Welcome to Gaia! ::

Intergalactic Blues

Back to Guilds

We are a literate sci-fi roleplaying guild 

Tags: roleplaying, scifi, literate, private 

Reply Codex Riiamar
Custom Alien Races

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Warlord Kartanus
Captain

7,550 Points
  • Gender Swap 100
  • Invisibility 100
  • Elocutionist 200
PostPosted: Tue Aug 09, 2011 10:54 am


If you feel that your alien race that you wish to use is overpowered, or just want to make sure it is alright to use so your profile is accepted faster, post them here.

Just use this handy little form.

Race Name:
Appearance: ( pics work)
Racial Traits: (how are they unique? strength? night vision? wall walking? etc.)
Homeworld: (describe their homeworld and how they have adapted to it.)
Strengths and Weaknesses: (racial strengths and weaknesses)
PostPosted: Wed Aug 10, 2011 10:11 pm


Race Name: Isk'qanell

Appearance: They appear to have a humanoid form, but have features many would resemble as demons. Some have many features, making them appear less human. While others have so few, sometimes only one unique feature, they could almost pass as human in appearance. Although the monstrous features vary upon the individual, much like the appearance of humans, they normally have an appearance similar to a wealthy person.
Example Female: [x]
Example Male: [x]

Racial Traits: At birth, their brains are developed in certain areas that they can decide on their own what they want to learn in life. When decided, their brains then alter in activity to allow them to retain as much information as possible concerning that topic, causing them to become literal prodigies. However, because of this, many have difficulty learning anything else beyond a basic concept, though there have been some unique, but extremely rare, cases. A common example is an Isk'qanell architect who is can build the most intricate of buildings thought non-constructive, but can't balance his own check book.

The number of features usually tells how much difficulty an Isk'qanell will have with subjects outside their specialty. The less features one has, usually means less difficulty he/she will have. To compare; two different Isk'qanell specialize in journalism. One only has one unique feature, while the other looks nowhere near human except in shape.
The heavily featured one will most likely not know any math beyond multiplication and division.
Whereas the less featured one would likely be able to learn up to basic geometry, but nothing beyond.
However, those with more features tend to be more physically able. Most of the time, one heavily featured tend to specialize in a weapon and become a warrior specializing in ONLY the one weapon. Give him something else, and he'll fumble and mess up to the point he shouldn't have even gotten out of bed for the fight. And forget about knowledge, a weapon specialist will likely say two plus two equals Alaska.

Homeworld: They are spread across several planets where they can find work concerning their specialization. They no longer have a homeworld, as their home planet had long exploded and is now among the asteroid field. They escape extinction thanks to Isk'qanells who were specialized in forecasting future events, and geologists who were able to show support for their claims.

Strengths: They are specialists in what they study. If there is an expert on something who is human, odds are, there is an Isk'qanell who knows even more than the human expert. If a human designed a hovercar with a reverse gear, an Isk'qanell has already made one that can go from 0 to 60 in that reverse gear, but is likely already an out-of-date model.

A weapon specialists can perform feats humans wouldn't even consider performing, or upgrade a weapon in some way no other would consider doing. In short, an almost perfect killing machine with that weapon.

In rare cases, some may be skilled in two subjects of learning. One Isk'qanell was said to be able to shoot an animal right between the eyes, and also be able to skin the animal like a professional butcher.

Weaknesses: Although they are smart in one subject, they have difficulty with learning something else. As such, it is extremely rare you will see one be able to design high quality spacecrafts and also be an accomplished author.

One specialized in a weapon don't usually learn to wield any other type. If one is specialized in plasma weapons, but is given a laser weapon, he/she would likely be unable to hit the broadside of a barn.

Although those with more features are more physically able, they are still only as strong as the average human. A punch on an average Isk'qanell will likely crack the bone.

Those that can double-specialize never know as much as one who is solely specialized. For example, a dual-specialty sniper can place an accurate shot on a moving target, but will likely be unable to calculate other factors like the wind, distance, etc.

