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Posted: Sun Oct 16, 2016 1:11 am
The Forgotten Planes
The Forgotten Planes are a special place. It is said that in this realm, separate from ours is a magical place. In this place the fundamental forces of our universe come together as living things, sentient species. They would live our their lives here until they felt it prudent to interact with the beings in other dimensions.
Ancient Druids would call this place "The Forgotten Planes" and label it a sacred place. A place completely without the influence of mortal kind. Where the elements came together to act as one. A primal world like no other. A place that was everywhere, and no where. However, certain scientists believe that these "Forgotten Planes" are merely the remnants of a world that befell some strange experience that sent it into a limbo dimension. Of course, no one is sure how the inhabitants would then become elementals.
Whichever one is right, it is a real place. It is a place of wonder and magic, and home to some of the most interesting beings one might come across.
Technological Level: Primal. Biome: Mixed Government Type: Council of Five
Native Races
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Water Elemental
Water. Ever changing. Pure. Life Giving.
The Water Elemental is a being who constantly shifts itself, a being who represents tranquility & fury. One who embodies love and yet hatred. The water elemental is above all things a thing of balance. Never static, always moving forward.
Water elementals are fickle because that is what they embody. They represent one of the most important factors of life and it often shows. They can give and take. Always moving forward.
Life-Span: Immortal Special Abilities: Water Manipulation Special Bonus: [Unpredictable]: Water elementals are hard to forcibly control because of their always changing nature. This prevents even Elementalists from taking control. [Life Gem]: Water elementals are immortal so long as their Orb of Aquus is intact. They can be beaten and defeated (If hit with "Death" they can return but with level loss, a mod will tell you how harsh depending on the manner of death.) Restrictions: Cannot train in energy or fire based classes. Weakness: They take double damage from energy.
Fire Elemental
Fire. Passionate. Destructive. Powerful.
The Fire elemental is a bright being, one who holds the deepest passions for all that it holds dear. It is a being of such force that few cannot help but marvel at it.
The fire elemental is destructive, but never without reasons. The fire burns for a purpose. It burns bright, and it burns hard. They are beings who drive need and desire, that go after anything until it is within their grasp.
They shed light on all things, whether good or bad.
Life-Span: Immortal Special Abilities: Fire Manipulation Special Bonus: [Pure Passion]: Fire Elementals gain +5 to all stats when they have chosen a single goal for the time being. [Life Gem]: Fire Elementals are immortal so long as their Orb of Solus is intact. They can be beaten and defeated (If hit with "Death" they can return but with level loss, a mod will tell you how harsh depending on the manner of death.) Restrictions: Cannot train in cold or water based classes. Weakness: They take double damage from cold.
Earth Elemental
Wise. Stalwart. Vigil. Strong.
The Earth elemental is one that stands for peace and serenity, but is not afraid to unleash their fury when it is called for. They are there to guide those who need it, but know that guidance will sometimes come at the cost of civility. They are strong, but never threatening to those who do not deserve it.
They are might, strong beings who could tangle with even the harshest of things and keep on going. They keep watch over all things, springing into action when it is time.
People can depend on them no matter what.
Life-Span: Immortal Special Abilities: Earth Manipulation Special Bonus: [Gaia's Wisdom]: Earth Elementals gain a + 10 to all their knowledge stats when in the aid of another. [Life Gem]: Earth Elementals are immortal so long as their Orb of Terra is intact. They can be beaten and defeated (If hit with "Death" they can return but with level loss, a mod will tell you how harsh depending on the manner of "death".) Restrictions: Cannot train in water or wind based classes. Weakness: They take double damage from water.
Wind Elemental
Free. Moving ever forward. Knowing.
The Wind Elemental is one that stands for freedom, never being tied down and never truly picking a side. They are a neutral force, out for themselves and out for others. Wind knows all things, and knows nothing at the same time.
The wind is a being who cannot be taken, nor can it be given. It is a being who will forever move forward. Changing with the times, whether cold or hot it it is simply doing its own thing.
There is greatness in freedom.
Life-Span: Immortal Special Abilities: Wind Manipulation Special Bonus: [Freedom as the wind blows]: Wind Elementals nullify any penalty to their movements. [Life Gem]: Wind Elementals are immortal so long as their Orb of Heaven is intact. They can be beaten and defeated (If hit with "Death" they can return but with level loss, a mod will tell you how harsh depending on the manner of "death".) Restrictions: Cannot train in Earth or Water based classes. Weakness: They take double damage from Earth.
