shinaobi
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Oh yeah.
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Post by shinaobi on Dec 18, 2009 21:48:11 GMT -5
Name: Incendia
Place of Origin: Earth, specifically continental Europe
Distinguishing Characteristics: Incendia are human in appearance and basic physical needs, with hair colors ranging from red to blond, fair skin, and red eyes. Their most noticeable trait is that the only predictable fact of their aging process is that it will at some point stop; whether that be in their infancy, adulthood, or otherwise is unknowable until it happens. Suffice to say that they do, however, live a long time, independently of their 'freeze'; estimations on time of expiry can usually be cleanly divided among caste lines.
Unique Abilities: The most notable abilities of this race gave it its name; Incendia are all pyrokinetics, capable of creating and manipulating fire(finesse and power vary from individual to individual; some are even capable of straight thermo-kinesis). They are furthermore functionally immune to magically and physically created flames, (though blessed fire, blessed magic, and blessed items in general hurt them, and rather severely so) and, in order to better serve as the elite troops they were intended to be, have natural physical faculties increased beyond the human baseline, with all capable of at least Olympic-level feats of strength, stamina, and speed.
Castes:
Thanks in part to their natural desire for hierarchy, as well as the unique circumstances of their existence, the Incendia divide themselves
History: The creation of the Incendia was the result of a war between Flavros and Zaebos, two high class demons. Each pitted their demonic forces against the other, and, as time wore on(roughly a millennia of the aforementioned, in fact), neither side could gain a clear advantage, and both had by that point lost quite a few of the demons in their thrall to sheer attrition; naturally, replacements had to be found, and so, after a surprisingly smooth negotiation, each was given a century to gather replacement forces.
Flavros chose to turn to humanity, and so he recruited and empowered humans; some were lured in with promises of wealth and power, others were coerced. These once-humans, and, indeed the first Incendia, would come to be known as the Altus.
So the war escalated, and eventually the two war-starters themselves came to direct blows, managing to murder each other in a final, massive battle. As most of the survivors, the Altus especially, had no particular reason to keep fighting, and so they
Those Altus who didn't let their reproductive urges fade away sired those who would come to be known as the Novus, and they now represent the vast majority of the Incendia population.
The Incendia are not particularly well organized; while there are some tight-knit groups and societies, and those societies are at least vaguely aware of the existence of the others, no leaders capable or ambitious enough to consolidate the race have appeared.
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Post by raptorman on Dec 23, 2009 20:04:15 GMT -5
Name: Vrael
Place of Origin: The original home planet still exists though it has been purged of all life.
Distinguishing Characteristics: The Vrael are insectoid as well as humanoid. Their skin is chitinous and palely green. It also happens to be nearly as hard as steel. As a rule they are slightly shorter than humans. Their faces are chitinous but like the rest of their bodies this chitinous skin looks like green tinted human skin. Their features are almost elven in nature being graceful and captivating to look upon. Their eyes are seeming pockets of greenish fire that glow faintly even in bright lights.
Unique Abilities: The vrael were for the most part endowed with more natural gifts than humanity. The Vrael all had naturally resistant skin that was similar in strength to steel and on a whole they were significantly more agile and quick moving then a human would be. All of them to some degree were psionic but the degrees of this varied as did their levels of physical strength and intelligence. The Lords of the Vrael were the most gifted of them and the most powerful. When Vrael mate they mate for life unconditionally. If a Vrael's mate dies most often the Vrael in question will kill itself as well. The two while alive are seldom separate.
History: In the distant past the Vrael ruled over their own world and several other world with a modest empire stretched over several star systems. They called this the golden age of their civilization. And for a long time it thrived, none challenged them within the sector of space that they lived in. The Vrael became content with their existence and their ability to fight lost it's edge.
Then several million years ago a race who called themselves the Founders arrived in the sector of the Galaxy the Vrael ruled. Ancient and godlike in technology the Founders with their omnicidal quest to destroy all that was not themselves immediately went to war with the Vrael. The Vrael had not fought a war in millennia and though they were powerful they were overcome by the Founders' superior technology and vast experience at war.
The Vrael with eminent destruction and annihilation breathing down their necks made a last desperate effort. As the Founders closed in on the homeworld the Vrael created an ark of sorts and placed as many of their kind onboard as they could. Then as the Founders massive ships appeared in the system the Vrael arkship jumped and vanished into the massive void of space. It seemed the Vrael had escaped but then their ship was attacked again by an unknown foe. This foe though nothing to the founders was enough to doom the ship. The reactor overloaded from the strain of the attacks and only a few of the survivors on board the ship managed to escape in the life boats of the ark.