Gaspard Osmond

Beloved Lunatic

5,850 Points
  • Invisibility 100
  • Conversationalist 100

The_Dizzy_F-fect
Crew

PostPosted: Fri Aug 12, 2011 1:06 am


Not sure if it was okay to use. Plus, I didn't see a list of other species so...yeah. XD

Race Name: Jellatine
Appearance: Simply put, they're giant, shapeshifting, translucent blobs. Colors and patterns vary widely, from single tone to even multi-colored zebra stripes. They usually go about life in a shape similar to humans: bipedal, two-arms, a head, etc. Sometimes, they may even just be humanoid from the waist up. Of course, that appearance can change almost instantly into something else.
Racial Traits: Their bodies are made of a sort of gelatin-like substance that allows them to assume several shapes and harden themselves slightly. Literally nothing but gelatinized water that has a sentient mind. They can hear and see, as well as feel vibrations in their surroundings. Their brain is unseeable, but is thought their entire bodies might be their brain, like some sort of amoeba. However, whether that is true or not is unknown, even to other Jellatines.
Their shapeshiftings can be something as simple as turning into a ball, something more thoughtful as a cannon and shooting a harden, gelatin cannonbal, or complex as a motorcycle out of a trippy cartoon. If split, it can easily regenerate itself or function as two or more entities with the same mind.
Due to their gelatinous bodies, several projectiles simply go right through them without harm, even the mighty Gauss rounds. Contact explosives may not go off since the gelatinous bodies may not provide enough of an impact to set off the contact triggers. In fact, if such ammunition doesn't go through them completely, they can fire it back at their attackers.
Homeworld: Their homeworld, which they decided to give no name, was harsh, considering their reactiveness to temperature. During warm seasons, many stayed off the land and retreated into oceans, lakes, and other sources of water to escape heat that could evaporate a Jellatine in an hour or less. The cold seasons were filled with sub-zero temperatures. All water froze solid, even large bodies such as oceans, which in turn send the Jellatines into a sort of hibernative state. This harshness is probably what made the Jellatines decide to give it no name, as it would be too nice to do so for a planet always impeding their progress. There are a few moderate seasons in between the hot and cold ones, and it is then merchants can land safely, considering they find it since many maps don't show their homeworld all that often. With water formed gems and minerals, some even give that as payment to merchants willing to take them away from the harsh planet. Those that stay generally live a more primitive lifestyle compared to other civilizations, never expanding cities or towns too far away from a water source. These towns and buildings are collapsable, to allow them to be taken with those who enter the water during the cold seasons so they are not blown away.
Strengths: Their soft, gelatinous bodies offer immunities to virtually all projectiles, Gauss rounds, few contact explosives, and most gas weapons. At times, even able to fire them back at attackers. If two parts are seperated, it can reform or continue on as two seperate beings for a short time.
They can shapeshift their entire bodies, or just part of their body. Whether it be for combat, travel, or just everyday use; the ways a Jelltine performs these are usually arttistic. It also makes them able to traverse over most terrains, and perform unhindered in the air and sea.
Since they are mostly water, they require no food and not much sleep. All they need to remain healthy is a daily intake of water. About 5-8 gallons a day to remain healthy. Their bodies act as filters as well, allowing them to discard all sorts of impurities: pollution, salt, algae, etc. Of course, a small amount still gets through, but is harmless. In fact, it alters their color: for example, a Jellatine ingesting water with man-made pollution in it may turn slightly beige-green or some other color.
They are seemingly immortal in terms of physical abuse, being able to reform and such. However, they are still affected by time; old age makes them more and more solid until they eventually can't move and their mind ceases function. Although their atoms speed up in heat, only nuclear or disruptor weapons can truly kill them.
Weaknesses: Anything that alters the temperatures of water can also make them lose their shapes.
High heat from flamers, plasma, explosions, etc. can cause the water to become too loose and they become a puddle of water. They can't reform until they cool down enough. They can even evaporate into the sky, but that is ill advised since they can easily form back as a rain cloud and unleash an attack from the sky.
Low temperatures can cause them to harden more than desired that they move sluggishly, or freeze solid. When frozen, they can be shattered, and it will take some times to thaw out enough for the pieces to reform. In the case one is frozen on the outside, but still watery in the center, there is a risk of dehydration to death. However, it is slower than normal; and it doesn't occur at all if frozen solid.
Gases and chemicals that act as a sort of liquid binder will also slow them. Although easily offset by taking in more water, the amount to intake varies upon how powerful the binding agent is.
Jellatines are artistic, but don't normally know when to stop. When something can be done with a simple shape, many have several moments where they go overboard and turn into something needlessly complex. Ex. Rather than form the shape of a key for a lock, they'll try and pick the lock.
Although Jellatines can use projectile attacks of their own, it is nothing compared to projectiles made in factories. Usually hardened, it can't puncture armor since the material is still too soft, even if fired at the highest speed Jellatenously possible. As such, they rely more on hard impacts to break armor and bones.
Even though they can shapeshift into objects and people, it is only the shape they are mimicking. They can't turn into metal like the canon they're shifting into. And when turning into another person, even if the shape is right, it looks like the double is made of translucent water.
PostPosted: Fri Aug 12, 2011 9:47 am