Darkness Elemental
Dark. Mysterious. Deceitful. Eternal.
The Darkness Elemental is one that prefers to keep to itself. Not much is known about them most of the time, but they knew things about others. No one is sure what their purpose is, but they are always around.
They can scare people, frighten them, and know that only those who do not fear the shadows can know them. They keep secrets within them, and they never vanish. They can mislead, but they are everything.
Beware the shadows.
Life-Span: Immortal Special Abilities: Darkness Manipulation Special Bonus: [Fear the Dark]: Darkness Elementals emanate an aura of fear that can reduce someones defense by [7] if they are not fearless and do not overcome it. [Life Gem]: Darkness Elementals are immortal so long as their Orb of Lies is intact. They can be beaten and defeated (If hit with "Death" they can return but with level loss, a mod will tell you how harsh depending on the manner of "death".) Restrictions: Cannot train in Light or Star based classes. Weakness: They take double damage from Light.
Light Elemental
Beautiful. Peaceful. Serene. Honest.
The light elemental is a beautiful being who cares deeply for all people. They desire to shelter them and keep the darkness at bay. They are not violent, and instead wish to act as beacons to all who need it.
They are there when you need them, afraid of nothing. They carry themselves with a serenity that few can match. They are always welcome, but they hate no one. They will always tell the truth.
The Light is wondrous.
Life-Span: Immortal Special Abilities: Light Manipulation Special Bonus: [Embrace the Light]: The Light Elemental can nullify any defense lowering effects with their warm embrace. [Life Gem]: Light Elementals are immortal so long as their Orb of Sunshine is intact. They can be beaten and defeated (If hit with "Death" they can return but with level loss, a mod will tell you how harsh depending on the manner of "death".) Restrictions: Cannot train in Darkness or Fire based classes. Weakness: They take double damage from Darkness.
Star Elemental
Beautiful. Deceitful. Distant. Honest.
The Star Elemental is all things as it is nothing. It is always in the background doing what it can, but it is not always noticed. It can lie to you, or tell you truth. It can be close and warm to you, or distant and cold. It is at once beautiful and horrible.
Star Elementals are those who do not truly know their place yet. They serve a purpose, but no one might notice or even worse, they might not know. They are powerful, but fight for no cause other than to stay bright.
Shine on, and find your place in the sky.
Life-Span: Immortal Special Abilities: Stellar Energy Manipulation Special Bonus: [Purposeless Purpose]: The Star Elemental is easily able to allocate its skill points every 4 weeks. [Life Gem]: Star Elementals are immortal so long as their Orb of Space is intact. They can be beaten and defeated (If hit with "Death" they can return but with level loss, a mod will tell you how harsh depending on the manner of "death".) Restrictions: Cannot train in classes based on the other elements. Weakness: None
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Posted: Sun Oct 16, 2016 2:05 am
7th
No one understands 7th, no one knows how or why it came to be. There are those who believe that 7th is a living entity of itself, swallowing all things it comes across like a giant beast. There are others who believe it might be an echo, a place that was once just like Earth consumed by war and darkness. There are also those who believe it to be a special portal build by The Abyssal Ones long ago before they lost it.
Regardless of what it is, this planet is strange. It roams galaxy, swallowing everything into itself. A giant mirror that no one truly understand. Within it, is an entire universe....but this universe is in ruin, there is no life within it other a few remaining races, and of course...The Abyssal Ones. Only the Abyssal Ones understand this world as it is, but the other two are the last remaining forms of life within in.
Worlds within a world, and all like our own only cracked, broken, and destroyed. Who knows. But now things have started to come out of it, so far only races we can deal with, for everyone has a common enemy right?
Technological Level: Classical, Hyper-advanced, and Forbidden Biome: Strange Government Type: Council
Native Races
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Exitar
Exitar are winged beings from a world lost to the influence of the Abyssal ones. Most of them live within 7th, and within 7th they live in a world of clouds and light forever fighting the dark beings within their own world.
Exitar are very humanoid, in fact they themselves believe they are simply a form of human evolved to fight The Abyssal Ones until they are either wiped out or, they achieve victory. No one is sure of this, but no one really argues. They look like angels and many of them carry a strong sense of justice though.
Powerful beings they wield a magic that the world has never seen, but understand little outside of their broken reality. Who knows what these beings truly are.
