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Semi-Lit/Lit Roleplaying Guild Of Various RPs 

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Azaireal

PostPosted: Sat Jan 21, 2006 1:05 am


Illithid


Azaireal, Labyrinth


A race of psychics that vaguely resemble squids with bodies attached to them. They live in enclaves in the deepest and darkest places of labyrinth, and for the most part keep themselves segregated from the rest of the world.

They gather slaves who's minds they destory and reprogram to their needs. Some slaves are used as food, while others are used as gladiators or other miscallaneous jobs.

Occassionally, the venture out into the world to wreak havoc on the lesser species, which in the Illithid's opinion, is every other species.

They are sometimes reffered to as mind flayers.
PostPosted: Sat Jan 21, 2006 1:15 am


Svirfneblin


Az, Labyrinth


Also known as Deep Gnomes, these stone coloured fairies are roughly the size of a dwarf in height, but lack the mass and facial hair. They tend to be bald with short beards. Hair is usually a black or grey colour, and occasionally white. Other colours appear infrequently. Eye colour is usually gray, but a few other shades appear rarely.

The Deep Gnomes love to live in natural cave complexes that have been hollowed out for their homes. They gather precious gems and jewels, and occassional metal work.

This race is the sworn enemy of the Drow.

One of the nifty cultural objects this race has created is called the hooked hammer. It is a weapon that combines the pick axe with the warhammer by placing one head on each end of a pole. The weapon requires a great deal of skill to use, and is quite rare beyond the gnomish communities.

Azaireal


Lunar Dawn

PostPosted: Wed Jan 25, 2006 4:29 pm


Kin

LD and Icelight in Lab


Usually humnoid beings that can morph between an animal and human. Some are uncivilized, and are stuck half morphed between ona dnt he other (i.e. Jackles) and some can fully morph when adults. (i.e. Wolf) Pups usually have furry feet, ears, and tails, until aults, and will wear little to know clothing until their down in replaced iwht human skin. Most are intelligent, and live in packs via their animal counterparts.
PostPosted: Wed Feb 08, 2006 11:15 am


Wolfwere


A wolf cursed with the ability to transform into a human. Similar biped hybrid form to a werewolf giving this creature three forms. Tendancy to live in packs, and live on the periphery of villages and herding settlements.

Azaireal


Azaireal

PostPosted: Mon Feb 13, 2006 11:31 am


Orc/Ork


Most intelligent of all gobliniods, the orc possesses both strength and cunning. The creatures have a tendancy to be less than intelligent by human standards, but in terms of goblins, kobolds and ogres, they are by far the most intelligent race to claw its way out of the bowls of Baldur's bones.

Orcs war with every race equally, and hate surface elves most of all. Drow and other evil races have a tendancy to manipulate orcs into action, usually against the orc's best wishes.

Strength and size generally determines the leader of an orcish tribe, though occassionally these will be submissed by intelligence. Successful orc generals are generally semi-intelligent and very strong individuals claiming some attachment to one of the orcish dieties.

Orc armies usually incoperate various other types of gobliniod races, mostly smaller varients such as goblins, and kobolds. Ogres sometimes join with Orcish armies for war gains, booty.

Orcish tactics generally rely heavily on mass and strength.

Orcs favour weapons that are powered by their massive muscles over any fenses. Orcish archers are not perticualarly accurate or efficient because the orc wants to hit the target with his fist or melee weapon.

They eat anything.
PostPosted: Fri Feb 17, 2006 4:23 pm


Death Knight


An evil or corrupt knight who is gifted or cursed by some diety with the immortal watch over a specific place or area. A skeletal form with black armour and fiery swords, this creature can use various god given powers to combat who ever they feel threatens the land, which in no way is govered by any code or creed.

Uthegental is a Death Knight and former Shadow Knight of Lloth. He maintains many of his Shadow knight skills and the same cruel taste for torture breed into him by his dark lady. He is cursed with a perticular lust for a helmet which he always carries on his person, but rarely feels compelled to wear. Lloth has branded him with several other curses, but none are well known. Among those known, is his obedience to members of his family. He is destined to help them even when it goes against his personal grudge against his clan. His sword is both of the Darkness and Fire elements.

Azaireal


Azaireal

PostPosted: Sat Mar 04, 2006 9:32 am


Arcane Archer


A solely elvish warrior-wizard who can manipulate the workings of his bow. A capable archer, for only the best are allowed to join the ranks of the arcane archer, and minor wizard, as concentrating effort into one expertise always comes at a cost, the Arcane Archer is a magnificent war hero and vailent defender. His skill with the bow is generally unmatched by any other archer.

As most archers can atest, the need to fire arrows in a rapid succession is a primary concern, as they tend to be lightly armoured to enable their arms to work their bows rapidly. The Arcane Archer has perfected this rapid motion to such a degree, that occassionally he can unleash a hail of arrows upon his foes, seemingly attacking every enemy within range of his bow in a single round of combat. This taxes the archer, so he usually can only accomplish this once per engagement or so.

The single man archery core is no the soul benefit of employing the powers of an Arcane Archer. As the name implies, their is a certain degree of magic to this character. He can manipulate the projectiles he is shooting to maintain a degree of magical energy to reflect his overall power. On top of increasing the power of his arrows, he can enchant them to fire his spells; thus, instead of using the spell range, he can use the bow's range.