Interesting Dizzy, but this one is denied for now. It just doesn't have enough weaknesses to actually be killable, and the strengths are a bit tougher then they should be. Get with me or a crew member and we'll work something our for you to use this.


@Gaspard: sorry it took so long. Yours is approved.

Warlord Kartanus
Captain

7,550 Points
  • Gender Swap 100
  • Invisibility 100
  • Elocutionist 200

Warlord Kartanus
Captain

7,550 Points
  • Gender Swap 100
  • Invisibility 100
  • Elocutionist 200
PostPosted: Tue Aug 16, 2011 8:01 am


Submitted by Dizzy. ~Approved~

Race Name: Robot, Android(male), Gynoid(female)
Appearance: Robots appear like...well, robots. Androids and Gynoids are robots that appear like humans. They're still the same inside: circuits, wires, etc.
Racial Traits: They can do whatever they are programmed to do, and can do them in places humans would not survive long in. Need someone to dive into a poisonous lake of Panarcia? Install diving software and hardware. Need someone to work a cash register in a place of annoying costumers? Need a trooper who will go into battle unafraid of death? There's an app for all of those things!
They also contain electrical parts and mechanics. Feul sources vary. Solar power, Hydranize gas, hydroelectric, even nuclear. Point is: it all gets converted into electrical energy.
Homeworld: Planets where they have achieved robotic technology and can produce them.
Strengths: They can be programmed to perform nearly anything. Chef, Medic, Pilot, Construction. So long as there is a device, holding the data for the job, that the mechanical unit can download from, they'll do it.
Aside from software, their hardware can be impressive as well. Some can carry heavier tools and weapons that most humans might require a powersuit to carry. Or they can carry more tools and/or weapons by storing tools within themselves. Ex. USB Drive hidden in the pointer finger, plasma shooter in a trick knee, that sort of stuff.
A robot's core is like a human's heart and brain, but can be transferred to another body. It works much like using an old SIM card in a newer modile of cell phone. It is also heavily guarded with all kinds of security software, making hacking a difficult task if one does not know the make of to core.
They can be sent to places humans can not work in. This includes deep underwater(with proper hardware), poisonous gas zones, or terrian that would twist and sprain a normal person's limbs. They also do not require food, beverages, nor sleep.
Weaknesses: Being electrical, salt water can damaged them if not designed for it(as in, it is not a model suitable for salt-water travel like a submersable robot). This also means they can experience short circuits and system failures when hit by EMP weapons or when in areas of high electrical levels. There is hardware for countering such electrical problems, but is rarely used as this gives humans some leverage should there be a problem of some sort where it endangers people.
A robot's core is like their brain and heart. Destruction of this core means immediate death of the robot. A captured robot is a preferred hostage since their core can be hacked into and all data can be retrieved.
While they seem to have an impressive loadout, their bodies do have a weight limit. Since their strength does not increase through constant physical training, upgrades are required, but can be more expensive than just buying the new model. If the weight limit is exceeded by so much, the unit will experience extreme hinderence in movement, sometimes unable to move at all.
While they may not need food, water, or rest; they do require refeuling/recharging. When power is at 50%, they'll go into a power saving mode. During this time, power is restricted to functions considered mandatory to completing the job. At 25%, more systems will shut down and performance declines. At 0%, they completely shutdown until someone or something manages to get power into it again.
Since they are created, they are treated like tools instead of actual beings. As such, equal rights and paychecks are terms unheard of to several robots.
On Earth, giving robots personalities and learning software was achieved. This allowed robots to comprehend human emotions and learn new information like humans: without the need for uploading stored data. However, there were problems. Those robots tended to think they were human, and tried to rise against their human creators. Of course, since EMP technology was around, that didn't last long. But use of those two softwares was deemed dangerous and used sparingly, until it was given an official ban with a special grandfather clause. Current robots no longer contain those softwares, so are bound to their programming. A robot with such software would be considered a relic of the past, and thus, extremely hard to come by and closely monitored. (as in, you better have a damn good story for your robot/android/gynoid character having this software. XD)