Life-Span: 1 - 300 Yrs Special Abilities: Purified Force: Purified force is a strange type of magic, one that is capable of harnessing the goodness within the hearts of others and turning it into a weapon. It is very powerful when they are surrounded by what might be defined as "Purity", but it weakens in the presence of evil. Special Bonus: [Victory or Death]: Exitar become stronger when they are near death with them gaining +10 to every state within 10 points of losing all health. [Touch of Justice]: Exitar can turn every weapon they have into a holy weapon that does great damamge to those of "Evil" alignment. Restrictions: None Weakness: They take a x2 increase in damage from evil characters.
Legus
The Legius are sinister creatures who live within 7th, and within 7th they live underground within a planet called "Myral" a dead planet with little to offer but protection against the ungodly horrors within and secrets to lost technology.
Legius are battle-ready creatures of great strength and number. They tend to live in the shadows, rarely ever seeing the sun within their own world. They are not exactly evil, but unlike the Exitar they do not rely upon holy powers....but forsaken powers and technology.
The Legius are basically what we might call demons, and they come in many shapes and sizes with many functions and needs. They however are not angelic. While far from being the hideous creatures we think they are, they are quite often ruthless due to how their society functions now. Their ways brought them into war with the Exitar before they entire world was thrown into chaos from the arrival of The Abyssal Ones.
They wield a forsaken power, and use technology to fight. They have entered into an uneasy alliance with the Exitar and the other remaining races in order to combat this threat. Time will tell whether they remain allies or not.
Life-Span: Immortal Special Abilities: Corrupted Light: The Legius actually wield a form of light magic that has been corrupted long ago. It does nothing but bring harm, and the more darkness they have around them the more effective it is. It does great damage to the Abyssal Ones. Special Bonus: [War Tech]: Legius are able to improve upon weapons with only a few days of study and make them more powerful. They can only do it once though to each piece of technology. [Life in the Shadows]: When in Darkness, they gain the ability to see as through it were somehow day. This however causes complication with actual light as they must somehow compensate. Restrictions: None Weakness: None
Children of the Deep
Not everything The Abyssal Ones touches becomes corrupted and grotesque. The Children of The Abyss are actually spawned from the corrupted ones, and instead any of them have seen the horrors their progenitors inflict and are horrified.
This has led them to ally with the others in order to fight with their creators and maybe set right what has happened within 7th, before they can also do it to any other worlds. They are very powerful indeed with access to the same ability as their progenitors, just not as strong, but enough to make them a great tool.
Life-Span: Immortal Special Abilities: Whispers of the Outsiders: (Each Child can come up with one word that creates an effect of their choosing) Special Bonus: [Rebel against the Father]: Children of the Abyss are able to completely resist the corrupting whispers. Restrictions: None Weakness: People designed to fight against the Abyssals also work on them.
Ballel
What happens when an Exitar lays with a Legius? We get Ballel, the Fallen Spawn. These beings are born between Exitar and Legius. They are not as angelic, nor as demonic as their parentage and are often forsaken because of their heritage.
Ballel are like fallen angels more than the are the other type of half-breeds and carry only a fraction of the power, but they are quite effective at healing that which cannot be healed so people tolerate them.
One might think is a ruined world all things would be set aside. Apparently not.
Life-Span: 1 - 70 Yrs Special Abilities: Healing Soul: Ballel are one of the few races in the world capable of healing damage down to the soul. Special Bonus: [Forsaken Walk]: Ballel are resistant to magics founded in {Good} and {Evil} Restrictions: None Weakness: None
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Posted: Sun Oct 16, 2016 2:33 am
GH-7873-IOP "Haven"
GH-7873-IOP is a planet unlike any other. It is a planet of fun, or carelessness. It is one that many people go to when they just want to have fun and other rather questionable things. It isn't lawless, but it isn't really concerned with being as lawful as the other planets are.
Because of how it is it does call itself "Haven" and a number of races make their place here in order to get away from the havoc, wars, and other depressing things going on in the universe.
It only joined the alliance because it needed protection, and while it does have some form of military, it is mostly a place for bounty hunters, drifters, gamblers, and other fairly seedy types.
Technological Level: Hyper-advanced Biome: Mega Cities Government Type: President
Native Races
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Shrike
The Shrike are an interesting race. Born in the desert of a long gone planet they escaped to Haven a long time ago. Shrikes are a lot like humans, only the males of their species are very rare, but they seem to be naturally born with the ability to create "Soul Armaments" often in the form of firearms of many different kinds.
They helped found Haven, defended it from other crime families and so are often under employ. Many of them are found through the universe as mercenaries or guards. They are mostly identified by their ability, and the birthmark that burns itself onto their neck at birth. It is said that when a Shrike reaches a certain age, they gain a natural affinity with an animal that will be with them forever.