The Arcane Archer has a few more tricks up his sleeve, mostly incuring on his magical talents in combination with his bow. One talent is rumoured to be the ability to create Death Arrows, which as the name implies kills the target almost instantly. Some people can resist this magic.
PostPosted: Thu Mar 16, 2006 9:45 am


Nymphs
As used by Picking Up Stars in TLAM


Nymphs are the demi goddesses and protectors of nature. Beautiful women often found in forests or heavily natural areas, they are peace-loving creatures who exalt in the natural world and only become violent when nature or a fellow nymph is threatened. Each claim a different essence and they have the ability to return to their natural essence (water nymph becomes any form of water) or manipulate it. Usually seen in large groups or paying court to a god or goddess, sometimes can be seen alone. Aging is not a problem as they do not change their appearanc once fully grown but they can die by any means a human can. All weaknesses their essence claims, they as well claim. Ex: A wood nymph is subject to fire just as trees and plants are.

Reproduction: Nymphs can be impregnated as long as it is the divine will of the god who owns or they pay court to. Note: If a nymph has been banished, this rule no longer applies. A nymph is pregnant for about six months depending on the growth of the baby itself. Despite the rate of growth in the womb, all achieve the same rate once fully emasculated from the womb itself.

Growth: Since nymphs are always portrayed as fully matured women, they have an accelerated growth rate that equals out to every six months of human time being two years. Young nymphs are not babies for long and they tend to mature by the time they are two years old. A fully mature adult is only about five. A fully matured adult never changes her appearance in her 'human' form.

Powers: Nymph children tend to show the beginnings of essence manipulation at the age of three or four but it takes practice and some training to learn the precise art. Powerful babies have been known to return to their essence form when they are extremely upset but will revert to the human likeness once they have calmed down. They are protected as at young ages they are very mischevious and vulnerable because of their lack of or weakened powers. Each nymph subspecies is different and the actual description of things they can do varies. Like most children, there is a strong attachment to at least one parent and sometimes both, although since the gods tend to be the sires, babies commonly attach to their mothers.


It is very difficult for a nymph to learn to manipulate another essence though it has been done before. Years of study and practice is required and they will always return to their original essence when forced to defend.

Picking Up Stars
Vice Captain


Azaireal

PostPosted: Mon May 29, 2006 8:59 pm


The Sorceror Knight


(Az, Personal Favourite)
A.K.A

Songblade, Mage Knight, Swordcaster, Bladeslinger, Blade Singer, Spellblade


A fighter-mage cross which emphasises the use of mana to enhance weapons in order to engage enemies. Usually this takes the form of enchanting the weapon to reflect elemental properties to enhance the damage, or increasing the effectiveness of a weapon by enhancing the material with mana (turning a weapon into a magical weapon for use in combat). They usually only use melee weapons, but reports of bows and other ranged weapons have been made.

Low level Sorceror Knights can only enhance a weapon with magical properties. As the Soceror Knight gains proficiency with the art, they are able to do more outstanding things.

Master Sorceror Kinght usually take on apprentacies who have some wizarding training, and some martial training.

This class focuses on the use of a mana pool to determine the number and potency of spells per day. Mana recharges naturally, so it is possible for a Sorcer Knight to use a mana output that is the same as his regeneration for an unlimited amount of time. Mana recharge and the eventual cap is reflective of the natural state of the individual, and cannot be altered by training.

Sorcerer Knights do not wear heavy armour. Elvish Chainmail is the perfered armour of this class, as it is crafted in a way that does not interfere with mana or movements.

Sometimes, Sorcerer Knights sing while using their magic.
PostPosted: Mon May 29, 2006 11:47 pm


Vampires


(Az)


A template in dungeons and dragons that makes the character have the undead subtype, and causes him to lose his constitution statistic and gains several stat buffs. He is killed by direct sunlight. Damage Reduction towards non-silver weapons or weaker. Some spell like abilities, including gasous form, fly, summoning spells, and a few other little tricks. They feed on blood, usually killing the victim.

A type of creature that has been taken from historical pretext and addapted to the white wolf game in order to let people feel history through adopting specific personas attached to certain clans of vampires. They are all weak against fire and sunlight, and drink blood to get blood points, they do not kill their victims. They have a point buy system that allows great customization, and uses a deficiency or shortcomings option to increase the number of points you can have. Uses a d10 system of play. Experience gains you points that can be distributed onto your sheet to increase your stats.

Historically in Europe, a creature of the night that kills people who recently lost a loved one. Eventually evolved into a rather unsavioury monster, which happens to have characteristics that match monsters of the same nature in other cultures. Some historical persons have been characterized into vampires due to the actions they did during their lives.

Romanticised by novelists. Generally speaking, made into whimps who lack iniative or any ambition worth havingn. They seem to seek pity from mortals, and usually contemplate death and the morality of their lives.

Demonized by directors in motion pictures. A sterio type of the ruthless killer that lives only to prolong its own life. Usually, hunted by some sort of orgainization or person with a personal grudge. Usually, not very good movies, except for the few that are really well done. ((There are more B vampire moves that should not ahve been made than any other subject as far as I have seen.))

In video games, vampires are often used as a random encounter or minor boss, or even a party member ((Vincent in FFVII)). They have some magical powers, are usually weak against fire and holy energy, usually dwell in caves or castles, and often have a nice treasure or realitively good gold drop. They have stared in some video games, most notably Soul Reaver and the Legacy of Kain series. They have strange powers, abilities, and weapons in these games.

Used as a medium to portray political and social intrigue in the local Ties that Bind role playing game. They make up a large percentage of the population and generally speaking live in the shadows of society. They are weak against silver, fire and sunlight, but none of the other typical vampiric weaknesses ((such as running water, water, holy pressence, wooden stakes, etc)). A combination of primal instincts and romantic motiffs decorate the other wise intese political intrigue in which the game is set. A rather impressive vampire compared to other sources.

Azaireal

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