Paradox: These sometimes simple phrases can cause the unit to simply become immobile as it tries to think of the answer, sometimes shutting down due to overheating. In extreme cases, self-destruction has occured. It is believed to be a way to disconnect itself from a power supply so it would stop thinking about it, since the robots that do so generally do not have an automatic shut down if they reach a certain temperature. There are only two examples of this not working: ancient Earth robots and any robot programmed to be as inhumanly stupid as possible. Due to the learning software, ancient Earth robots would eventually realize the nature of the paradox and stop thinking about it. Those programmed for stupidity would give out random nonsense without thinking about it.
PostPosted: Sat Sep 03, 2011 5:15 am


Race Name: K'zoth((More commonly known as The Swarm))
Appearance: The K'zoth are commonly classed as 'those without an appearance'. This is because the K'zoth utilise other species in order to survive. They could appear humanoid or other species.

However, the K'zoth are able to 'force' the body into stages of what it calls 'evolution' to suit different purposes, ((e.g humanoid with an exo-skeleton)).

Racial Traits: The K'zoth require hosts to survive, and in exchange they offer their hosts various powers that generally include enhanced strength, speed, and reflexes. They also appear to extract the DNA of their hosts, and modifying their own DNA in the process; this explains how both host and parasite evolve through time.

However, due to an apparant 'class system', each 'class' is given a different enhancement ((E.g. Scouts have great agility, Brawlers are gifted with a dense ex-skeleton, 'Seepers' excrete various chemicals as long as there is sustinance in their body)).

Homeworld: It is unknown how the K'zoth came to be ((and there is suspicion that even THEY don't know)). They expand across planets sparsely populated by humanoids, and spread their 'spores'

Strengths: They are incredibly organised by the 'Hive Mind', a being of supreme intelligence that rests in each 'Homeworld'. These beings are revered as Gods by the K'zoth, but are more commonly thought of as the original K'zoth.

Their hosts retain their original memories, talents (and sometimes personality), allowing for the K'Zoth to work on what they like to call "works in progress".

Weaknesses: For some unknown reason, the K'zoth 'infected' are rendered sterile and infertile.

Aside from their intelligence, the K'zoth 'Hive Mind' are fairly weak and feeble creatures, relying on their 'children' to serve and protect them.

The 'children' themselves lack intelligence for themselves, relying on the connection to the 'Hive Mind' to keep them active.

They cannot infect artificial intelligence...however, cyborgs on the other hand...

The virus must either be caught through an open wound (by the transferral of an Infected) or injected into the host.

Zane Strife

Distinct Genius

7,350 Points
  • Forum Dabbler 200
  • Conversationalist 100
  • Forum Sophomore 300

Warlord Kartanus
Captain

7,550 Points
  • Gender Swap 100
  • Invisibility 100
  • Elocutionist 200
PostPosted: Sat Sep 03, 2011 8:42 am


Approved, as long as you can make a condition where they cannot infect a being, as it would be a bit too powerful. very unique though!
PostPosted: Wed Sep 07, 2011 2:38 am


Race Name:
Dhampir

Appearance:
Much like normal humans, differences are Red eyes, pale skin, Fangs, toned muscles, flawless appearances.

Racial Traits:
They appear to be of the same anatomy as normal humans. However, they are vastly different underneath their tougher resistant skin, which is slightly cool, but feels cold to human touch. The dhampir are akin to the old Mythos of vampires on earth, and like them, they must drink blood to survive. The body of a dhampir cannot retain it's own nutrients, and therefore, requires the absorption of nutrient and oxygen rich blood. Once the blood has been used of it's nutrients, it is expelled out of the body as bodily fluids such as red tinted sweat, red tears, and so forth, it's useless blood the body no longer requires.