These lifeboats were equipped with machines designed to provide suspended animation so that later the Vrael could be revived and survive the long time they might drift in space. The lifeboat crashed into the frozen glacial ice of greenland and buried deep into it. Many of the Vrael onboard were killed even in stasis. Still more died as the systems began to fail over the several million years they sat there.
Then a small group of humans investigating an ancient cave system frozen in the ice of greenland discovered an even more ancient passageway. They followed it as it led deeper into the earth, eventually they stumbled upon the wreckage of the Vrael lifeboat. Being humans they were naturally curious and in the course of their investigation they discovered and accidentally awoke the last of the Vrael. Only two were left to be awaked, the last of the Vrael.
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Post by raptorman on Jan 11, 2010 16:44:28 GMT -5
Name Shienienarans
Place of Origin Mas Dettera
Distinguishing Characteristics- The Shienienarans resemble nothing so much as a yellow and black salamander that stands upright. Their arms and legs are more humanly proportioned than a salamanders though. They have two arms, two legs, and a tail though the latter is slightly shorter to accommodate for upright stance and walking. As they stand only about 3 and a half feet tall they do stick out like sore thumbs among humans. Their skin is highly toxic and the touch of their venom could kill a man in seconds. They need to keep themselves moist to thrive but they can live with total immersion every few days provided they can keep themselves fairly damp in the meantime. The average Shienienaran is physically weaker than a normal human. They also breathe methane rather than oxygen and so sustained physical activity in earths oxygen rich atmosphere is difficult.
Racial history- There are not very many of them as they reproduce and mature very slowly. They also fear death to an extreme and thus will rarely fight themselves. They are also unreasonably (for other species, that is) paranoid and suspect plots everywhere. Because of this, they have some difficulties in conducting interpersonal relations because they often think there may be some sort of conspiracy or plot against them. This may also show itself when amongst themselves, each conversation partner suspicious of the other. They themselves also reproduce extremely slowly a mated pair can only give birth to one child every 50 years.
Despite their extreme suspicion and paranoia the shienienarans managed to evolve to become the dominant species on their world. They spread out and like other interstellar civilizations found their niche in the galactic politics. The role of the businessmen, the Shienienarans filled that role very well indeed, their natural paranoia and shrewd minds allowed them to grasp those concepts of interstellar trade easily and they quickly became a powerful race in terms of political pull in the galaxy.
They functioned as the galactic wal-mart and would sell anything and buy anything that there was a market for. This was their golden age and sadly it was not to last forever, They began to be targeted and their trade ships pillaged by various groups. With their trade routes plundered the Shienienarans had to do something, but they were unwilling to fight themselves. As a result they created robotic units to do the fighting for them and on rare occasions to allow them to fight within a suit should greater intellect than their semi-sentient drones possessed. As the Shienienarans were and are terrified of being overthrown or double crossed, they are unwilling to program their drones for true intelligence or sentience, all except the S units.
In the past 100 years several Shienienaran vessels have visited earth briefly and left a few Shienienarans behind, supposedly they were left behind to observe the planet and decide wether it could be incorporated into the trading block that the Shienienarans led, in practice the Viceroy of Mas Dettera has used earth to dump those of his subjects who he doesn't really like and also to get rid of the occasional rebellious robot figuring that the two groups deserve each other.
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Post by Teh Donut on Feb 4, 2010 6:16:32 GMT -5
Kote
Place of Origin: Duspitr (also Pitrah-Deus), planet Deva Geis (aka "Avis"; also Vashis or Vasdis, depending upon the local nomenclature). Also known as “the land beyond the waves”, Duspitr is a single large anomalous island about the combined size of Earth’s Ireland which, depending upon which loon is telling the story, could be a flying landmass among the clouds, an enchanted island shrouded in magical mists where the gods themselves are said to reside, or any variation there between. Its location has never been definitively located and charted, even by Darnathir’s most brilliant sailors and cartographers, and is believed by reputable sources to be naught more than a myth (like Atlantis), and as such is the centerpiece of much folklore and legend. With Duspitr being their only known homestead, the Kote are likewise thought a myth…until someone sees one.
