All Races will be found here along with a little information on them and their home planet.
(Hybrids are allowed, but you can only take one power from one of the parent races, and one bonus from each with a small penalty of each bonus being slightly less effective. If a race is near-extinct then ask the credited author for permission first.)
[How to Suggest a race & Planet] I would like for everyone to be able to play the race they want so I'll allow suggestions, just in case you a race you want is not here. Just PM The Captain and he'll look over it and tell you whether he'll add it or not.
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Earth is an ancient world with an interminable history. There are few people alive old enough to remember the old days of Earth, for it has been millions of years since that time when it could be considered this lonely planet filled with potential, but forever going unrealized. These days, The planet hosts a myriad of races, both sentient and wild. It has become a prime spot for people seeking a new life, despite the dangers that come with that life thanks to the worlds strange habit of attracting trouble, or the fact that the planet itself hosts many of these dangers.
The planet is ever changing with forests shifting constantly, the wildlife changing almost daily, and all sorts of hidden secrets found within the various ruins or unexplored lands. The population is often focused in small villages, or mega-cities due to the perilous nature of the planet. The culture is mixed, but meant to accommodate anyone and everyone. When you want a new life, Earth is the place to be.
Technological Level: Mixed [Primal - Classical - MagiTech - Advanced] Biome: Artificially Mixed Government Type: Single World Government
Humans are one of the oldest sentient races on the planet of Earth. Humans go by many names depending on the planet one is from, though most often you would hear them referred to as "Power" or "Mortals." though the later of which is often use only by the immortal races.
Humans are, by and large, not a spectacular race. They are without natural abilities and are fairly fragile. However, they are also a race with a lot of potential capable of making great strides in short time, and filled with individuals who can reach great heights of power on their own. Humans are also considered the baseline race on Earth, as they are the race by which all others have come from.
Humans have even recently developed a special system that extends their lives way past the normal expectancy. While this system is expensive it even slows aging so that they may have more time to do great things. This system is unique to Baseline humans.
They might not be the most spectacular, but they are wonderful all the same. They just have a lot to prove and a short time to prove.
Life-Span: 0 - 120 Years [Extendable to 300] Special Abilities: None Special Bonus: [Hidden Potential]: Develops skills in half the time [Ex. Improvement of Mechanical Knowledge in 5 posts instead of 10.] Restrictions: None Weaknesses: Non-Specific
Mutant
Mutants are beings who have been afflicted by a special virus known as the "Morphose", a special virus that was unleashed in the populace in the "Changing Era" that has yet to fade. Mutants come in many shapes and sizes as their mutations vary from person to person.
A mutant is either someone who was born with the Morphose Virus lying dormant in their genes which activates later in life, or someone who was infected with it at any point. Mutants are often feared by the general populace who believe that they can infect others. No one is really quite sure how the Morphose Virus is spread, but mutants are actually safe to be around.
Not every mutant remains sane through their changes as some of them become quite mad because of it, either through their transformation or the persecution that might follow.
Mutants have different abilities in general with no two really being alike. What type of mutant might you be?
Life-Span: 0 - 120 Years [Some live far longer] Species Abilities: Can have [2] mutations Special Bonus: [Unwanted Evolution]: Mutants will have a new mutation develop every 4 weeks. Luckily it only replaces a previous mutation. [Already Changed]: Mutants are completely immune to radiation. Restrictions: - None Weaknesses: Cures not as effective (Ex. Heals of 100 instead only heal 50.)
Delta
Deltas are the children of humans and mutants. They are a rare species, created out of what can be considered a forbidden and risky union. Out of this union a new variation of human is born, one with more variation. Deltas are considered by some to be more evolved humans.
Deltas have a chance of being born with the powers of their parents, or none at all. However, Deltas develop quite fast and age much slower than normal humans but they do not learn as fast.
Deltas and Humans tend to be quite at odds with each-other due to either the fear of being wiped out, or a pride that makes them believe one is better than the other.
Welcome to the new world.
Life-Span: 0 - 210 Years Species Abilities: [Can have 1 mutation] Special Bonus: [New Generation]: Adds a +2 modifier to all attacks against humans in combat. {Ex. Roll a 20, adds at +2 to that number to make it 22.} [Not quite there]: Has slightly more resistance to radiation than normal humans. Restrictions: None Weaknesses: Slightly less effected by cures. [-20] (Ex. Heals of 100 only heal 80.)
Shell
Shells are robots patterned after various heroes of the old age. The first shells were ancient weapons, created in order to help humanity defeat an enemy that has sense been sealed. These days Shells are easy to make and not very advanced, at least not when compared to the machines created by other places. They have been for everyday use.
Shells are essentially thought up as nothing but machinery, soulless things that are there to serve human needs. They may serve as soldiers, constructions workers, and repair men generally anything a person needs. However, Shells are just that...Shells. And shells are things waiting to be filled. They can be hijacked by spirits, and sometime the shells seem to develop personalities of their own.
No one understands how or why Shells are gaining consciousness, but over time they seem to become more and more human, adapting their own minds and consciousness. No one is sure whether this is a good thing or a bad thing. Only time will tell.
Life-Span: 0 - 300 Years Species Abilities: Depends on Function Special Bonus: [Re-purposed] : Every 2 weeks a shell has the option of reallocating its skill points freely. Restrictions: Cannot Train in Magic Classes [Except for Magitech classes] Weaknesses: Can be disrupted by Electrical Attacks [Chance to be disabled (Roll 1 100-sided die. 1-67 = Unfazed / 68 - 100 = Damaged & Disrupted [-10 to all stats for 2 posts].]
Cyborg
Cyborg technology is very dangerous, even by today's technological standards. The process is so stressful on the human form that it reduces their life-expectancy quite vastly. However in return for that Cyborgs gain a good set of abilities that place them a bit above normal humans.
Cyborgs technology is very expensive, so much so that many have to save up their entire lives just to be able to get the smallest of replacements. While it has its uses medically, there are few companies who make the parts thus making them difficult to attain. Those who survive the process often need medicine to manage the pain, and others need special programs.
There are a few high quality parts available, but they are rare, expensive, and of course require doing favors for dangerous people to get. Cyborgs are rare, and those who are cyborgs are often not completely proud of it. There are tales of some people being forced to be cyborgs thus adding to their image as monsters.
What some men do for power...
Life-Span: 0 - 67 Years Species Abilities: May have [2] parts installed at the start. Special Bonus: [Tech Addict]: Every 4 weeks a cyborg has the option of installing a new part. [Technically Limitless]: Every 3 weeks a cyborg can upgrade a part it already possesses thus making it stronger, but they cannot install a new part. Restrictions: None Weaknesses: Can be disrupted by Electrical Attacks [Chance to be disabled (Roll 1 100-sided die. 1-80 = Unfazed / 81 - 100 = Damaged & Disrupted [-7 to all stats for 3 posts].]
Beastman
Beastmen are humans who have been altered with the DNA of one of the beasts. This alternation somewhat changes their appearance, though it often only gives them the ears, horns, eyes, or tails of their beast or any combination of the these traits. Of course as a result the Beastmen gain better power. This process is less dangerous than that a cyborg undergoes and sometimes may even extend the lives of the beastmen or keep them young.
Beastmen are not all that discriminated against as they return perfect control over themselves except during what is known as the Beast Tide which sends all beast into a frenzy. It tends to strike randomly so it is impossible to predict early, but they have ample warning before it actually hits. Beastmen do display another power that seems to be quite magnificent, but no one knows where it came from, not even the scientists who created this race.
Be free, and be wild.
Life-Span: 0 - 120 Years Species Abilities:
Feline Beastman: Darklight Eyes [Allows them to see in the dark no matter how dark] Canine Beastman: Uncanny Adaption [Allows them to better adapt to the environment, temperature wise.] Ichthyes Beastman: Underwater Breathing [Allows them to breath underwater no matter how deep.] Avian Beastman: Winged Flight [Allows them to fly using the wings they grow.] Reptilian Beastman: Natural Armor [Allows them to grow scales which act as armor for themselves naturally. +3 modifier on defense.] Bug Beastman: Danger Sense [Allows them to naturally sense danger, no matter how hidden.]
Special Bonus: [Roar of the Blood]: Beastmen are capable of transforming into a monstrous representation of the beasts they represent when near-death. It is an odd ability that no one really understands where it comes form or how it is possible. Restrictions: None Weaknesses: Can be [Tamed] (Requires permission) [Chance to be Tamed (Roll 1 100-sided die. 1-85 = Untamed / 86 - 100 = Tamed [Forced to listen to orders for 2 turns].]
Lycanthrope
Lycanthropes are being who have either been cursed, or infected with a peculiar alien disease.Lycanthropes are normal people ho have suddenly found themselves capable of transforming themselves into to might creatures with the appear of beasts, but being far stronger, faster, and normal.