The dhampir bone structure is vastly different in that, the bones are a kind of naturally occurring living stone, the bones has the same consistency as stone structured molecular the same way as carbon fiber, rendering it's tensile and stress strength of higher levels than a normal human. The chest has a thicker, wider, solid bone plate to protect the few organs of the dhampir.

The muscle are different in that, since the body cannot retain it's own nutrients, the need for organs such as a stomach, and so forth are not present, therefore, there is greater room for muscles within the body, and the muscle finers are interwoven of greater degrees and in more compact, tighter weaves all over the body. This allowing massive levels of strength everywhere. strength of grip, legs, hands, arm, back, feet, toes, wrist, you name it, they are strong all around.

The organs come next as only vital organs needed for sustaining the life are needed. From human organs, dhampir have single organ that perform some specific functions of multiple human organs, are some others are not needed. One such need is cleaning the intake of blood. When blood is consumed it is processed through a organ similar to the liver and kidneys, that cleans the blood, and the impurities are cycled to the nutritionally drained bllod which will be excreted as body fluids. After having been cleaned, the blood runs to a organ similiar to a stomach, which is really just a sack to contain fresh cleaned blood. This sack is located right under the heart, between the lungs, which is right behind the hardened breast bone plate. The blood is slowly pumped from this sack to the heart, where it is enriched with greater oxygen, before being pumped to the rest of the body to supply it with nutrition. The blood is pumped slowly over the course of a day, and the sack can only hold 3 liters, while 6 liters is continuously circulated through the body. The lungs serve the same purpose as human lungs, and with the heart, are slightly larger than a human's.

The nervous system and senses are ran much like a humans, but on a higher scale. Electrical impulses are heightened which stir the senses are bodily functions to happen faster and at higher levels, even healing is accelerated to a degree.

Their eyes are differently attuned to different levels of light awareness, than human eyes, capable of seeing at night, body heat, low UV enviroments. High UV enviroments become a problem.

Due to their unique body structure, they weigh twice as much as they body is portrayed to at minimal. They can live three times longer than a human, retain their youth completely, due to the vastly decreased oxidation of the body which decreases aging. They can have children, and in rare cases, they can turn humans into dhampir, by draining them of their blood and having them drink of their own blood from their body, though this is rare as rejection to the change is highly likely.

If in reproduction, in females, the breast, mammary glands which produce milk in human females, store highly nutricious, fresh enriched oxygen blood for infants, since there is no powder formula mix for dhampir infants. Can also be used as a form of back up blood sacks for the female's body.
Homeworld:
Impeila - A world of that both the Dhampir, and adapted Humans live in in a type of coexistence. The planet is in a constant state of overcast, which due to certain atmospheric conditions, filters sunlight, separating visible light and UV rays, so the planet is in a constant state of semi darkness.There is an occurrence where once every year, the sun will be blocked by on of it's two moons, creating an eclipse for a full month, and it's second moon will orbit as normal and shine brightly. The combination of wavelengths from the first moon in eclipse with the second moon, clear the skys of all it's clouds, allowing the planet to see the shining moon, esclipse, stars and planets all around. Aside from this, the planet is strikingly similiar to old earth before the rising of modern technology, aside from changing seasons, it stays temperate all year round.

This unique enviroment renders all it's inhabitants with night vision, pale skin, and so forth.
Strengths:
Can see in the dark Low UV environments, Heat vision. Increased senses, including the range and detail of sight. Their strength of all parts of their body is increased past human levels, allowing them greater speed and force, skin nature and bone nature helps in this endeavor to withstand their own strength. They react quicker and faster than humans, reflexes are sharpened. The can live up to a recorded maximum of 400 years, and stay youthful for the entirety of it all. They are extremely tough, lending them resistance to most levels of basic attack and damage. Highly intelligent and resourceful by nature, as well as independent. A flawless beauty, they have been called enchanters. They can also play as medics, by drinking a poisoned persons blood, removing the poison from the blood that they drink. Healing is accelerated, immune to poisons. They can walk and function in sunlight, not the best though. very coordinated and skillful. Very big flirts.
Weaknesses:
The dhampir are weak to High UV enviroments, meaning that, while it will not kill them, Direct sunlight will significantly weaken them, as their skin is not suited to blocking the UV rays, so the rays reach the blood and difuse the oxygen and nutrients from the blood. Hunger and weakness occurs, but they are still able to function. They have a allergy to silver, which in contact with their skin, produces a acidic reaction between the chemical compound of the metal and the skin. Their eyes are not adjusted for UV enviroments, so some may find the need to wear goggles when out in sunlight. They need to feed a minimal of once every 24 hours to sustain their bodies before going into a state of starvation, which can last for days.Cannot receive mods or cybernetics as their bodies are not accustomed to it. Has some problems with swimming due to the increased density and weight of their bodies, an how tightly compact their body is, not much room to allow air pockets or organs that can assist in floating, they tend to sink. Aim for beheading, the blood sack, or the heart and they can be killed. Though tougher, they are not invulnerable, and need air. Seen as monsters by some.