Distinguishing Characteristics: On first glance or from a distance, your average Kote (pronounced “coat”) appears to be no more than a slightly-enlarged fox with rather elongated (though still fox-like) ears and tail. Upon closer examination, one would notice that Kote have five claws on each “paw” instead of four, each fully articulate and almost twice in length as a normal fox, with one on the inside set back farther than normal almost like a thumb. Also, while a Kote has the elongated nose of a fox, it has no discernable mouth, and its eyes are decidedly “squinty”.
Kote coats come in a wide array of colors like any usual fox, from deep grays to reds and oranges to white, with the gray variety being most common, and some manner of bluish-striped marking running from the back of the nose, over the head, then down to the base of the tail, where it then dissipates. Coats grow slowly, but continuously; while the hair on kote young are barely more than a thick stubble coat, the eldest Kote could very well have a ratty coat of hair several feet long.
Kote are equally quadripedal and bipedal, and a fully-grown Kote will roughly stand between 4’ and 4’ 4” tall (5’ to 5’ 4” if ears are included)
Kote have a complex “double ear”, which consists of inner and outer portions. The super-elongated “greater” ear is the most visible, but serves no auditory purpose. The “lesser” ear is located closer to the base of the ear where it meets the skull, and is the one that picks up auditory signals.
There is no outwardly discernable difference between Kote males and females, including the absence of any discernable sexual reproduction. It was long believed that the slowly-growing goatees kept by a few observed Kote (which can grow to lengths of 3’ among some of the most venerable) could possibly be the distinguishing mark between males and females, though it was later proven that all Kote are capable of growing them, and that the appearance of a goatee is simply a sign of age; indeed, it is the only discernable sign of age, aside from hair length. It is thus believed (until further information is available) that all Kote are asexual, and that any feminine or masculine differences between them are due simply to personality and interest.
Special Abilities: Kote are telepathic by race. A Kote’s telepathy is a mostly passive trait and they will involuntarily “link” with all beings that are close enough to do so, thus being able to feel their deepest experiences, emotions, and thoughts; this ability has a maximum range of about a two-and-a-half-mile radius among the oldest of the race, though the average is about half-a-mile. They have shown an ability to “switch it off” and block out incoming signals, or to simply retract the link altogether; this comes mainly from their encounters with other sentient beings and the fact that most such beings do not like their innermost thoughts and feelings being invaded, even if involuntarily.
By nature, Kote have the capacity to develop into immensely powerful psions. Kote also possess a natural affinity for the arcane, and can manipulate its fabric with the same natural ease that a child manipulates finger-paint, though such magics must be learned.
Kote do not eat. Instead, they derive sustenance by “feeding” upon (aka absorbing) arcane and psionic auras. This ability is passive (and involuntary), and possible due to the structure of their elongated “greater” ears, which amplify, channel, and absorb the naturally latent psionic and arcane currents of an area; Kote are often discriminated against and denied admittance to reliquaries and other such power-latent areas due to this (if the peoples in charge somehow figure out the race of such a rare breed to begin with). All Kote are also able to voluntarily absorb (or “assimilate”) psionic and arcane power sources, such as incoming spells or built-up energy. The strength of any psionic or arcane abilities a Kote might have are tied directly into how often (or how much) energy a Kote has absorbed, up to a point. As such, “dead zones” of such energy are just as dangerous to a Kote as a desert would be to a human. Fortunately, all kote have the ability to “see” such auras and energy due to the specially-designed sensory organs located within their snouts, and can thus identify (and avoid) such dead zones.
Society: Observation of Kote enclaves outside Duspitr shows that they live in a purely communal, hive-like “pack” society, where all members exist for the survival of the pack. Goods, information, and accomplishments are shared freely amongst all others, not only of that particular pack, of the entire race.
Kote societies are built upon three fundamental laws. Listed from least to most important, they are: the inability to lie, the inability to kill, and the inability to place the self above others.
Kote hold the belief that, not only are all kote equal amongst themselves, but all beings are equal amongst the myriad species of the world. There are no set leaders; the oldest and wisest among any given group of kote is the de facto decision maker, and this is never argued. Kote are passive, both by nature and as a society, and abhor willful conflict.
While kote will not normally concern themselves with the affairs of other beings, they do not suffer acts of “evil” or “chaos” within their own kind. In such matters, there is no forgiveness or second chance; such rogue kote typically have their “greater” ears ripped off, and subsequently die a slow and painful death to starvation.