Lycanthropes come in many shapes and forms. From the well established and well known Werewolf to the lesser known and extremely rare were Werespider. There are all sorts of Lycanthrope creatures to be found, though many do not wish to be as werecreatures are often regarded with fear and hatred, and many worry they could one day start an outbreak whether they were created by curse, or virus.
Its not easy being a Lycan as few can maintain control and go against their nature. The many benefits it gives can often be outweighed by the suffering. What it does to your life....only time will tell.
Life-Span: Immortal Age Classifications: 1 - 100: New Skin (No Bonus) 100 - 500: Warrior Skin (No Bonus) 500 - 1000: Knight Skin If Cursed: Able to infuse dark magic into their attacks (+5 to all attack rolls for 2 posts. Has a 2 post cooldown.) If Infected: Able to infuse bacteria into their attacks (target takes +5 extra damage over time for 2 posts. Has a 3 post cooldown.) 1000 - 9000: Lord Skin If Cursed: Able to infuse a (chosen) Element into their attacks (+5 modifier to all attack rolls.) If Infected: Able to infuse an alien sickness into their attacks (Target takes a +5 extra damage every post.) 10000 - 30000: Ancient Skin If Cursed: Able to greatly call upon the power of their element in order to imbue themselves with its power [+10 to all attack rolls for 4 posts, with a 6 post cooldown.] If Infected: Able to manipulate their condition to make themselves more dangerous, fostering a powerful poison within them that leaks from the pores of their skin [Target takes +5 extra damage every post for 8 posts, with a 4 post cooldown. ] 30001+: Blessed Skin If Cursed: Capable of calling upon the dark magic that has transformed them they are able to greatly increase their power to untold levels. Access to this power has turned you into what can be considered a dark legend among your people. [Access to The Visage of the Damned Ability.] If Infected: The virus has taken you over completely, transforming you into a completely new type of creature, making you closer to the alien beings whose bacteria afflicted you anyway [Access to The Visage of the Outsider Ability.] Special Abilities: Visage of the Damned:
The Blessed skin calls upon the power of the curse, transforming their already monstrous forms into even more unique version. This form carries a lot of power and authority making the person within it highly dangerous for a limited time. [All attack rolls do +10 and have a chance to apply Curse of the Beast to a target which weakens them greatly for 3 turns. [Target rolls a single 100 sided die each time they are hit. 1 is cursed + an extra 1 turn is applied + The critical hit (No luck huh?) 2 - 89: No extra effect. 90 - 100: Afflicted (-10 to all stats for 3 turns)]
Visage of the Outsider:
The Blessed skin calls upon the power of the alien DNA inside of them, transforming their already monstrous forms into even more unique versions, more strange than before. This form carries a lot of power and authority making the person within it highly dangerous for a limited time. [All attacks do +10 over time for a period of 5 posts, and have a chance to apply Curse of the Unknown to a target which weakens them greatly for 3 turns. [Target rolls a single 100 sided die each time they are hit. 1 is an instant affliction + an extra 1 turn is applied + The critical hit (No luck huh?) 2 - 89: No extra effect. 90 - 100: Afflicted (-10 to all for 3 turns)]
Types: - Werewolf - Werelion - Weretiger - wereseal - werehorse - Werecoyote - Werespider - Werebear - Wereboar - Wereferret - Werepanther - Werejaguar Special Bonus: [Lunarlord]: Lycanthrones no matter what the type get a special [+5] to their stats at night and on nights where there is a full moon. [+15] Restrictions: None Weaknesses: All Lycanthropes are weak to silver. [+10 to all damamge received from silver weapons]
Jouza is a very interesting planet. It is a planet that mimics a more fantastical version an old island from the old days of Earth. It is unknown whether this planet truly mimics this old society, or whether this old society was influenced by old world visitors to the planet. What is known however is that It is a planet filled with strange creatures and magic. It is nearly a wild planet with a few spots of what appears to be advanced society, though these societies are often at war with one-another.
Jouza's wars are often legendary among the galaxy for their destructive and odd natures. These wars have been raging for centuries. Jouza is ruled by two ancient entities with great power, entities which everyone respects and obeys, but the rest is territories dispute between various warlords and warriors trying to carve out their own identities. Occasionally they will unify to combat a threat, but then its back to business as usual.
The technology of the planet is often more classical, though some use the rare and yet strangely effective primal tech. Magitech is rather recent, but it has been adopted by the more advanced societies, giving rise to the cities and robots. This has created an odd wonderland which is found on the planet.
Their planet is broken up into many parts, home to the various races. Life on Jouza is not easy, between the various creatures that always seem to be fighting, powerhungry rulers, and giant robots you'd never be bored there, but there is no guarantee you'd survive either.
The Kitsune are a race of magically inclined beast people found naturally on Jouza. Kitsune are very one of the more sophisticated races on the planet. Humanoid shapeshifters who sport a great cunning and intelligence, easily forming their own villages or cities. Kitsune somewhat resemble the foxes of Earth, and it is said that they actually adopted their name from the people on an ancient land and thus mimic their styles and customs.
Kitsune are actually responsible for the influx of MagiTech on the planet as well.
As Kitsunes age, they grow in magical ability and wisdom and with this, their natural magic increases in power. A Kitsune is identified by their tails, the more tails they possess the more powerful they are. Few Kitsune are born with more than a single tail as they grow them with age. However, a risk to this is that Kitsune are also born with a natural evil which they may either naturally purify, or it will simply turn the Kitsune into beings of evil. Some embrace this power, but many despise the dark power.
Elegant, deadly, and magical a Kitsune is a wonderful creature
Life-Span: Immortal Special Abilities: Purified Kitsune: Pure Chi Manipulation Young Kitsune: Minor Ki Manipulation Corrupted Kitsune: Dark Chi Manipulation Special Bonus: [So fluffy!]: Kitsune gain + 4 to all Magitech & Arcane Knowledge for all tails they have. [With Age comes Wisdom!]: Kitsune gain bonuses to their attack rolls for each tail they have [0 - 30]: No Bonus (1 Tail) [31 - 60]: + 2 to all Attack Rolls (Two Tails) [61 - 90]: + 3 to all Attack Rolls (Three Tails) [91 - 251]: + 4 to all Attack Rolls (Four Tails) [252 - 356]:+5 to all Attack Rolls (Five Tails) [357 - 420]:+6 to all Attack Rolls (Six Tails) [420 - 768]:+7 to all Attack Rolls (Seven Tails) [768 - 999]:+8 to all Attack Rolls (Eight tails) [1000+]:+9 to all Attack Rolls (Nine Tails)
Restrictions: None Weaknesses: Can be [Tamed] (Requires permission) [Chance to be Tamed (Roll 1 100-sided die. 1-85 = Untamed / 86 - 100 = Tamed [Forced to listen to orders for 2 turns].]
Ryuuen
The Ryuuen are a mighty race of creatures that actually act as the guardians of the planet Jouza. They are people who are related to what we would call dragons, and indeed they have learned to harness the power of the dragons for their own. Specifically, the Ryuuen seem to be related to the eastern dragons. Their power is actually tied to their Dragon Pearls, special things they are born with that determine the type of power they might have.
The Ryuuen are a mixed society depending on the type of dragon they are, though the most common are the water Ryuuen. They are immortal beings inherently born with great power though they must train hard to master it, some of them being strong enough to actually transform into the mighty beasts themselves though of course they only take the shape of the Eastern dragon type.
Not all Ryuuen are noble of course as some take quite easily to evil, but it is fairly uncommon in general. Many of them are noble spirits who take to defending the weak. Ryuuen are even immune to the corrupting whispers of the Abyss Walkers and as such have never been corrupted by their power.
A Ryuuen has a mighty legacy to live up to. Don't let them down.
Life-Span: Immortal Species Abilities: Brown Pearl (Common): Earth Manipulation Blue Pearl (Common): Water Manipulation Red Pearl (Semi-Common): Fire Manipulation Green Pearl (Semi-Common): Wind Manipulation White Pearl (Rare): Void Manipulation Rainbow Pearl (Ultra-Rare): All element Manipulation Special Bonus: [Fear the Might of the dragon!]: Ryuuen gain temporary +10 to save rolls against Abyssal Enemies when struck with a will-bending attack. Restrictions: - White Pearls cannot train in elemental caster classes - Rainbow Pearls cannot train in caster classes Weakness: Weak to Dragon's Bane & Dragon's Ire: Dragon's Bane: + 10 extra damage Dragon's Ire: + 15 extra damage
Oni
The Oni are a race of brutish beings who prefer the ways of strength and power as opposed to class. While this is not universal, they are considered one of the more brutish and undeveloped races of Jouza. They too have visited Earth before and took their name from an ancient society. They are often referred to as "The Enemies of Life" though this is a bit of an insult as while the Oni are war-like and tribal they don't typically carry the desire to destroy everything they come across. Oni are mostly simple, but occasionally there are some brilliant oni...though of course they have to try and manage their temper.