One thing is for sure, its a tough race.
Life-Span: 1 - 60 Yrs Special Abilities: Armament Creation: Shrikes are able to create a single weapon of their choice. This weapon is bound to them and can be summoned at any time. However they are unable to wield any other weapon as a result. Special Bonus: [Animal Bond]: Bond with 1 (attainable) animal of their choosing if they are 20 or older. It can even be an animal person (Player permission required), and when they do so both they and the animal gain a permanent [+4] to all their attack stats when they are around one another. Restrictions: Can only spec into classes that fits their armament Weakness: None
Lunarian
Okay how did they end up here? Well it seems that the Moon did at least have one race on it at some point, but they were driven off by the martians.
Lunarians are a wonderful people really, with a natural affinity for magic that few other races can really match, but their nature makes them mostly peaceful and so they often employ themselves as healers.
Lunarians settled on Haven after the Martians....were martians and have become a staple ever since, though unfortunately their somewhat passive natures have placed many of them in a serving role many times with few actually having authority.
Life-Span: 1- 99 Yrs Special Abilities: None Special Bonus: [Magical Affinity]: Lunarians get a {+6} to their attack roll so long as they are using magic. [Servitude does have its rewards.]: Lunarians gain a further (+6) to their attack rolls if they are in the service of someone. Restrictions: None Weakness: None
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Posted: Sun Oct 16, 2016 3:16 am
Planetless
Some races do not have a planet of their own and are simply drifters. Even those who are near extinct end up on this list because their planet was actually destroyed. If there is no planet, they end up here.
Planetless
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Vampires
We all know about vampires. Blood-sucking creatures of the night. But what no one knows, is where vampirism actually came from. Legends say it came from an ancient race who engaged in ritual sacrifice, when this planet was attacked a priestess aid that their people would forever live on in the form a strange virus that hops from planet to planet infecting people.
Of course, no one but the oldest people in the universe know if this is true or not, but Vampires just those inflicted with this mysterious disease. Now there is two versions of vampirism as there are two strain of this virus.
The "Ae" strain actually does not kill its host. Instead it lives on as a sort of parasite, making its host much stronger in return for that host feasting on blood and feeding it.
The "Mort" virus actually kills its host. However, it does reanimate, but the original host is dead and instead the Mort virus somewhat supplants the original. While often time it is a near perfect copy, the being inside the body is dead and what is left is a lie.
Life-Span: Immortal Special Abilities: "Ae" Strain 1 - 100: Newborn (No Bonus) 100 - 500: Vampire Whelp (No Bonus) 500 - 1000: Vampire Lord Gains the ability to spawn horns and wings Choose 1 special psychic ability 1000 - 9000: Vampire Duke Choose 1 more psychic ability Choose 1 element to control 10000+: Vampire Ancient Choose 1 monstrous form Choose 1 more psychic ability "Mort" Strain: 1 - 100: Newborn (No Bonus) 100 - 500: Vampire Whelp (No Bonus) 1000+: Vampire Lord Gains the ability to spawn horns and wings Choose 1 special psychic ability Special Bonus: [The Night Shines]: Vampires gain +4 to all stats at night. Restrictions: None Weakness: Susceptible to Nightkiller Weapons (x2 damage received)
Fomorian
Fomorians were a race of giants of great power. They were conquerors, mighty beings who were capable of taking on various races with only a few of them.However, the Fomorians were on a fast track to their own destruction. This was foreseen by the races priestess who saw that eventually their lineage would end in not only their defeat, but their deaths.
Ages passed and eventually it would come to pass. The Fomorians would battle "The God Tribe" and many of them would be defeated and killed....all of them except one of them. That final Fomorian would be forced to travel with them as prisoner to Earth, but to make sure that this threat would never rise again, The Fomorian Homeworld was annihilated. This legend would eventually make its way to Ireland, where the God Tribe and the Last Fomorian landed. This last Fomorian would take control of Ireland and give birth to many of its kind as her fate took strange turns.
Her name...Cethlenn a vampire like Fomorian who now goes by the names Flora & Calliope.
Life-Span: Immortal Special Abilities: (Fomorians each had one special ability) Special Bonus: [The Mightiest]: Fomorians were able to increase their attack power [+5] for ever 2 points of health they lost. [The Conquerors]: Fomorians were able to increase their attack power [+5] permanently for every follower they had acquired. Restrictions: None Weakness: Susceptible to God-Killer Class Weapons. (+10 damage taken)
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