korinzu

Canny Trickster


Warlord Kartanus
Captain

7,550 Points
  • Gender Swap 100
  • Invisibility 100
  • Elocutionist 200
PostPosted: Wed Sep 07, 2011 10:34 am


approved!
PostPosted: Wed Sep 07, 2011 4:57 pm


Race Name: Havalu Ancient

Appearance: Their appearance changes through regeneration, but usually they appear to be almost identical to humans. The only major difference is their hair is not limited to black, brown, red and blonde for natural coloration. It may vary from green, to blue, to purple, even multicolored streaks in some cases. Other than that, they are extremely thin, and hormones don't result in oil build-up and acne.

Racial Traits: A Havalu Ancient possesses one unique trait, and that is the ability to regenerate and assume a new form after dying. This process usually involves weakness for a few days, and a mid-life crisis during and after the weakness. After the transformation, a Havalu Ancient, along with the new body, may find that they call themselves by a new name. It is extremely confusing to the beings, and they dislike having to go through it.

Homeworld: Their homeworld, Havalu, is a small planet in the Axa Minor system, about half of Earth's size. It closely orbits a red star as the third planet in the system, allowing a tropical setting to grow on its archipelago land sources, and completes its year in about two hundred Earth-days. Its rotation cycle is almost identical to Earth's, and it possesses two moons, Rim and Asteryth.

There are six other planets in the star system, three gas giants, two rock-mold worlds, and an ice giant. In order of appearance, there is Hilthyck (rock), Gist (Rock), Bathys (Gas), Yotomb (Gas), Crimian (Ice), and Thyr (Gas). The whole system resides in a thick nebulae, so the night sky is lit up with multicolored dust and gasses, swirling around at such slow speeds their movements can't be distinguished between nights.


Strengths: As I said before, they can regenerate. Other than that, they are extremely light, because of the low gravity on their home world, and their brain can process information at higher speeds than most other humanoids.

Weaknesses: As I also said before, the regeneration process takes time to recover from, involving weakness and identity crisis. Also, because of the low gravity on their homeworld, they can be picked up and man-handled quite easily. Thus, most of their experiences with enemies usually involve retreat.

Renjii Takahara

3,550 Points
  • Autobiographer 200
  • Wall Street 200
  • Trader 100

The_Dizzy_F-fect
Crew

PostPosted: Fri Sep 09, 2011 11:12 am


Race Name: Aves

Appearance: They are basically birds who have evolved a more humanoid figure, resembling harpies of ancient Earth mythology. They vary from one another: some have fully feathered legs with talons, while others may only be feathered and have talons from the ankle down. Wings vary as well. They are where human arms would be, but some have talons where hands would be while others may not. However, only females look like this.
Males only evolved into a much larger bird. Although more majestic looking, they are still beasts in terms of brain power.

Racial Traits: Aves live in a gynecocracy, meaning females make the rules. They make up the majority of the population; about 80% of Aves on Lyra. However, they don't kill the males as they know they're needed for future offspring. So while they are not killed, they also are not seen as much more than a means to keep the species alive.
Being evolved from birds, Aves can produce sounds that charges a Melodone faster. Even capable of entire songs. Shown by hunters, they can produce noises that can potentially rival the effects of a LRAD (Long Range Acoustic Device).
They are agile fliers, able to perform feats a machine might not be able to do. It is also their main mode of transportation, the second being floating platforms that meander about the skies for when they become tired.