Warriors by nature, their society is built around power and and as such from a young age any oni will be trained in the ways of combat making them rather frightful to fight. Oddly enough sometimes Oni tend to take on human appearances, but that does not diminish the ungodly level of strength they posses. Your average Oni is powerful enough to fling a car as through it were a medium sized rock.
Beware not to get on their bad side. It does not usually end well.
Life-Span: Immortal Species Abilities: None Special Bonus: [Arm of the Dark]: The Oni is capable of increasing their Physical Attack power + 7 for [3] posts. [Bloodlust]: The Oni is capable of entering a state of complete bloodlust which with give +2 extra damamge to their attack rolls every 4 posts. Restrictions: None Weakness: None specific
Minor God
Minor Gods are just that...minor gods. Essentially being only as strong as your average spirit, minor gods are the grunts of the godly world, normal citizens with power over minor things. They are overshadowed by their much stronger, and much more royal brethren minor gods will have very few worshipers. Minor Gods are generally not all that important and so are not restricted to the planet. They are the children of major gods however, and some of them have the power to borrow their parents power, but it doesn't really elevate them.
Minor gods tend to live in the large cities of Jouza going about their day to day life, doing what they do best. It is somewhat depressing to be a minor god, always so far away from the respect you would think you deserve, but you do what you have to do otherwise you get turned into a tree.
Welcome to the life of a minor god.
Life-Span: Immortal Species Abilities: Depends on Specialty Special Bonus: [I-I'm as good as them!]: Minor gods are capable of temporarily attaining a higher power increasing their magical attack power [+10] for 3 posts. [...You know me?]: Minor gods gain +1 to every state for every worshiper they actually manage to attain. Restrictions: None Weakness: Weakest to Godkiller Class Weaponry [+10 to all damage received from these weapons.]
Neko
The Neko are possibly the strangest race on Jouza. They are smart, but are often seen as being unnaturally care-free and uncaring. They are a race obsessed with themselves, to the point pretty much all they do is just about "them", and anyone they love is just an extension of them. Despite this they tend to be regarded as respect since their nature makes it so that all races tend to get along with them. They are very technologically inclined as well making them favored within the more advanced societies.
Neko's can however be very dangerous, especially when they are in heat. They tend to go insane attacking anyone in sight and so during this time many of them are locked in cages or sent away. Neko's are unfortunately not immortal so often times they go out of their way to continue their family line or multiply quickly.
Have fun.
Life-Span: 0 - 89 Years Species Abilities: Primal Claws: Neko's are capable of channeling a primordial energy found in remote spots all over the universe. While they cannot produce a lot of it they can produce enough for small manipulation which allows them to make primal claws which do great damage [+5] against technological beings. Special Bonus: [Always on my feet!]: Neko's take decreased fall damamge by at least 50% [NEEEEEED!]: During Heat months Neko's receive a good [+6] to all stats. Restrictions: None Weaknesses: None-Specific
Tengu
The Tengu are beings of the mountains of Jouza, tricksters and guardians of the various passes who tend to hassle anyone they find interesting. They are not evil per-SE but do not expect to have the greatest of time with them as they have a bit too much fun messing around with people and sometimes become aggressive when denied their fun.
They are however, effective warriors, having a great sense of honor enough to at least give everyone a chance with the air superiority and skill to prevent the other races from taking their territory. Temgu tend to also like masks and carry around a lot of them..some have been claimed to steal faces to make into masks.
Time to have some fun!
Life-Span: Immortal Species Abilities: None Special Bonus: [MINE!!]: Tengu's get +8 to their agility when using their flight to steal. [My face is a mask]: Tengu are mysterious creatures and thus can change their appearance once every few weeks to keep people guessing. Restrictions: None Weaknesses: None-Specific
Posted: Sun Aug 21, 2016 10:52 pm
Feralis XI
Feralis XI is one of the many wild and untamed planets located throughout the system. A beautiful world still in its infancy. It is covered in lush forests, serene mountains, and blue oceans. Its a gem on its own, but of course the planet is not uninhabited. There are many who would seek to take the planet and colonize it, but there are many others who wish to see nature preserved. Feralis XI has been referred to as "The Rarest Peal." a world of unparalleled beauty.
The planet is inhabited by beasts of many types, some fantastic, and others curiously taking a more humanoid shape. While it is a wild planet, it does not mean civilization does not exist in some shape or form. The beast people have made themselves a wonderful society that seems to exist in peace, though recently that have decided to join the alliance to secure their peace.
Take a walk on the wild side.
Technological Level: Primal [Spaceflight capable] Biome: Naturally Mixed Government Type: Unified Council
The Fellis Clan is comprised of cat like creatures of many kinds. From lions and tigers to lynx and pumas this clan is one of the many bestial races found on the planet. They tend to live in the jungles of the planet, having made some of the larger settlements on the planet. They are often seen as the smarter of the beast races having been responsible for what little space travel is available, though they are still somewhat feral.
They are more of a warrior race and so serve as the guardians as well, keeping peace between the races at all costs.
Life-Span: 0 - 110 Yrs Special Abilities: None Special Bonus: [Nature's Guardians]: Members of the Fellis Clan gain a temporary +5 stat increase to all stats when in jungle settings. Restrictions: None Weaknesses: Can be [Tamed] (Requires permission) [Chance to be Tamed (Roll 1 100-sided die. 1-49 = Untamed / 50 - 100 = Tamed [Forced to listen to orders for 2 turns].]
Aviatrix Clan
The Aviatrix clan is comprised of birdlike people. The Aviatrix Clan is considered the wiser of the clans as they impart wisdom to the other races. They come in many shapes and sizes and live fairly close to the forest in a series of villages. Their village is even used for the council meetings.
Take to the skies.
Life-Span: 0 - 110 Yrs Species Abilities: Missile Flight: Members of the Aviatrix clan are capable of occasionally enveloping themselves in primal energy to increase their flight speed. However, they lose all control, thus becoming missiles until they hit something. Special Bonus: [Wise Words] : Members of the Aviatrix Clan can temporarily increase their attack rolls by [5] points each turn when against primal tech users. Restrictions: None Weaknesses: Can be [Tamed] (Requires permission) [Chance to be Tamed (Roll 1 100-sided die. 1-49 = Untamed / 50 - 100 = Tamed [Forced to listen to orders for 2 turns].]
Reptis Clan
The most mysterious of the beast clans. They tend to keep to darker places, or away from the other races. No one quite trusts them and they are often seen as the most dangerous of the beast clans due to how little anyone knows of them.
Indeed, no one would know what they do. They tend to live only in traveling groups and rarely interact even with the other Reptis. Be very careful around these particular beasts, for you never know what they might do.
Life-Span: 0 - 120 Yrs Species Abilities: Pause Poison: Reptis clan members naturally hold venom in their teeth which is infused with magic. It temporarily anything cause anything bitten with it to freeze for [2] posts so long as they are not immune to poison in some way. Special Bonus: [Against the Intruder]: Members of the Reptis clan gain a temporary [+5] stat gain when near-death. [Fortitude like no other]: Members of the Reptis clan are immune to poisons. Restrictions: None Weaknesses: Can be [Tamed] (Requires permission) [Chance to be Tamed (Roll 1 100-sided die. 1-49 = Untamed / 50 - 100 = Tamed [Forced to listen to orders for 2 turns].]
Mites Clan
The strangest of the clans, comprised of things one might all bugs. However, they tend to be the friendliest of the clans. They tend to bring the other clans together, even preparing food and other things for meetings. No other clan seems to have an issue with them, and despite how creepy they can be seen, they will even take in outsiders from the other clans or planets.
Of course, they are the largest clan because they tend to multiply like wildfire.
Life-Span: 0 - 50 Yrs Species Abilities: None Special Bonus: [Ha caught ya!]: Members of the Mitis Clan are nearly impossible to surprise. Restrictions: None Weaknesses: Can be [Tamed] (Requires permission) [Chance to be Tamed (Roll 1 100-sided die. 1-49 = Untamed / 50 - 100 = Tamed [Forced to listen to orders for 2 turns].]
Oceanus Clan
Beings who live beneath the water. They technically speaking own most of the planet, but they believe most in the ideals of peace and were even the first to suggest the council to the other races. They are friendly enough, and much like the Fellis Clan act as guardians of the planet. They are those who live under the water, though they can move up on the land as well.
They are the ones in charge of keeping the balance, and so know how to fix nature, the only naturally magically gifted race on the planet.
Life-Span: 0 - 89 Years Species Abilities: Natural Repair: Using magic the people of the Oceanus Clan can repair damamge done to all nature, returning it to its natural state. They can also hear the voices of nature. Special Bonus: [Just Keep Swimming!]: Members of the Oceanus clan gain a [+5] to their attack rolls when in water. Restrictions: None Weaknesses: Can be [Tamed] (Requires permission) [Chance to be Tamed (Roll 1 100-sided die. 1-49 = Untamed / 50 - 100 = Tamed [Forced to listen to orders for 2 turns].]
Cannite Clan
The wanderers of the planet. They are a transient tribe, one who never stays in a single place. They take it upon themselves to explore every since of their own feral planet, finding new places for the other clans to live. They take care of the feral monsters, acting as hunters and keeping the way clear for the other races.
They often bring wayward clan members to the Mitis Clan so they can take care of them. The Cannite are considered the clan most connected to nature, even rivaling the Oceanus clan, though their nature is much less about fixing and more about taming it.
Life-Span: 0 - 130 Years Species Abilities: Nature's Chains: Using magic the people of the Cannite Clan can bend nature to their whims in small ways. It can't be used for combat, but they can do things like creating bandages, bridges, camouflage and other menial things with greater ease. {+7 modifier to Item Creation actions} Special Bonus: [Survival of the fittest!]: Members of the Cannite Clan are able to gain a [+5] bonus to survival and [+5] bonus to arcane knowledge when in the grasslands. Restrictions: None Weaknesses: Can be [Tamed] (Requires permission) [Chance to be Tamed (Roll 1 100-sided die. 1-49 = Untamed / 50 - 100 = Tamed [Forced to listen to orders for 2 turns].]
Ataroth is the newest planet to join the alliance, but they are a well known plant in general. It is the seat of a mighty race, a race off conquerors and warriors often thought unparalleled in their capacity. This planet is one of the many that used to be under the thumb of the mighty Ferris Dynasty; A vast empire of near unparalleled might that reaches an untold number of galaxies. However, isn't really special considering the size of the Ferris empire, what makes it special...is that the Ferris Empire feared these people. Recently the people there have broken away from the Dynasty following Ferris' defeat, one of the very few to do so.
Ataroth is a planet of perfection, one of the few planets who does not bear the scars war. The planet has managed to keep its pristine nature. There is no pollution, no war, and the people who live here not only attain strength in battle, but they are highly intelligent. However, no outsider goes there for perfection has a heavy price. Imperfections are stamped out violently....which has also led to some controversy as to its inclusion to the alliance.
No one is sure what to think, but regardless it is a necessary addition to the alliance.
Technological Level: Hyper Advanced Biome: City Planet Government Type: Council Led
Imperials are like beings out of a comic. They are a race that prides themselves on perfection. They are beautiful, they are powerful, they are aggressive, and above all..they are violently loyal. It is said that to be less then perfect as an Imperial is their highest sin, and it would seem to most that this observation is correct.
Imperials are like superheroes, violent beings who tends to settle everything with their first as opposed to their words. They are brilliant, masters of technology, but they have little tolerance for anything that disrupts the natural order of things and they make this known. No one trusts the imperials, but few are willing to say otherwise for it believed that a war with the imperials is a death with. After all, they were one of the few races Ferris offered an alliance to rather than brutal suppression. This speaks to their power and prowess. The only races willing to stand up to the seem to be the Osha 616 machines and their Warband.
To be an Imperial is to be above the rest. People will fear you, bow before you, but the pinnacle is everything right?
Life-Span: 0 - 500 Yrs Special Abilities: Anti-Gravity flight: Imperials seem to be capable of flying by negating gravitational fields around their person. They hold perfect control over their flight Pick [1] power. Special Bonus: [Peerless]: Imperials gain [2] points in Power for every [4] points of health lost. Restrictions: - Cannot use Power Suits - Magic - Or Magitech Weakness: They are extremely weak to magic. [Take +10 damage modifier whenever hit with magic.]
Artificial Existence
The A.E. or Artificial Existences are some of the most advanced A.I. in the universe. The A.E. were created in order to serve the Imperials, to run their highly advanced cities and to keep watch over the whole of the planet. Each A.E. is personalized and created out of hard-light so that they might have a body.
Occasionally an A.E. will be set free and allowed to live as its own being. This however is often done when they are considered to be obsolete by their masters thanks to a new update or software. A.E. are however grateful for this most of the time since they are the answer to the question "Can A.I. be human?". They feel, they love, they hurt....
They exist.
Life-Span: Immortal Species Abilities: Self Control: A.E. are completely capable of manipulating their forms anyway they wish. Their whole body is malleable to their whims for they are nothing but light and data. Special Bonus: [A new purpose] : A.E. strangely gain a permanent [+6] to all their stats when they find a master. Restrictions: - Cannot use magic Weakness: [None]
Posted: Sun Aug 28, 2016 12:21 am
Osha 616
There are few technological wonders today capable of matching the marvel that is Osha 616. A planet that is entirely artificial, never staying in a single galaxy and it is said..not even in a single universe. Crafted out of some of the rarest material in the world it is a planet finely crafted. Surrounded by a ring of data that tells the story of the planet, there are few things that can compare.
There are those who swear this planet is alive. It shifts, reacts, changes all of its own accord, or at least according to what those on its surface needs. It can even create new, organic life when beings such as humans visit its surface. It is whatever it needs to be. A true marvel.
Technological Level: Hyper Advanced Biome: Technological Government Type: Unified
The Oshan droids are one of the oldest lifeforms in the universe. It is unknown how they were created, when they were created, or why but they have been the observers of the universes for as long as they have existed. They are the most advanced droids in the universe, created by hands that no on would be capable of matching in millions of lifetimes. This does not put them too far above the others, but they are a true race, even capable of reproducing by nanites. There are few who would argue they are nothing but metal.
They are a lot like other races who just live their lives everyday even if they are robotic lives. Oshan Droids are a race that understands its purpose, and because of this dedicate a lot of their lives to helping the other races. They bring technology, or simply work to protect the races. They are one of the few who was able to push back the Ferris Empire on their own, and one of the fewer still who actively hunt down The Abyssal Ones. A race defined by their desire to explore, to create, and to connect they are one of the founders of the alliance.
They are not bound to this of course, and take on many roles. Life is what you make it right?
Life-Span: Immortal Special Abilities: Datamancy: Oshan Droids are able to manipulate data within themselves with ease, capable of even materializing things inside their memories into physical objects. Special Bonus: [Wonders]: Oshan Droids gain a [+12] bonus to their technological knowledge every-time they come up against technology Restrictions: - Cannot use Magic Weakness: Can be disrupted by Magic [Chance to be disabled (Roll 1 100-sided die. 1-49 = Unfazed / 50 - 100 = Disrupted & Damaged [-10 to all stats for 2 posts].]
Warbound
A mysterious race of beings the Oshan Droids discovered in the abyss. They are a race of heroes, villains, and every in between who were once taken from the annals of history and sealed away for what many believe is a war they were planning to wage.
Within the Warbound you find a number of well known historical figures and of course even less well known ones, all of who were known in their times for being the strongest, smartest, or bravest no matter what their goals were.
They have been violently altered by the forces of the Abyss and so attain a power greater than what they had, but they are lost. The Oshan Droids give them a home and help them get readjusted to everything. There are those who move on, those who wish to go back, those who wish to sleep, and those who wish to fight. Its all up to them after that.
Life-Span: Depends on person Species Abilities: Abyss Manipulation: Warbound gain the ability to manipulate energy from the Abyss. While it might not be perfect the energy is very dangerous and slowly drives those who come into contact with it mad. What little energy they have control of they can manipulate anyway they wish. Special Bonus: [Hatred of the Dark] : Warbound gain [12] points to their attack rolls when up against {Abyssal} enemies. Restrictions: None Weakness: Depends on race.
Ashari is a world hidden away in the deep reaches of the universe. It is one crafted in order to house the wayward inhabitants of multiple words where they could no longer live. However, from this plant arises many legends for they make a name in being the true birthplace of many legendary monsters.
It is said Ashari was created during a battle between a god of flame, and the first nature elemental thus creating this world split up between beautiful grasslands, the ruined volcano lands, and of course the dead safari lands. No one is quite sure, but what they do know is that this place is perfect for various races to settle down into new lives, or as a staging area to venture out into the universe due to their robust travel system.
There is no place quite like Ashari "The Lands of Ancient Ash"
Technological Level: Classical & Magitech Biome: Grasslands & Volcanic Areas & Ashlands [Some jungle] Government Type: Territorial Kingdoms
The Dragonblood are beings born from dragons in one way or another. Their births are often considered miracles and thus they are sought out and coveted. Dragonbloods are essentially humanoid dragons of some sort, creatures who may look like the dragon who birthed them, may carry the ancient marking of the dragon language written upon their skin, the iron tails, the horns and any number of features.
The Dragonblood are immortal, and even more so they are the true children of dragons and as such they are powerful and not to be taken lightly They can do things few others can by virtue of blood, however unlike the Ryuuen of Jouza, Dragon Blood of Ashari are not righteous beings by nature, no, their nature often depends on the color of their blood, their heritage. They can fight against it, but it is a dangerous and difficult task to undertake
More beast that man, more monster than beast, a Dragonblood is a miracle and whether that miracle is used for good or evil..is up to them.
Fly proudly.
Life-Span: Immortal Special Abilities:
Red Dragon: Fire Breath: A normal dragons fire, extremely hot and powerful. Treasure Detection: Red Dragons are very good at finding lost treasure naturally (+ 1 extra treasure roll) Black Dragonblood: Acidic Breath: Black Dragons do not breath out fire, but rather dangerous fumes that decay, and eat away at all it touches. (+4 extra damage each time.) Acid Protection: Black dragons enjoy swampy areas and as such tend to be immune to the toxins, and poisons found within them. White Dragonblood: Cold Breath: White dragons breath out an extremely cold mist that is so cold it tends to chill someone to their very bones. Magic Detection: White dragons are wise and carry a deep connection to magic, and so they can detect magic no matter how small the source. Blue Dragonblood: Cold Breath: Blue dragonblood actually spit out high velocity orbs of water that can crush almost anything in their path. Magic Deflection: Blue Dragons will actually deflect magic right back at its source, though their scales are weak to physical attacks because of this, and they must be hit by the magic first. This does still damage them, but they can store the spell and send it right back. Silver Dragonblood: Dream Breath: Silver dragons are actually known as the guardians of the Dream Realm, and have learned to channel its energies into the fumes they breath that put people to sleep. (Target rolls 1 20 sided dice [1-17 is unaffected, 18-20 they are put to sleep for 1 round]) Projectile Deflection: Silver Dragons have incredibly special scales that will actually deflect pretty much any ranged attack. They do not however defend well against up close and personal attacks. (Take +5 damage when hit with melee weapons) Gold Dragonblood: Horrid Roar: Gold Dragons do not breath fire, but instead emit a high-pitched sound that comes in waves, slowly tearing apart the mental abilities of all caught within. (Target takes +4 extra damage over time) Magic Direction: Gold dragons completely nullfy magic used against them. This does not work with magic items and the like however only pure magic.
Special Bonus: [Fabled Growth]: Can develop skills in greater quantities, though they train much slower [+6 extra points to spend, but +20 extra posts required to level up no matter the level] Restrictions: None Weaknesses: Weakness: Can be [Tamed] (Requires permission) [Chance to be Tamed (Roll 1 100-sided die. 1-49 = Untamed / 50 - 100 = Tamed [Forced to listen to orders for 2 turns].] Weak to Dragon's Bane & Dragon's Ire: Dragon's Bane: + 10 extra damage Dragon's Ire: + 15 extra damage
Phoenix
The Phoenix, some of the few true immortals in the universe. The Phoenix are powerful bird-like creatures blessed by the Arbiter of The God Flame herself and as such are granted control over her greatest gift to the universe. Fire.
Phoenix are free spirits who tend to do as they please, though they are constantly hounded by those who seek their feathers to cure ailments, or injuries. Phoenix are a lot like children no matter how old they get. Playful, and friendly they seek to simply have fun in the universe. Of course, this is not universal as some due mature, and others simply become evil for various reasons...a Phoenix's nature is not determined by any but the phoenix.
They can be found on any world, though Ashari has given them a more unified home. They do often venture out, or find themselves in the service of an adventurer, its all about life right?
Live free. Die Free. Stay Free.
Life-Span: Immortal Species Abilities: Grand Flame Manipulation: Phoenix manipulate a magnificent flame unlike any other, golden in color and sometimes, a rare cold blue. The fire is more powerful than almost any other flame, matched only by Dragon's Fire and True Fire it is a very dangerous type of flame few would want to tangle with. However, its best quality is its healing properties. When a phoenix is calm it can heal all wounds (does not work of phoenix themselves) and can even give life to the lifeless though in doing so whoever was revived by phoenix flame is in service to the phoenix forever. Special Bonus: [Immortality is Great!]: When a phoenix dies they simply reappear a few days later. However, they lose levels (And the stats they got from that level up) when they revive depending on how they died. {Ex. Being killed by arrow only confers a -1 feel loss, but being killed by am explosion would cause a -3 level loss.] [Come play with me!]: Phoenix gain +2 to every stat when they revive someone with their fire and retain them as slaves. [Only applies to players, npcs revived like this do not have bonuses and are just story.] Restrictions: - None Weaknesses: Damaged by Cold (All cold damamge is doubled!)
Gorgon
Gorgons are believed to be terrible creatures brought about by an ancient curse set upon Ashari starting with the beautiful maiden and the dark entity who would curse her for betrayal. Of course, this is all just a legend and no one except the oldest of races know if this is true or not, but what is known is that Gorgon are incredibly strong creatures.
Gorgons inhabit a lost city found within the Ashen Kingdom. It is possibly the beautiful of the kingdoms as it sits in what may be the only lush forest region of the planet. This makes them a constant target for attempted invasion, however this is only when other kingdoms work up the nerve to get past what many called the "Frozen Graveyward" which is the army of statues the Gorgons created using their.....ability.
Gorgon themselves are a mostly female race with a few rare born males mixed in. They are known for being highly skilled warriors, but also unnaturally intelligent. They keep to themselves, and are very aggressive most of the time.
Filled with poison, knowledge, and strength they simply seek a peaceful life.
Life-Span: Immortal Species Abilities: Cursed Eyes: All Gorgon possess the legendary cursed eyes that turn all those who look into them into stone. Gorgon go about developing special ways to nullify this power when not in use whether it be blindfolding themselves, making a special pill, or even wearing enchanted glasses. The strength of these eyes actually depends quite a bit on the gorgons age, with a young gorgon only being able to turn small creatures to stone, but ancient ones being able to freeze multiple targets at once.
It is said that their eyes don't freeze the one Gorgons are fated to love so...at least they can look forward to that. Special Bonus: [Poisonous Blood]: The blood of a Gorgon is one of the most poisonous substances in the universe and as such cutting them is a gamble. When a gorgon is cut and the blood lands on a target [Roll 1 6sided die when damaged. (1 - 3 is poisoned, 4-6 is untouched)], or even using their own blood as a weapon the unfortunate target is dealt [+5] poison damage every round until cured. [(Special) Rarity]: Male Gorgons are rare, and even more so their blood is a rare thing as it is not poisonous, but rather a cure to the poisonous blood that is the Female Gorgons usual life substance. When ingested it cures [+3] health every round. Restrictions: None Weaknesses: Can be hit by their own special ability if a mirror is used.
Harpy
Harpies are a generally harmless race actually. They are free spirits who like to spend their time flying and playing for the most part having no cares in the world. They are a bit of a trouble making race as they tend to steal food, or....abduct potential mates of all races and genders. They tend to do as they please with little regard for anyone.
They are capable of mating with any creature and producing either harpies, a member of the species they mated with, or an entirely new race so because of this they tend be enslaved on a higher level than other races. They band together in large nests for defense because of this and so can be found in isolated villages when they are not venturing out doing whatever it is they felt like doing.
They are not the strongest race around, nor are they one of the oldest around actually. They only seemed to appear in the last 70000 years or so, and because of this are generally struggling to find a real foothold in the universe.
Life-Span: 0 - 100 Years Species Abilities: None Special Bonus: [Free as a Bird] : Harpies are capable of resisting most forms of forced control naturally. Restrictions: None Weaknesses: None
Beastborn
Beastborn are not actually a singular race, but a large classification for multiple types of creatures born of beasts from around the universe. This is where a creature like a Minotaur might be found, or you might find a Naga or even a cowgirl.
Beastborn find a home in the middle of forgotten lands, and often venture out to find a home. Beastborn are born in all manner of ways making them a race of half-breeds continued through eons of mating and the like. They vary greatly in appearance and classification.
Unlike the Beastmen of Earth, they are not only natural, but they have all the strengths of their parent race and can even be the children of more mythical beasts. They can't be tamed either.
Life-Span: Anywhere from 1 - 100 Yrs [Non-mythical] to Immortal [Mythical] Species Abilities: Depends on type Special Bonus: [Orphan by Birth]: Beastborn gain [+10] survival knowledge when in Nature. Restrictions: None Weaknesses: Depends on parentage [Mythical] None [Non-Mythical]
Living Thing
Creations. These are not machines. These are not A.I. These are the mundane given life. From Golemns to Statues to Homunculi these things are crafted either to resemble humans, or not at all. How they are made depends on who created them and for what.
They are not generally hightech, many will be things like floating rocks. Sometimes they might look human, but were created out of sand and fire. They are living things created for many reasons.
They are found everywhere, The art of their creation originates from this planet thanks to a secret sect of ancient Magi looking to create war machines and holders for ancient powers and such.
They live.
Life-Span: Immortal Species Abilities: Depends on type Special Bonus: [I...LIIIIVVVEE]: Living Things get [+5] to every stat when near death Restrictions: None Weaknesses: Depends on make
Posted: Sat Sep 10, 2016 1:24 pm
Seat of the Mystic
The Seat of the Mystic is a world not unlike Earth in its make-up. The Seat of the Mystic is however, a more wondrous version of Earth, filled with all sorts of fantastical things that one might find in a fairytale book rather than on a normal world.
A world where nature and man live side by side, where many fantastical races go about their day by day. A world where heroes are not uncommon, where the princess needs rescuing, where the prince needs training, where frogs can be kissed to become princes, and everyone has something to prove. This is the place where it all happens, and it often extends outside of its atmosphere.
They recently joined the Alliance for fear of the empire, and since then have been one of the alliances most loyal allies and staunch supporters of the Galatic Alliances goals towards a unified universe.
Elves has been a fascinating and curious type of people for ages, an ingenious race of people whose general motivations tend to change and alter quite often. Elves are somewhat like the humans of Earth, only longer lived, typically more beautiful, and with somewhat of a meaner streak as they have attempted to take over Earth six times before being force to join the Alliance.
Elves can be as arrogant as they can be charming, free spirits who want what they want whether it be noble or not. They often think radically different and do not much tolerate diversity within their own population leading to a rather large schism between peoples who are more alike than they are different. Of course this isn't all of the race, as many are just as fine with others as well.
Some of the strongest mystics in the galaxy they tend to harness magic, but being smart they were some of the fastest to adopt Magitech. In fact, many speculate their rate of growth would be much faster were they not foolish enough to rush into wars with the still developed Earth, and of course earning the ire of the last fomorian all over again.
Who knows...Elves just might dominate one day if all the decisions line up.
Life-Span: Immortal Special Abilities: High Elves: Spirit Communing: High Elves are able to hear and commune with the dead naturally due to spirits having a large part in their society. Dark Elves: Nature Communing: Dark Elves are capable of speaking to the Earth, hearing it as though it could speak to them due to living underground for millions of years. Grey Elves: Aquatic Communing: Grey Elves are capable of communing with the sea and the life in it due to them living near the sea for millions of years. Half-Breed Elves: Telekinetic Communing: Half-breed Elves are able to communicate telepathically, being trained to do so by the high elves who considered them mongrels and so had no desire to hear them speak physically. Primal Elves: Magic Communing: Primal Elves are capable of communing with magic itself due to being the most connected with mystical forces for billions of years. It is a natural thing to them. Dark Matter Elves: Star Communing: Primal Elves are capable of communing with the stars themselves due to being the most advanced and living just outside the planet for untold years. Nature Elves: Floral Communing: Primal Elves are capable of communing with the the plants as they have lived in the forest for millions of years and tend to be rely on the word of the forest to keep them safe. Special Bonus: [Natural Magicians]: Elves gain a +5 to their attack rolls when using magic. [Natural Magitechnicians]: Elves gain a +10 to their magitech knowledge when coming up against magitech. Restrictions: None Weaknesses: Elf's Bane Poison: +10 damage over time when afflicted with it until cured.
Battlus
The Battlus are the rivals of the elves, a warlike race who places great value in strength and power. Battlus are what the people of Earth might call orcs though they are a bit different from the normal image we have of them...somewhat.
Battlus actually have two sides their society that makes them easier to identify. While all Battlus enjoy war and conflict in some capacity, not all of them are simple people. The more advanced Battlus prefer to be called "Honorbound" and are simply beings with a high sense of honor, but are rather intelligent. The less intelligent Battlus, the bloodthirsty beasts people are familiar with are all called "Warcaste" and enjoy nothing more than a good, bloody battle and so tend to be less brilliant than the Honorbound. However, these two groups work together perfectly. Honorbound build society and Warcaste defend it. An honorbound can even give into bloodlust to become Warcaste, and Warcaste can learn enough to become Honorbound.
They aren't all monstrous in appearance either, some of them even have the capacity to look...human if not large, or rather fat. They do all have quite the appetite come dinner time.
Live with honor, or fight for glory.
Life-Span: 1- 300 yrs Species Abilities: (None) Special Bonus: [The mind is as mighty as the sword!]: Honorbound Battlus are capable of making a special [Combat Eyes (roll 1 20 sided die, 1-10 is successful, 11-20 is a failure)] roll that allows them to prepare for the next attack [+10 defense on next attack.] [FOR GLORY!]: Warcaste Battlus gain [+2] to their attack rolls for [3] battle posts when angered. Restrictions: None Weakness: [None]
Telezbad
The bigger, badder, meaner cousins of the Battlus, the Telezbad are creatures who care nothing for advanced society most of the time. They are enormous creatures, nearly giants in size and have a taste of blood like no other. You might call them..Ogres.
This is of course not to say that sometimes they do not have intelligence, or even organize, but generally they are one of the least intelligent and evolved species on the planet, but that does not make them any less dangerous to the others.
These beings too are not always big ugly monsters and sometimes just look like enormous tribal Earthlings.
Life-Span: 1 - 200yrs Species Abilities: None Special Bonus: [NO MORE TALKING!]: Telezbad are capable of actually knocking the magical ability from those they hit hard enough [Target rolls 2 30 sided die (1-25 = not silenced, 26-30 = silenced) + damage they receive from second dice. (3 post cooldown)] Restrictions: None Weakness: None specific
Blessed Folk
The Blessed Folk are essentially what others might call Fey, or Faerie. They are a numerous people who keep to the forest, only occasionally coming out to interact with others races in times of peace or in need. The first of the planet, and its greatest defenders, these people are a wondrous folk that many respect and envy.
Blessed Folk come in all shapes and sizes from the inhabitants of the fores, the Sylvanites, to the smaller and very well known little people. It is said that elves were once counted as Fey, but a war among their people has forced them to exile the race from their number and thus the two have become separate.
They are not a static race and tend to change quite often. They are not seen often unless purposely hunted or they choose to make themselves known often in order to aid those who need it, and sometimes to cause trouble. They are mostly a peaceful race indeed, but many are fearsome when it is time.
Life-Span: Immortal Species Abilities: Blessing: All Blessed Folk are capable of sharing their blessing through the form of a kiss. It confers a permanent +5 to all stats, though when their blessings are shared, that means they are connected to their blessed and gain [Blessed Communication] and [Blessed Echos] which allows them to telepathically communicate to their blessed, but they both also share their pain. Special Bonus: [Peace and Serenity.]: Fey are granted [+10] to all knowledge areas when not in the middle of combat. Restrictions: None Weakness: None
Engineers
Gnomes you might call them, Engineers are a brilliant race of explorers and inventors. They are a very small race in stature, but as large as any other in terms of achievement and numbers. Engineers are even smarter than elves when it comes to the likes to Magitech, and are working to adapt high advanced technology into society.
They tend to be energetic and rather friendly if not deeply obsessed with discovery and the like. Many either love them or hate them, but Engineers don't care, they do their own thing. They are a brave race with many fighting in wars, confronting dragons for that rare sprocket, or even going head to head with a telezbad for the last bit of grog, they aren't ones who back down.
They even work as mercenaries to employ their services to others.
It ain't easy being small, but it sure is a lot of fun.
Life-Span: 0 - 120 Years Species Abilities: [None] Special Bonus: [Figured it out!]: Engineers gain a staggering [+20] to all knowledge fields when confronted with new technology. [Small but tall!]: Engineers are immune to mind control. Restrictions: None Weaknesses: None-Specific
Finfolk
What is there to say about the finfolk? People with the upperboy of a humanoid, but the lower body of a fish. They are everything you expect them to be, beautiful, happy playful, ravenous, and deadly they are a folk who takes to the sea...and now they have learned to walk without any side effect.
Finfolk were blessed by the Atlantean Lord before he settled on Earth and given the ability to settle within the sea. They are great swimmers, wonderful performers, and excellent killers who still go about drowning and eating people. Of course, not all of them are evil or anything, it just tends to be apart of the culture.
Swim free.
Life-Span: 1 - 500yrs Species Abilities: Song of the Sea: Finfolk are capable of singing wonderful songs that might captivate the weaker minded. [Target rolls a 1 100 sided die, 1 - 90 is unaffected, but 91 - 100 become encapsulated by the song until broken out of it.] Special Bonus: [Just keep swimming]: Finfolk gain a [+15] to constitution when it water. Restrictions: None Weaknesses: Very weak to electricity! (Electrical attacks do triple damage]
Amazons
A powerful all-female race of warriors who lives deep within the forest. They mostly keep to themselves as they have a deep mistrust of other races. They are powerful warriors, and prideful with many of them willing to become mercenaries just to fight and prove their honor,
It is said their society started after a great war killed all the men in a number of tribes. These tribes would band together to form a great army to fight in the war, and after it was over they would leave in order to get away from the war-like world and settling in the peaceful forests though they remain warriors.
They are actually fairly advanced through they do not deal with technology much and have build a society based on more classical technology. They do however trade slaves and other unsavory acts, but Amazons are mostly for themselves and their society so they care little of the others.
Move forward. .
Life-Span: 1 - 110yrs Species Abilities: Special Bonus: [Mars &Venus]: Amazons do [+5] damage against all male entities. Restrictions: None Weaknesses: None
Taurs
Taurs are generally the rest of the people who have the lower body of an animal, and the upper body of a humanoid. They also come in many shapes and sizes. They are rulers of the plains, blessed by the god of nature to protect the entrances to his lair and so they built cities out of them.
Taurs are mighty warriors, and friendly folk who are willing to get to know all living creatures they might come across, but they are also very freighting warriors only in competition with the Battlus for military might, but they do not seek it out, only participating when forced to do so.
"Ride" like the wind.
Life-Span: 1 - 230yrs Species Abilities: (None) Special Bonus: [Blessing of Nature]: Taurs gain a [+15] to agility when on the plains. Restrictions: None Weaknesses: None
You all know Mars. That beautiful red planet. Fourth from the sun, and second smallest in the solar system? Yeah, you know Mars, you all learned about it in your science books, but did you happen to know that mars...is possibly the angriest planet in the universe? Thats right, you heard me. That little ball of Iron Oxide actually EARNED its right to be named after the Roman god of war, and you know why? Aside from looking like a planet of death, it is home to the Martians....and Martians are the angriest people alive.
Mars is actually a thriving planet, with its entire highly-advanced civilizations being located within. Thing is, this planet has been the staging ground for invasions, wars, experimental weapons that went wrong, experimental weapons that went right, and various other horrible things.
Seriously, Mars isn't a joke. It might look like you don't need to worry about it but understand that this inconsequential little planet, is filled with rage and hatred! Turns out everything we thought we knew about it was just what they thought we wanted to know about it. The planet itself basically a metal weapon covered in falsehoods and lies! No seriously, Marts is actually a battle station. It might be small compared to most plants, but it carries some serious firepower.
Technological Level: Hyper Advanced & Classical Biome: Metal & Rock Government Type: None
Martians might just be the most diverse race in the universe, and you know why? The martians have been at least 7000 different races in the past. All of them having landed on this planet to attack Earth, being defeated, and then settling on the planet to plan another attack. Everyone 20 or so years a new race seems to pop up calling itself "martians" and staging an attack on the planets in this little arm of the galaxy. They end up staying, and thus...more martians.
This race of warmongers is very large, and diverse. They range from the stereotypical green-skinned hell-bringers, to those hideous grey-skinned once. Some martians even look like humans, other like demons, basically a number of appearances and all of them tend to be threatening in some way. Its rare for them not to look like they are either around to steal your children and experiment on them, or eat them. The only thing they all have in common is they have a weird gauge literally build into their spines.
Martians are warriors born & warriors bred! They live to fight. And they normally die in fights. The be a martian, is to basically be fury. These people put even the Battlus to shame in regards to how much they value a good fight. They are a bandit like lot, who only get things done because the strongest among them basically demand they not live like total savages, and that if they fight, they should at least dirty up something pretty.
These guys are basically ready for war, only this time they share a common enemy with everyone and thus joined the alliance. Some of them do learn peace, but man if that a taboo. When you meet a martian, never assume its peaceful...it might shoot you in the throat for looking at it wrong.
Life-Span: Average lifespan of 700 years due to the gauges. Special Abilities: ( None ) Special Bonus: [Ball of Fury]: Martians gain + 4 to their attack rolls every 4 points of health lost. [@$^! You]: Martians can use any weapon regardless of class (It might not be the best, but the option is there) Restrictions: None Weakness: None
Posted: Sat Oct 08, 2016 3:33 am
Florazan
Florazan is actually a very ancient planet recently re-branded by the members of the race. Florazan is named after the false name of their progenitor & queen. It as originally populated by all of her immediate children, a keeping ground for them so that would not be harmed during the war against The Imperials, though after her death they invited more people to stay with them as they continued her ways, up until her recent revival and crowning.
The planet is beautiful, almost perfect in its presentation its nature is nearly-untouched and lives perfectly with the cities that have been built on its surface. Its waters are like crystal, and its air is clean. There is little off about the planet.
It is available to all people to visit and live on provided that those who live here swear fealty to the queen, even if they are not ones for authority. However, the people who live on Florazan are fiercely loyal to its ruler and so will brutally throw away people who do not submit.
Florazan as actually one of the first to propose an idea of an alliance, on the orders of its queen. It was instrumental in the war against The Empire, it even stood against the Imperials, a race which most fear. However, it is known that it is the home family of a very large empire that uses brutal methods itself, but due to the treaty, nothing can be done about it. It is said that the native races on the planet are all related to the queen, whose mating with other races gave birth to being that's are somewhat like half-breeds but can be classified as their own despite their name due to how strange their blood is.
Red Elves are elf-like beings with vampire tendencies. Created from the mating between Cethleen "Flora / Calliope" Patraicc & Elewyn Cairne, the primal elf goddess of sacrifice who she fed from. These two would spawn a terrible race which would be known as the "Red Elves".
Red Elves are among the rarest of the Florizians. The only way they could be rarer, often being those who are born of Cethlenn herself. Red Elves are so rare that they are even hunted down for their blood, by vampires, and collectors alike. Their blood is said to be the sweetest in the universe, but also the fact that they are said to carry one of the highest concentration of Cethlenn's blood no matter their parentage. The only ones who carry more...are the children of Flora herself. These specific children are called "Progeni"
Red Elves are slightly vampiric in nature, being able to feast on the blood of their enemies in order to replenish their magical strength, but it is not required for them. They are however known for being able to use their blood as a weapon, with the blood carrying strong magical power within it. They tend to look like elves except for the fact that their eyes tend to glow when they are angry which marks them. They are considered highly dangerous and so are not trusted by most.
Its highly dangerous to be a Red Elf due to the high price for their blood, and Progeni Red Elves are in even greater danger because of this with any of them fetching an extremely high price on the Galactic Black Market. Take them on at your own risk of course, these particular Florizians are among the most dangerous thanks to their natural magic.
Life-Span: Immortal Special Abilities: War Blood: Red Elves are capable of controlling their own blood in any way they wish. This blood is very magical due to the mix of the primal & Fomorian magic within the blood. This allows the blood to take on nearly impossible qualities, even able to harden in constructs with great ease. Conquerors Blood: Progeni Red Elves are capable of controlling their own blood in any way they wish. This blood is very magical due to the mix of the primal & Fomorian magic within the blood. This allows the blood to take on nearly impossible qualities, even able to harden in constructs with great ease. Progeni Red Elves have much stronger blood, and so find themselves also possessing poison blood. [+6 damage over time if used in combat, outside of combat it does different things to different people.] Special Bonus: [Draining the Power]: Drinking from a target will nullify any penalties inflicted to their power stat. Restrictions: Cannot Train in Non-elemental classes Weaknesses: They are allergic to Elf's Bane (-7 to defense)
Ichor Dragon
Ichor Dragons are Draconian beings who came about from the violent mating between Typhoris The Dragon God & Cethlenn "Flora / Calliope" Patraicc who she devoured soon after. This gave birth to a furious race known as the Ichor Dragons.
Ichor Dragons are a race of dragons whose blood is always boiling, a race born of fury and anger. Because of this they are always red in color but they are very powerful. Natural warriors with great minds. They are actually fairly common due to the pure number of them, but they are feared greatly for their violent tendencies and strength. It is said that they have learned to use their blood to tap into vast power and sometimes it shows, with few being able to truly touch them when their scales manifest.
They tend to live in the more classical areas of the planet, and form kingdoms, though these kingdoms still belong under Flora. Those who are born directly to Flora are called "Vermil Dragons" and are considered the most royal of the dragons.
Life-Span: Immortal Species Abilities: Scarlet Breath: The Blood of the Ichor Dragon forever boils! They find themselves capable of breathing out a red colored mist over 12 ft that burns all within in & those who inhale it. (Target takes +5 extra damage for 4 turns so long as they are in the mist, or if they inhale it) Burning Armor: The Blood of the Ichor Dragon forever boils! Ichor Dragons find themselves able to manifest (or are always covered in) scales that can generate a great amount of natural heat that burns all who get to close (Anyone in Melee distance takes 3 damage for as long as they are in range) Lordly Scale: The Scales of the Vermil Dragon are as mighty as the empire! Vermil Dragons find themselves able to manifest (or are always covered in) scales that can generate a great amount of natural heat that burns all who get to close and increase their AC (Anyone in Melee distance takes 4 damage for as long as they are in range, AC increased by 10.) Special Bonus: [Unparalleled Growth]: Can develop skills in massive quantities, though they train much slower [+10 extra points to spend, but +40 extra words required to level up no matter the level.] Restrictions: - None Weaknesses: Damaged by Cold (All cold damamge is doubled!) Weapon to Dragon's Ire: + 15 extra damage
Florid Vaewolf
Florid Vaewolves are vampire & werewolf hybrids who carry the blood of the Fomorian Queen Cethlenn "Flora" Patraicc & an unknown werewolf of great power.
Vaewolves have always been hatred creatures, wild monsters of great power who are spawned by the union of the wolf and the bat. However, Florid Vaewolves are hybrids who carry the blood of Cethlenn, but this has not made them more wild, but instead has made it easier for them to attain peace in return for power. They tend to have a hard time controlling their fury much like the regular vaewolves, and it is especially bad due to being of War Blood.
Florid Vaewolves are scholars strangely enough, possessing a knowledge unheard of in their kind. This is believed to be due to the fact that all Florid Vaewolves are Dual Blooded and remain hybrids. Even further births do not at all reduce this in them, often with parents giving birth to a Florid Vaewolf regardless of the race of the other parents. Those born directly to Flora are called "Ancient Vaewolves" and are often the leaders of their groups from early ages.
This makes them highly dangerous and they are often hunted down due to the threat they represent.
Life-Span: Immortal Species Abilities: Garnet Thunder: All Florid Vaewolves are capable of controlling a special type of red electricity that they produce naturally. Ancient Rose: All Florid Vaewolves are capable of controlling a special type of red flower that they can create and manipulate as they please. Special Bonus: [Knowledge of the Old Order]: Florid Vaewolves gain a +10 to every attack roll against both lycanthrophic and vampiric enemies. Restrictions: Cant train in elemental caster clases. Weaknesses: None
Fomori Vampire
Special types of vampires who carry the blood of Cethlenn transferred by bite, or by birth.
Fomori Vampires are very powerful vampires of uncanny birth, living monstrosities who carry a bloodlust like no other, making them hated and despised by all, but feared and respected. They grow in power exceptionally fast, and have the power of a vampire well beyond their years. This power even passes onto their children though in lesser quantities. Their real special quality however is their uncanny precognition which makes fighting them a hassle though it only manifests in hunger.
Fomori Vampires are very common actually, as common as any other vampire, but they are a proud subset regardless. Those Fomori Vampires born under Flora directly are called "Bloodied Crowns" and often carry authority no matter what their age.
Life-Span: Immortal Species Abilities: Curse of the War Fairy: They are able to increase their physical power once every 2 posts while in battle thus adding +4 to their attack rolls so long as they have been in battle for more than 5 posts. This power increases with age: 1 - 500: (Regular) 500 - 2000: (Every 2 posts while in battle they can add [+5] to their attack rolls for 7 posts. 2000 - 9000: (Every 2 post while in battle they can add [+7] to their attack rolls for 8 posts. 10000+: (Every post they can add 4 to their attack rolls for the entire battle) Special Bonus: [Eyes of the War Fairy] : Their bloodlust is notoriously hard to control, but the hungrier they get the more ready for battle they are. [+2 to defense every turn in battle]. They do however have to feed at some point or they die. [Fangs of the War Fairy] : Their bloodlust is notoriously hard to control, but the hungrier they get the more ready for battle they are. [+7 to power every turn in battle]. They do however have to feed at some point or they die. Restrictions: None Weaknesses: Weak to Nightkiller Weapons (All damamge doubled)
Fola Máthar
These beings in particular lay claim to being the closest in blood to the near extinct Fomorian Race. These are giants, or at least extremely large beings who carry the blood of Calliope & Nalthama, a mighty creature from a race that was wiped out by the Imperium who she fed from in order to save.
They are very strong people who carry the strength of both of their ancestors in pride, near natural warriors. They are possibly the most unique of the Florizians, but not all that rare at least since Flora worked hard to keep the blood of both their respective races alive.
Aside from their impressive size, they are also highly in tune with nature and and as such live in the woods in order to protect it and keep it in balance. They are mostly tribal and so use the vast majority of primal tech on the planet.
Those born under Flora directly are called "Red Giants" and often tend to be the most feared of the giants.
Life-Span: Immortal Species Abilities: None Special Bonus: Force of Nature: For every [4] points of health lost they gain [+2] to attack rolls. This increases in natural settings where for every [2] points of health lost they gain [+3] to attack rolls. Mother's Fury: For every [2] points of health lost they gain [+4] to attack rolls. This increases in natural settings where for every [1] points of health lost they gain [+2] to attack rolls. There is a limit to this in that they can only add [+20 to attack rolls total] Restrictions: None Weaknesses: None
Blood Ancient
Blood Ancients are not vampire as one might expect, but rather that impossible children of Cathlenn "Flora/Calliope" Patraicc & The Abyssal Lord Teth so she killed an devoured during birth.
Blood Ancients are a powerful race of children, but are very rare due to how few of them are actually born and how many are killed. They do not birth easily, with only the strongest able to birth beings like this due to the toxic nature of the Abyssals.
They tend to stay within the shadows, and leave the planet from a young age in order to hunt down the Abyssals due to a strange hatred of their kin. They are very attuned to Abyssals energies, but it is corrupted by Flora's own magic thus making a new type of energy that comes alive when they find one.
Those born under Flora are called "Great Sanguine Lords" and are often feared for their great power and connection to the darkness of both their mother, and "father".
Life-Span: Immortal Species Abilities: None Crimson Void Energy: In the presence of Abyssals these beings gain the ability to infuse their attacks with the Crimson Void and inflict [+10] damage to them for every successful attack. Void Blood: Great Sanguine Lords are able to manipulate their own blood, and find it made black, filled with the very power that the Abyssal Ones control. Especially when they come against humans [+10 Damage to humans if they are hit] Restrictions: Great Sanguine Lords: Cannot train in Non-elemental Caster Classes. Weaknesses: None
Erinye
Born of the mating between Cethlenn "Flora/Calliope" Patraicc & The Fallen Exitar Queen Claire.
These beings are very numerous, about as numerous as the Fomori Vampires. They are beings who carry a strong sense of justice, though this sense of justice equates more to vengeance. They come in two variations, those with wings, and those who take on more flame-like appearances in order to bring their sense of justice to others. Despite their namesake, they do come in more than one gender.
What makes them dangerous is that they are completely immune to magic and so wizards often fear their approach due to them not being effected by magic in the least. However, this does not mean they cannot be hurt. They are not all that physically resistant outside of certain training, and even then, they take more damamge from physical means than most. Fear their approach, for it means they have come for vengeance.
Those born under Flora are called "Justicars." and are even found to possess even greater ability to deliver justice, though often in the name of their mother.
Life-Span: Immortal Species Abilities: Winged: Flight Flames of Vengeance: Natural Fire powers Justicars Flame of Retribution: Natural Green Fire [+20 damage to their specific target each attack.] Special Bonus: Mark of Justice: Once in awhile, an Erinye is able to grant a mark to someone who they feel must be punished. This allows them to deal [+10] to their target every attack. (Once every few weeks) Restrictions: Cannot become mages Weaknesses: All physical attacks deal x2 damamge.
Ah Venus. What a terrible planet. Its really a mystery why any race would want to live there, but they do and they made the best of it.
Its a planet of darkness and sulfur, surely there are much batter plants to live right? And yet things choose to live here. No one really knows what going on under its clouds, but they say its a constant fight for survival so it doesn't quite have an organized government, but its under no threat from any other planet.
It is said the people here feel a kinship with Earth due to the size of their plants, and Earth being the only planet who has attempted to establish contact. Well, they have been pretty useful so far...so who knows, maybe one day people will get to know them better....though even they like Earth more than their own planet.
Now I know everyone knows about this race. Every conspiracy theorist has made sure that everyone on Earth knows about these lizard people going about, disguising themselves as humans and trying to take over the world.
While Ophidians have indeed been with us for untold centuries, they have not been trying to take over the world, but rather live among us. Venus is such an awful place they feel as though they should migrate to better places. They of course do this and try to help us as well, having been responsible for several medical advances over the past untold ages as they blend into our society.
Now keep in mind, they aren't exactly lizard people per say, the Venusian are actually a race of hyper intelligent shapeshifting creatures who have taken the form of lizard in order to better survive the planet they fled too after a devastating war with the Saurians. They are actually quite nice once you get over their shape shifting and take off the tinfoil hat.
Life-Span: 1 - 455 yrs Special Abilities: Shape Shifting: Ophidians are actually able to shape themselves into the perfect images of another life form, right down to the voice. Problem is that their true forms tend to show up in photograph quite often so it can be difficult to hide. Special Bonus: [Natural Hunters]: Ophidians gain a +15 to their survival knowledge when in rocky areas. [Poison huh? Cute.]: Ophidians are immune to all forms of poison. Restrictions: None Weakness: None
Venusian
Of course, the natural beings on the planet are actually the Venusians which are beings who have made the best out of a bad situation. No one really knows where they came from before they became the Venusians, but they have built several domes on the planet that have actually turned it into a paradise though they do go out and hunt down the dangerous Venusian creatures that live outside in the poisonous wastes. They are actually quite beautiful and very smart, having taken in the Ophidians after they were forced off their own home planet by the saurians so long ago. They are basically human, only they are always beautiful and have a command of advanced technology.
Life-Span: 1 - 110 Yrs Special Abilities: None Special Bonus: [Poison huh? I'm afraid not.]: Venusians are resistant to poison and bacteria of any type (Take minus 7 damamge from poisons no matter how effective.) [Make the best out of it]: Venusians are capable of reverse engineering almost any technology and making it their own with enough study [Takes 7 days of study in rp, can not be done with magitech and forbidden tech] Restrictions: None Weakness: None