A kote birth has never been witnessed. However, shortly after birth, kote younglings’ characters are judged; those deemed to have natural dispositions towards acts of evil or chaos, though such is typically a rare occurrence, are abandoned. Younglings are then given a pre-naming name that typically describes a physical characteristic, such as “Kote the Spotted.” Kote naming is done at maturity. A typical name would include “Kote the [description][job/hobby/errand] of/from [place]”, such as “Kote the Spotted Alchemist from the West,” etc.
In such a communal society, a Kote’s name is the most cherished and individual part of its life and personality; they would rather die than lose their name. Names can be lost by shaming the pack, which only ever happens when a kote violates the laws and traditions of the commune (see above). The degree to which one loses their name depends upon the severity of the crime, ranging anywhere from having the [place] or [job] descriptor removed, to having to revert to using their pre-naming name only. For the gravest of violations, a kote’s name is completely removed, and is a punishment akin to banishment.
Language: Due to the fact that kote have no mouths or vocal organs, they are thus incapable of any form of spoken language or other such vocal sound manipulations. Instead, kote communicate with each other and with other races through the use of their telepathy. Due to the nature of telepathy, kote are capable of communication with any race in that race’s native “language”, as long as it has a discernable central nervous system.
Kote are proven to have a rather complex written language, though no “Rosetta Stone” has been unearthed, and no Kote has been willing to divulge the secrets of their language. Similarly, there have been attempts to figure out what Kote “hear” when communicating to each other, but all attempts have thus far failed.
Research has proven that there are no kote concepts for “I”, “me”, “mine”, or other such singular expressions. While even the most sheltered kote with no exposure to outside society is capable of understanding singular concepts of self, kote societal views and linguistics render it impossible for them to express or think in such concepts. Even a kote who has traveled alone for years with no pack contact will often refer to itself as “we”. Should the need ever arise to refer to itself or a single member of the pack, it will always use its full descriptive name.
Lifespan: Kote that live within Duspitr are capable of impossibly long lives; this is thought to be due to the nature of the massive crystal located deep within the island, and the multitude of its shards strewn about the island’s soil. The few that do venture outside Duspitr will often embed one of these crystals deep within their flesh (an almost unbearably painful process that takes days to complete, during which the Kote is effectively incapacitated); it is thus impossible to ascertain the real age or lifespan of a Kote. Kote are thus seen as immortal.
Without the power of the Crystal, a newborn Kote will fully mature in roughly 14 months. It will live for only about 9 years thereafter.
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Post by Ninmast on Oct 20, 2010 17:02:48 GMT -5
Name: Vieteri
Place of Origin: The Planet Vienna, on the far arm of the Milky Way galaxy, two o'clock in relation to our being at six.
Distinguishing Characteristics: Physically, the Vieteri highly resemble humans. They are carbon-based humanoids that comfortably breathe an Oxygen-Nitrogen atmosphere, though they are accustomed to slightly lower oxygen levels than found on Earth. Of physical note is that, due to their close ties to mystical elements, their hair and eyes often have colors resembling them. As elemental alignment is largely hereditary, it is not uncommon for everyone in a family line to bear the same colors. In addition, their frontal lobes are 85% more active than Humans. It is suspected that this is the part that controls and directs their mystical powers. One other thing is that the race is predominantly female by a vast majority, with males representing a mere ten percent of the birth rate. Any genetic reason for this is unknown. As they are a race so natural with magic, they do not possess large builds, and instead have light, slender, low-density builds. On average, a Vieteri weighs between 20%-30% less than the appropriate human counterpart. One thing, however, that makes a Vieteri readily apparent, however, is that they possess what appear to be small, vestigial wings rarely extending out further than their own torsos. Through the use of magic, however, these are actually fully functional and can also be hidden by magic, but are always present in their transformed state.
Unique Abilities: The Vieteri have a race-wide capacity for magic. They do not study it, they do not have tomes dictating spells and rituals, and they do not peer into crystal orbs or make demonic pacts to harness this power. Magic flows readily and freely through them, and directing it to their desires takes only a mere act of will. This is not an ability that manifests at a given age; all Vieteri of all ages are capable of directing this magic. Most manifest particular, specific abilities of the element they are tied to, but individuals who are tied to two elements are extremely rare, and those tied to more than two unheard of.
While those that other races are likely to encounter are spacefaring, and thus often wear suits that are physically flattering to their body forms but can be easily sealed, all Vieteri transform into a separate outfit when accessing the fullness of their powers. This outfit, manifested as a solidification of their magical powers, bears an uncanny resemblance to the outfits traditional of "Magical Girls" from earthling fiction. The complexity of these outfits reflect the level of power of the Vieteri in question, and while it is theoretically possible for a lower-ranking Vieteri to achieve higher ranks of power, it is far more common for the ranks to be set in their ways from birth and breeding. The lowest ranks are simple sailor fukus and heels, neckerchiefs and sometimes a gem in the forehead. Higher ranks get progressively more ornate, such as lace sleeves, ribbons, rimmed boots and tiaras.
History: The world of Vienna was a magnificent sight to behold. Millennia of society cultured by magic had led to amazing structural and engineering feats definable only by flights of fantastic imagination to other worlds. Not limited by the natural laws of the sciences, day to day life was far more of an art than anything else.
Ever seeking, ever craving more magical power, however, the Vieteri pushed the limits that their world could provide. Though they were not so blind as to push it over a brink, they knew her limits and looked to the stars for the power they craved.
Often viewing non-magical races as uncivilized or unevolved animals regardless of technological level, and magical races as things to pit themselves against so that they would grow in power, the Vieteri have cut a swath across the galaxy rivaled only by that of the feared Saiyans, albeit with far greater grace and slightly better P.R., as they usually, in the process of setting up new worlds to be tapped into Vienna's ley network, channeling their magical energies back home, uplift the worlds they leave behind and decorate them in their arguably unique structural styles.
They have recently detected a world with remarkable mystical energy at a level that leaves them salivating, located at the ten o'clock position on the far side of the Milky Way to their six o'clock. Scouts are already en route, trailed by the heavier-staffed Conversion Mothership.
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Post by Ninmast on Mar 30, 2015 23:50:26 GMT -5
Name: Blooded
Place of Origin: Same as the base race
Distinguishing Characteristics: Varies, but often bears traits of the donor race
Unique Abilities: Varies based on the donor race, but less potent than those of a true member of the donor species
History: A "Blooded" lifeform is a subrace, much like a half-breed. Unlike a half-breed, who has inherited the traits of the second race genetically (though despite the name, not necessarily from the immediately prior generation), a Blooded individual is one who was an unaltered member of the base race until being modified through some sort of organic exchange to have traits and abilities of the donor race.
This is actually a rather common racial subtype. Most of us have at least one character that could be filed under this category. Tangero, for instance, was a normal human, but was given Saiyan traits, including accelerated power growth after near death and the Super Saiyan transformation, due to infusions of Saiyan DNA while in rejuvenation chambers. In his race entry in his character sheet, he might be listed as, "Human, Blooded (Saiyan)," or some variation thereof.
There are three things that are important to remember when making a Blooded character or trying to determine if an existing character is Blooded.
1) A Blooded character gains their non-base abilities through artificial means. If the character has abilities from birth, learns them through training or gains them from pacts or outside sources, those are not Blooded abilities, though other, additional aspects separate from those may be Blooded, or the character may become Blooded at a later time. Common sense, though, says that stacking a Blooded "template" on top of an already complete powerset may not be a good practice.
2) Despite it being "artificial," the transformation (which may or may not involve a noteworthy physical transformation) must be based in the infusion or exchange of some organic material of the donor race. A person enchanted through magic to possess the abilities of another race is not Blooded even if the abilities are permanent, for the same reason a cyborg isn't a Blooded computer. There is no exchange of material that would "make" the person a sort of genetically adopted member of the donor species. On the other side of the token, races like lycanthropes and vampires don't make their turned victims Blooded even though there is some sort of organic exchange because this is the normal, natural way they "reproduce," and thus is not artificial.
3) A Blooded character should never possess the full strength or array of abilities possessed by the donor species just by virtue of being Blooded in their race. They might even have less abilities than someone who is the half-human child of the donor species. Remember that a Blooded character is still predominantly his or her base species, and will not only lean more toward that race's abilities and styles, but the character's upbringing remains unchanged and it is entirely unlikely that being Blooded will result in a meaningful shift in the character's personality or mannerisms outside of what that person's natural response to it would be. This all being said, depending on the situation, it may be possible for the character to invest in his or her Blooded traits to enhance them beyond their base level up to a point where they begin to approach what they might have had were they a native member of the donor race. ACSD as always, of course.
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