Homeworld: Lyra. They live above the haze on the natural land. Thanks to their natural singing talents and voices, they can fill a Melodone to the brim with power. This has lead to them developing acoustechnology (sound weapons, voice amplifiers, aeroharmonics, etc.). Although not metal workers, the Aves have a friendly relationship with the Fornaxes, resulting in a lot of trade between the two. Mainly metal and fairly empty Melodones is recieved from giving them Melodones that they filled up.

Strengths: Agile and quick, an Aves can fly circles around people with little effort. Their voices are the best charging method for Melodones, as well as natural defense. Technology has taken some leaps thanks to the Melodones, mainly in sounds. They have developed their own sonic weapons, but have only used it against animals while hunting.

Weaknesses: Female bones are hollow inside, more in the bird parts than in the humanoid parts, meaning they are still fragile. They are still a primitive species, meaning the most advanced thing they have is their sonic weapons and their unique hunting weapons. They don't have ease of access to high-tech armor other than what they ask for from the Fornaxes.
Males have slightly stronger bones, but are still easy to break. They have the intellect of a normal bird, and can be tricked as such. They can not use any weapons, and can not use normal armor.
PostPosted: Fri Sep 09, 2011 11:46 am


Race Name: Fornax

Appearance: Simply put: alien golems. They actually have two forms.
One is their normal form, their true form. A humanoid being comprised of radiated Melodone energy that formed a sentient mind. They are white and emit a red glow. They are featureless except for two slightly reddened spots on their heads roughly shaped like eyes. They can control how much heat they radiate, but must be careful since the longer they stay in this form, the faster they become unstable to the point they simply burn out of existence. Gender can be told apart.
The other form, the one that allows physical interaction with the world. Varies in just about every aspect of appearance. Some may be small and made of stone. Others may be gigantic with large crystals protruding from them. The outside is cooled and hardened, while the inside is molten. They are safe in this form, so long as they consume enough Melodone energy to keep the inside molten. Gender can not (usually) be told apart.

Racial Traits: In their rock forms, they can me comprised of several kinds of rocks, crystals, and ores. This results in them being as tough as ship armor.
They are also very strong, depending on how big they are. Many of the bigger Fornaxes can hurl a chunk of stone high enough to break through the haze and land on the lower levels of the stone towers.
Their bodies are always molten inside, and in the search for Melodones, they tend to eat a lot. This results in extra body mass they must discard, usually in the form of an act similar to regurgitation. By taking advantage of this, they have turned themselves into walking forges that mine at the same time.

Their energy form is able to radiate enough heat to melt through rock and crystals. When enough is molten, they literally take a 'bath' and cool themselves until the rock around them begins to harden. Then they repeat over and over, adding onto their body until they are content with it. They could even have metal bodies if they wanted to.
Since they are beings of pure Melodone energy, they can absorb it as well. In fact, it is necessary for them to do so, or else they simply run out of 'fuel' and burn out.

Homeworld: They live on the surface of Lyra. Being made of Melodone energy and local minerals, they are inorganic and accustomed to the harsh heat. They tend to mine in mountains and have settlements comprised of stones and ditches, as well as a few places for 'blacksmithing.' They ensure the safety of the towers, fixing and fortifying them since they know a fallen tower means a loss of what life this planet has. They are friendly with the Aves, trading them their metal wares and depleted Melodones for ones that are filled by the Aves' singing. They do trade other things, but that is the common trade. All this was made possible thanks to heavy-duty platforms that the Fornaxes built, then (literally) threw up past the haze for the Aves to power with their Melodones. This has allowed not only trading, but direct contact as well, though only the Fornaxes can travel since the surface is poisonous to the Aves.

Strengths: Incredibly powerful and tough, these are literal walking tanks...just without a cannon. Their energy form is pure energy, meaning nothing physical can touch it and other energies tend to simply become absorbed. Expert blacksmiths, they tend to receive blue prints designed by the Aves and make the objects for them. At times, they also modify some so they can enjoy some of the technological benefits as well.

Weaknesses: They are extremely slow and heavy, unable to move quickly in their rock bodies. Their energy forms can not interact directly with the world, and thus heat radiation is their only means of making a physical body. They can not produce sounds as well as the Aves, meaning their Melodones are inferior in terms of power. That means they also are not very filling for their energy needs. Just like the Aves, they do not have space travel and do not have access to many weapons aside from a few sonic weapons they modified for their use.

The_Dizzy_F-fect
Crew

Reply
Codex Riiamar

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum