearance, goals, and experience. Of course the race still has more humanoid members of their race who are easily identified by their eyes, which feature two perpendicular lines going across them and converging at the pupil, not only this but they take on a distinct metallic silver skin coloration along with their hair color having a chromatic shine to it. This gives their eyes a cross-hair-like appearance. Most are known to be rather intelligent, and are known to have formed their own societies and classes. Regardless of their type, how small or how large, they are all born with a unique energy generator, often referred to as a Core, which can keep a Metal Mutant living for very long periods of time, the oldest being well over a thousand years old.
XX。。。UNIQUE RACE TRAIT XXXXXBio-Metal Physiology: Much like their ancestors, Metal Mutants can mold, contort, and reshape themselves. Metal Mutants also display the ability to absorb and integrate metallic and mechanical materials into their own being, as well as restructure themselves. They are able to liquefy through metal and other solid objects. It is mainly used by the Metal Mutants to move through the walls and ground of planet M-3. Metal Mutants are capable of initiating a self repair that will heal most of their wounds so long as they have metal to absorb, however each time a Metal Mutants performs this, they will lose a quarter of the stamina.
XX。。。PERKS XXXXXList the Benefits that comes with this race. Refer back to your abilities section for more benefit ideas
[ 1 ] Defunct Physiology: Due to their mechanical bodies, a Metal Mutant lacks any physical weaknesses of an organic, living body including the need for rest, sustenance or other physical requirements. However they must restore their power supply every so often, they as well can still feel pain just as any organic being can. [ 2 ] Technolingualism: Metal Mutants can perceive, understand, control and generate electronic, digital, radio, and similar transmissions with their own bodies, allowing them to as well generate signals and become living wireless computers. [ 3 ] Cyber Vision: The vision of a Metal Mutants allows them to see an augmented reality: a live, direct or indirect, view of the world that includes digital elements such as information boxes regarding places. Unlike virtual reality, the digital components are added to the world as it is, rather than replacing it with an entirely new interface. This as well allows them to collect data faster and analyze it. [ 4 ] High Survivability: Thanks to their mechanical forms, Metal Mutants have a higher survival rate from taking damage that would otherwise be fatal for organics. This is mostly due to how their "heart" and "brain" function. Regardless of their type, how small or how large, they are all born with a unique energy generator, often referred to as a Core. An evolution from the power supplies which acted as the hearts for the predecessor Metal Mutants, the Core acts as the soul and heart of the being, but it is because of it's mechanical nature that it will continue to function even if the host body is destroyed. As it is a conduit for the soul of a Metal Mutant, so long as the Core remains, it's owner will have a higher chance of survival. However, this does not mean a Metal Mutant will survive indefinitely as just a Core, the heart requiring energy to sustain itself that is converted from the equivalent of blood within a Metal Mutant's body. The longest a Core can last is reportedly 10 hours, during that period it must be given a supply of energy equivalent to the output its host body had, whether that is hooking it up to a generator, or implanting it into a new Metal Mutant body.
XX。。。SUBCLASS AVAILABILITY XXXXXHumanoid: The Metal Mutants which take on a form similar to most organic races and identified by their cross-hair-like eyes, Cascade colored skin, pointed ears which have bolts within them, the Humanoids typically make up most of the scientific, political, and strategic military functions of the planet of M3, having been designed to model their ancestral ancestors the Tuffles in terms of intelligence.
XXXXXMechanoid: The Metal Mutants which take on a far more mechanical and robotic form compared to their Humanoid counterparts, the Mechanoids are known to come in all shapes and sizes, ranging from being as small as 2 feet, to being a staggering 30 meters in height. Despite their appearance or what one may assume, they do have their own individualist personalities, having developed them on their own through evolution. Typically a Mechanoid will be given worker, law enforcement, or overall combative functions, acting as the pillars of M3's society while most of the Humanoids guide the joint effort of both Metal Mutant types to keep their society long and alive. However, this is not to say that there are not Mechanoids that are given the same occupation as a Humanoid, if their potential for a higher function is displayed and real, a Mechanoid will be likely move up in society from a worker or soldier.
XX。。。SUBCLASS BENEFITS XXXXX
XXXXXHumanoid Benefits [ 1 ] Ancestral Intelligence: Due to being modeled after their creator race, all Humanoids hold a significant amount of intelligence that is held within the brain module, allowing them to calculate and process mass intakes of information to reach an answer that will suit their current needs the best. +3 Intelligence, +1 Reflexes, 1- Defense [ 2 ] Item creation post requirement is reduced by a quarter of its original number. [ 3 ] (+5) ki stat [ 4 ]
Mechanoid Benefits [ 1 ] Metal Plating: Due to their metal bodies, Mechanoids can have either a heavy or light plating, the heavy plating putting a +1 into their defense, while the light plating puts a +1 into their speed. However, a Mechanoid will lose a single point in the other stat, losing either a point in defense if they choose a lighter plating, or a point in speed if they choose a heavier plating. +1 Defense or +1 Speed must be chosen, cannot do both. [ 2 ] Additional Tools and Weaponry can be manually built into a Mechanoid's body, using the same post requirements as Technique Learning. [ 3 ] (+5) Stamina [ 4 ]
XX。。。SUBCLASS LIMITATIONS XXXXXLists the Limitations
[ 1 ] Due to their Bio-Metal physiologies, fighting in nature, such as forests, limits the full potential of their staple ability, preventing them from absorbing any metals to heal themselves, any Metals to add onto their power, or hide within any metal surfaces. [ 2 ] Humanoid based Metal Mutants receive a -1 in Physical Offense as a result of their non combative natures. [ 3 ] Mechanoid based Metal Mutants receive a -1 in Intelligence as a result of their combative and worker natures. [ 4 ]
【Custom Subclass】 XX。。。SUBCLASS NAME XXXXXWitch / Wizard
XX。。。SUBCLASS DESCRITION XXXXXAll races have the potential to use magic such as Namekians, Majins and Deities being quite adept at the use of magic though very few ever devote themselves to properly learning it. The individuals who do end up devoting themselves to the craft are known as witches or wizards, though often end up forgoing how to utilize ki techniques but there are exceptions.
XX。。。RACE AVAILABILITY XXXXXAll races with the exception of fully mechanical beings.
XX。。。SUBCLASS BENEFITS XXXXXList the Benefits that comes with this subclass.
[ 1 ] Intelligence Stat (+10) [ 2 ](+1) Magic type technique [ 3 ]1 additional custom slot for every 10 intelligence (4 total custom slots) [ 4 ]+100 BP if full deity
XX。。。SUBCLASS LIMITATIONS XXXXXLists the Limitations
[ 1 ](-5) Energy Offence [ 2 ]Takes longer to learn any ki based moves (doubles required paragraphs to learn and master) [ 3 ] [ 4 ]
Posted: Sat Feb 29, 2020 6:51 pm
【Custom Subclass】
XX。。。SUBCLASS NAME XXXXXWitch / Wizard
XX。。。SUBCLASS DESCRITION XXXXXAll races have the potential to use magic such as Namekians, Majins and Deities being quite adept at the use of magic though very few ever devote themselves to properly learning it. The individuals who do end up devoting themselves to the craft are known as witches or wizards, though often end up forgoing how to utilize ki techniques but there are exceptions.
XX。。。RACE AVAILABILITY XXXXXAll races with the exception of fully mechanical beings.
XX。。。SUBCLASS BENEFITS XXXXXList the Benefits that comes with this subclass.
[ 1 ] Intelligence Stat (+10) [ 2 ](+1) Magic type technique [ 3 ]1 additional custom slot for every 10 intelligence (4 total custom slots) [ 4 ]
XX。。。SUBCLASS LIMITATIONS XXXXXLists the Limitations
[ 1 ](-5) Energy Offence [ 2 ]Takes longer to learn any ki based moves (doubles required paragraphs to learn and master) [ 3 ] [ 4 ]
【Custom Subclass】 XX。。。SUBCLASS NAME XXXXXMagically Enhanced Saiyan
XX。。。BACKGROUND XXXXXUsing a process invented by the great witch Planta, a saiyan baby can be enhanced with the use of a blood sacrifice and many magical runes carved into their flesh and bones. Most saiyan babies do not seem to survive this process. Primal saiyan babies seem to be only ones that even have a chance of survival.
XX。。。RACE AVAILABILITY XXXXXSaiyan
XX。。。SUBCLASS BENEFITS XXXXXList the Benefits that comes with this subclass.
[ 1 ] Same benefits as Primal Saiyan [ 2 ] Add Magical enhancements as a second Unique Race Trait with [similar effect to whatever the ruling for majin's [ Magic ] perk ends up being] and one other effect based on which race was used as a blood sacrifice.
- List of Blood Sacrifice Effects:
- Saiyan: Increase zenkai limit by 3 and remove the penalty to the zenkai boost BP bonus from this subclass - Earthling: Reduce technique cost by 5 and regain 10 KP per post when not in motion - Frost Demon: Stat gains from training +20% and halve the time for technique learning and mastery - Majin: Can not be used for blood sacrifice (overloads the magic enhancements killing the saiyan baby) - Namekian: Add Giant Sayian to transformations (same effects as great namekian) and Demon Hand/ Namek Finger to tech list (and ignore race requirement for techniques that have Demon Hand/ Namek Finger as a prerequisite.) - Tuffle: Increase int by 10 - Deity: Can not be used for blood sacrifice (mostly for balance and less for lore)
[ 3 ] [ 4 ]
XX。。。SUBCLASS LIMITATIONS XXXXXLists the Limitations
[ 1 ] Same limitations as Primal Saiyan [ 2 ] + 50% to BP prerequisites and + 25% to Stat prerequisites for transformations [ 3 ] Reduce the BP bonus from Zenkais to 20% instead of 25% [ 4 ] Can only have one Blood Sacrifice effect and the procidure must be done while the saiyan is a baby
Eighth Diviner
Posted: Fri Mar 06, 2020 11:56 am
【Custom Subclass】 XX。。。SUBCLASS NAME XXXXXMagically Enhanced Saiyan
【Custom Race / Species】 XX。。。RACE NAME XXXXXArdorjin
XX。。。BACKGROUND XXXXXAn extremely rare species that can only be found during times of great crisis, appearing as guardians to save a planet from despair. The Ardorjin is a race of energy beings born when a collective dying hope from a planet’s denizens is present while a great mass of energy on a planetary scale or hire is released nearby. Typically, this means a member of this rare race is only born when a planet’s life is extinguished and the planet itself is destroyed, while there are even fewer cases of an Ardorjin being born from a star going nova and a nearby planet’s people still hold onto hope despite the coming cataclysm. This combination of collective hope and great energy results in the birth of Ardorjin, who takes on sentience but has an innate desire to become a beacon of hope. It is because of this desire that they seek out planets in peril, coming to them as a light of hope and staying until the planet has entered a long period of peace without danger of destruction. In a way, the race actively works to prevent any increase to their numbers. The race has been around seemingly since the time mortals began to populate planets throughout the universe. Though they appear as masses of energy in the eyes of mortals, they do have physical bodies, but these bodies can neither be seen nor felt normally, making them limited in the ways in which they can interact with the physical realm, thus requiring host bodies.
Indeed, in every case a Ardorjin has come to save a world, a life tied to that planet as the energy being’s host can be found. Upon arriving at a planet, an Ardorjin will use special senses brought out from the hope that helped it’s birth to seek out a truly just mortal that will dedicate themselves to helping their planet. These individuals, known as Exerspe, are mortals who hold no potential in becoming stronger than the average member of their race, in many cases, none of them have the ability to fight against cataclysmic injustice despite their desire to do so, they are weak and can only watch as their planet is put on a path of destruction. Ardorjin actively seeks these hosts out, as they are they seem them as the closest thing to what gave them life, a great hope that can only be hope without being able to make that hope come true. As such, Ardorjin typically shy away from mortals that could be considered superhuman as hosts, desiring to give the weak a fighting chance. Typically, an Ardorjin will leave how its energy and physical body are used up to the Exerspe, putting a great deal of trust into them to not abuse these gifts. There have been instances where an Ardorjin will take control of their Exerspe’s body if they are unable to, usually when the host is unconscious and is in danger. Once fused, a Ardorjin cannot be forced to leave its Exerspe, becoming ingrained into them on a cellular and spiritual level, leaving their Exerspe coming down to a matter of choice on the Ardorjin’s part. Upon being made a host, an object is given to the Exerspe to utilize as a catalyst to summon the energy and transform. There are many different transformation catalysts, typically small enough to not encumber or limit the Exerspe’s movements, these objects have been shown to be like wands, daggers, rings, wristbands, and many other objects that the Exerspe could easily carry around and even conceal without drawing too much attention. These catalysts seem to use the Ardorjin’s energy to transmute a small object on the Exerspe’s person into the catalyst itself, changing the object material into the same thing the Ardorjin’s physical body is made of. The catalyst becomes protected by the energy of the Ardorjin, preventing it’s destruction and even if it were to be destroyed, the Ardorjin would transmute a different small object. The Ardorjin seems to be able to transport the catalyst as well with its energy should it and the Exerspe ever become separated, but only if there is a sizable distance between them.
Though they do have physical bodies, they never truly lie in the same dimension where mortals can perceive the energy form of an Ardorjin. Rather, the physical bodies can be found in a dimension of unknown origin, one that only the Ardorjin can give access to. This dimension seems to be made up of the same energy that the Ardorjin is composed of and utilizes. The physical body of an Ardorjin is born here, created from an unknown material that makes up the physical composition of this dimension. Very few mortals have seen this space, a particular one, a scientist turned Exerspe, theorized that the dimension may have been made by the collective hope of an entire universe before it’s destruction.
XX。。。UNIQUE RACE TRAIT XXXXXPossession and Enhancement: Though they appear as masses of energy in the eyes of mortals, they do have physical bodies, but these bodies can neither be seen nor felt normally, making them limited in the ways in which they can interact with the physical realm, thus requiring host bodies. Indeed, in every case a Ardorjin has come to save a world, a life tied to that planet as the energy being’s host can be found. Upon arriving at a planet, Ardorjin will use special senses brought out from the hope that helped it’s birth to seek out a truly just mortal that will dedicate themselves to helping their planet. These individuals, known as Exerspe, are mortals who hold no potential in becoming stronger than the average member of their race, in many cases, none of them have the ability to fight against cataclysmic injustice despite their desire to do so, they are weak and can only watch as their planet is put on a path of destruction. Ardorjin actively seeks these hosts out, as they are they seem them as the closest thing to what gave them life, a great hope that can only be hope without being able to make that hope come true. As such, Ardorjin typically shy away from mortals that could be considered superhuman as hosts, desiring to give the weak a fighting chance.
In order to keep the host body safe for as long as possible, the Ardojin rewrites and enhances the mortal’s DNA, bringing them to superhuman levels and granting them special senses akin to when the Ardorjin posses, allowing them to survive the great ordeal they are destined to face and contend with the superhuman threats they will inevitably fight. The most prominent ability granted to the Exerspe is the ability to become their Ardorjin, summoning the light of hope from within themselves and transforming into the Ardojin itself. While in their physical bodies, an Ardorjin is capable of utilizing its energy for offensive, defensive, and supplementary uses, including blasts, barriers, healing others, and even enhanced movement such as flight. The most surprising thing it seems capable of doing is enhancing its own size to great proportions, allowing it to fight larger enemies on a similar scale, though the largest they seem capable of becoming is 52 meter..
With a physical medium, the Ardorjin is capable of manifesting it’s true body to completely interact with the physical, allowing it to touch, fight, and hold that which it couldn’t before, but this also means it can be touched and hurt while it’s host has taken on the Ardorjin’s physical form. Though a Ardorjin is seemingly immortal, only similar energy being able to hurt it while in its energy form, it can in fact die while it’s physical body is present. In fact a Ardorjin can be weakened if there is enough of a certain energy bathing it. If the host dies while in the Ardorjin form, there are heavy chances the Ardorjin itself will die as well. However if a Exerspe dies when outside of the form, the Ardorjin will leave their body to find a different host, to both carry on its mission, but the original Exerspe’s will as well. It should be known that the Exerspe’s energy and physical body are active at the same time despite being seperated, it’s one consciousness controlling two separate bodies at the same time, but if one of these bodies is destroyed, the other will follow. It also appears that though Ardorjin are naturally inclined to select an average Mortal for a host, it appears that they simply are unable to choose a Host that is already Superhuman, the massive amounts of Ardorjin energy and the Superhuman’s being too much for the body to handle, thus races that are born with high levels or power and energy are incapable of becoming a Exerspe.
XX。。。PERKS XXXXX
[ 1 ] Energy Form: While in their energy form, a Ardorjin is practically immune to damage as it cannot interact with the physical for the most part, but energy which matches the wavelength of the energy that composes it should be able to damage it even in this form. [ 2 ] Hope Power: Being lifeforms born from collective hope and massive amounts of energy becoming one, collective hope from a number of people and the Exerspe can bolster the Ardorjin’s power, increasing its physical abilities, techniques, and energy output tenfold with each source of hope directed toward it. [Gains x10 BP and +10 to each stat per RPC or NPC narratively per mod’s discretion] [ 3 ] Energy Being: With their bodies being composed of energy, the Ardorjin are especially proficient in energy attacks [+5 to Exerspe’s Energy Offense and Ki stat] [ 4 ]
XX。。。SUBCLASS AVAILABILITY XXXXXRancorjin: The Rancorjin are the exact opposites of the Ardorjin, dark energy beings made from the collective dying hatred and fear of a populace and a great energy becoming one. Having all the abilities of their counterparts, Rancorjin seek to use these powers to spread malice throughout whatever universe they inhabit, taking on a Exerspe who holds a great deal of hatred in their heart and using them to orchestrate a great calamity upon a planet in hopes of either creating another Rancorjin or taking the malefic energy from the planet’s destruction to empower themselves further.
XX。。。SUBCLASS BENEFITS XXXXXList the Benefits that comes with this subclass. Refer back to your abilities section for more benefit ideas
[ 1 ] Energy Form: Like their counterparts, while in their energy form, a Rancorjin is practically immune to damage as it cannot interact with the physical for the most part, but energy which matches the wavelength of the energy that composes it should be able to damage it even in this form. [ 2 ] Malice Power: Being lifeforms born from collective hate and fear and massive amounts of energy becoming one, collective fear or hate from a number of people and the Exerspe can bolster the Rancorjin's power, increasing its physical abilities, techniques, and energy output tenfold with each source of malice or fear directed toward it. [Gains x10 BP and +10 to each stat per RPC or NPC narratively per mod’s discretion] [ 3 ] Energy Being: With their bodies being composed of energy, the Rancorjin are especially proficient in energy attacks [+5 to Exerspe’s Energy Offense and Ki stat] [ 4 ]
XX。。。SUBCLASS LIMITATIONS XXXXXLists the Limitations
[ 1 ] Has all the same weaknesses as a Ardorjin [ 2 ] [ 3 ] [ 4 ]
XX。。。SUBCLASS DESCRIPTION XXXXXA Exerspe is an average mortal with a great desire to save others who has made it into the host body of an Ardorjin. Upon becoming an Exerspe, the mortal’s DNA and body is enhanced to be able to survive being a host and the great perils they will have to face in the future. This gives their physical abilities the potential to become superhuman, allowing them to reach levels that they would never be able to meet otherwise. Not only are they made superhuman physically, but mentally as well. All Exerspe have displayed a level of ESP, allowing them to sense dark will and locate what they need to find with their minds. It has also been shown that an Exerspe has the ability to utilize their Ardorjin’s energy for transportation, bringing it forth and traveling at great speeds while protected by the energy. The most prevalent ability granted to them however is without a doubt the ability to transform into their Ardojin partner, summoning the energy from within themselves and bringing out the Ardojin’s physical body from the dimension it resides in. While in this form, the Exerspe is given access to the Ardorjin’s full array of abilities, skills, and techniques, including using the energy offensively, defensively and supplementarily, an additional enhancement to their physical abilities, flight, and the ability to increase the size of their bodies to fight larger threats.
XX。。。RACE AVAILABILITY XXXXXAll races except for Frost Demons, Majins, and Deities.
XX。。。SUBCLASS BENEFITS XXXXXList the Benefits that comes with this subclass.
[ 1 ] Ki and Energy Stat [+5] [ 2 ] Access to Ardorjin form and energy. [ 3 ] [ 4 ]
XX。。。SUBCLASS LIMITATIONS XXXXX
[ 1 ] Locked from transformations besides those related to the subclass. [ 2 ] Can only use Ardorjin techniques while transformed. [ 3 ] [ 4 ]