Hidden 10 yrs ago 10 yrs ago Post by Grey Star
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Grey Star

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The Intro The stars are being explored a by a great multitude of species, their ships sailing through the starry seas in search of wonders never seen before- mankind included. In the twenty second century (Earth time), Humanity has discovered an artifact of an ancient precursor race dubbed as the Eternal Relic buried on the far side of the moon. Upon investigating the strange object in the shape of a giant crystal spire, the race of Men attained knowledge and wisdom that was previously unheard of along with awakened powers that were previously only heard of in myths and legends. Several cultural, spiritual, and scientific renaissances happened in quick succession, global problems were resolved for the most part, and the population as a whole were enlightened. Having access to information that allowed them to quickly build up their nations to the far reaches of the Solar System, humanity now eagerly turn towards the great unknown space beyond the Milky Way and the aliens waiting to be contacted... In turn, the aliens are eager to see what these new beings has to offer to the galactic stage... The Setting Basically full on Science Fantasy in tone and setting, this rp will be focusing on the interactions of man and various alien species that the players are encouraged to think up. As in the Science Fantasy genre, supernatural elements exist, but on a vast scale that spans multiple planets, solar systems, and even galaxies. Specifically, players will create characters (and full-on alien races if they so choose) that are aboard the exploratory city-ship Archimedes, as their team of specifically trained diplomatic adventurers whose jobs are to specifically scope out uncontacted planets or other giant space structures to see if there is anything of interest. Terms of Interest The United Earth Forces- All of Earth's governments, but extended to control the entire solar system a la United Nations. Various colonies have been put up on the moon and the neighboring planets (especially Mars), and the Asteroid Belt has various mining camps situated upon larger rocks. Despite the name, Earth actually has two major factions: Gaea and Terra. The former are countries of a more capitalist nature, such as North America and Western Europe while Terra belongs to the Communist parties and their allies. The Star Sea Alliance- As the name implies, an Alliance between the United Earth Forces and their various alien allies with whom the Blue Planet is on particularly friendly terms with. Its primary function is to provide deep-space exploratory, peacekeeping, and military services. Think a combination of Star Trek's Star Fleet and Nanoha's Time Space Administration Bureau. True Relics- Artifacts left behind on various places by an unkown precursor race that grant space faring species the technologies and knowledge necessary to quickly leave their home system. Tends to awaken supernatural powers (magic, ESP, and ki) in some individuals or if they already know it, makes it easier for them to access and build up their powers. Virtually indestructible and has safelocks in it to prevent hacking attempts upon its database. The Archimedes- A gigantic city ship made using blackbox technology pooled from the joint effort of various races' True Relics given information. It is upon the most cutting edge that current technology has to offer, and more than capable of defending itself from many threats due to its vast arsenal (antimatter torpedoes and megalaser cannons come to mind with multiple layers of forcefields for defensive purposes). Oh, and it has lots of space fighters, space defense drones, and space battle cruisers inside as well the capability of transforming into a ridiculously huge giant mecha form. Capable of supporting up to one million individuals and comfortably sustaining them as well with enough space for farms, factories, and entertainment districts for all their citizens'needs. It is also powered by a True Relic. Heralds- A specialized form of diplomat. They are trained to be able to scout out unknown settings and report back to the Archimedes about their finding and whether or not it is worth allowing full contact with the locals and the city-ship. They are the best of the best, masters of specific fields, and all are capable of surviving and overcoming great odds in their missions all the while representing the best interests of the Archimedes and the Star Sea Alliance. Essentially what the main PCs are. Character Sheet Name: Age: Gender: Species: (Name up your own alien race if they're not humans.) Appearance: Text or image links both work. Personality: Skills, Talents, and Powers: (The last is if they are capable of using one of the three supernatural energies of magic, ESP, or ki. No autohit abilities like mind reading though.) Equipment: Can be rather fantastical such as vibro knives, power level scouters, rocket boots, and even high tech magic wands Brief Backstory: What they did before becoming a Herald and why did they become one. And if you're using a nonhuman species... Species Name: Home Planet: Description of what it looks like or image. Appearance: Brief History: How did they rise to civilization? Notable General Information: What the race in general all have in common with that other races can generally indentify them by such as temperament, physical or supernatural abilities, or appearance.
Hidden 10 yrs ago 10 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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Very much definitely joining so yeah. ^^; Also Co-GM so yeah.
Hidden 10 yrs ago Post by La Inquisidora
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La Inquisidora Future-Banned

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I'll keep an eye on this.
Hidden 10 yrs ago 10 yrs ago Post by VitaVitaAR
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Name: Tayra Age: 79 Gender: Female Species: Lac'li Appearance: Like all members of her race, Tayra's skin is a very light, pale shade of purple. Her eyes are a light shade of green, and emit a faint glow that is only visible in the dark under most conditions. Her hair is dark blue. The bodysuit she wears under her clothing is a very dark shade of grey, and her clothing tends towards navy blue and powder blue in color. Personality: Tayra is, at first glance, considerate and calm around others. She is seemingly careful and polite. Seemingly, because it is very very easy to anger her and when she is angry all that considerate and polite behavior swiftly goes away. Her tongue becomes quite sharp and she is swift to refer to others as foolish or idiotic for what she perceives as their failings. She is also prone to playfully mocking others even at the best of times, though only if they do something she thinks is stupid. Tayra often becomes more volatile towards people she is close to, but this is usually due to the fact that she wants to keep them out of trouble. Her politeness isn't entirely forced, as she can be kind and caring towards friends. It just takes a bit to get through the short-tempered outer layer. Skills, Talents, and Powers: As a Lac'li, Tayra naturally possesses a high level of mana. All Lac'li possess this, and Tayra is capable of performing a variety of different spells. These spells include offensive blasts of energy, or defensive barrier magic. Lac'li also very quickly heal minor injuries, and Tayra is no exception. Scraps and bruises heal quickly, but broken bones and more severe injuries do not. Tayra is also physically very weak and cannot achieve most feats of strength. Tayra is capable of using magic to hover. Equipment: Tayra wields a Shatterstaff, an offensive model of the standard Lac'li channeling device. Utilized as a tool to aid in casting more advanced spells and increase the speed of casting, a Shatterstaff also enhances the range of offensive magic to a large degree. It "stores" a single spell, as well, in Tayra's case a defensive spell, allowing her to a produce a circular shield from the tip. This spell can be swapped out for a different spell, but that means the defensive spell must be cast manually. Beyond this, she carries a communications unit and a personal medical kit. Brief Backstory: Tayra was born and had a fairly normal life for a member of her race. The moment she heard about Heralds, she... had no real interest and pursued a deep education in magic. However, after some pushing from her colleagues due to her skill, she eventually agreed to apply. And, indeed, she was accepted to become a Herald and was sent to the Archimedes. Species Name: Lac'li Home Planet: Grysina. Grysina is a fairly warm planet with a relatively small amount of land in comparison to Earth. This means that, while the Lac'li are naturally land-based air-breathing beings, they have created underwater domes to house some of their cities. Grysina has a complex orbital defense system, a network of massive magic circles in space designed to fire blasts of magic at attackers. Appearance: Lac'li appear physically similar to humans, albeit at around ten years old and always female, with only three fingers, and light, pale purple skin. Their hair colors tend towards being vibrant, and their eyes faintly glow, something only visible in the dark. Anatomically, at least externally, they are human-like. Brief History: The Lac'li came to be on a planet with a high level of ambient mana. As there is only one relatively small continent on Grysina, they swiftly became united as a race after very minor conflicts. At first this was more or less in the form of deeply connected tribes, but as their society advanced it grew to be villages, then towns, then larger and larger towns until cities appeared. As the oldest of their kind were present from the very beginning of their race, their picture of history remained solid and consistent. It still is, as many of these elders are still alive. As time went on and they advanced further and further, running into technological and magical breakthroughs, they began making Lac'li'd flights to Grysina's two moons, Aithur and Ya'ui. Cities were constructed underwater as well. As they began to fly further and further and utilize magic to make huge jumps through space, it naturally lead to the discovery of other sapient races. This drove Lac'li throughout Grysina to desire to discover more about the universe and travel further. This lead to a vast amount of space exploration by the Lac'li, including the founding of several colonies. Notable General Information: Lac'li are a peculiar race. All Lac'li are female, and at adulthood appear no older than a human ten-year-old. Indeed, all growth for their race stops at the age of ten, and they possess a similar growth rate to human beings. However, Lac'li only reach mental adulthood several years later, at around age 15, making it clear their psychological maturation is somewhat more rapid than a human being's. This may be due to the fact that their body does not require as much development. Due to their supernatural nature as well as their lack of physical aging, Lac'li cannot die of old age. Some of the oldest of their race date back to the birth of the Lac'li as a sapient species. In spite of their external resemblance to humans, internally Lac'li possess several differences. Their heart is on the right side rather than the left, and they posses a de-emphasized muscular structure, meaning that they are poorly equipped for feats of strength. However, then can still move and such just as easily as any other race. Lac'li also possess the Phaela's Lung, an organ unique to their species that acts to help gather mana from the environment. Lac'li have very low birth rates and only certain times that children can be born. The adults of other human-like races are seen as strange and exotic by the Lac'li, as their own adults look like children. Lac'li often have difficulty understanding the concept of "male" as their race completely lacks them. The Lac'li worship a deity known as Eberia Lac'li, and take their name from her. Yes it is basically an entire race of magical girls.
Hidden 10 yrs ago Post by Ozerath
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Ozerath U WOT M8?

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Welp I'm super interested. Have a few alien races as well. I'll get to work on characters and such, should have them up tomorrow.
Hidden 10 yrs ago Post by VitaVitaAR
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Happy to see the interest, and I'm sure GS is too.
Hidden 10 yrs ago Post by Ozerath
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Name: Lith Diae Age: 427 Gender: Male Species: Ashtar Appearance: Lith shares the characteristic features of all Ashtar; a narrow, angular face, prominent cheekbones, and skin composed of small, soft, faintly blue coloured scales. His jaw and chin are considerably broader than most Ashtar, and he sports a thick, bristling mustache, which is unusual indeed. His black hair is kept short, almost a military style buzz cut. He’s quite broad at the shoulders, tall, and well muscled. Personality: Lith is rather grave and serious, even for an Ashtar. His sense of humour is almost non existent, and he tends to be quite literal minded. On the upside, while many of his people are arrogant and superior, Lith is quite down to earth and level headed. He’s cool under fire, but sometimes a little...undiplomatic, or impolite. Skills, Talents, and Powers: Personally, Lith is highly trained in many military disciplines. An accomplished strategist with several centuries of experience as a fleet commander under his belt, Lith is also a pretty good swordsman. He is also well educated in xeno-anthropology. As an Ashtar, Lith has access to the knowledge, thoughts, and memories of his entire species via their Union, a form of psychic collective mind. It should be noted that knowledge has its limitations: Lith might theoretically know how to perform open heart surgery, but his unpracticed hands are no substitute for a practiced doctor. All Ashtar have very well developed ESP abilities, or psionics as they call them. This includes an array of telepathic and telekinetic abilities, all defined by an elaborate set of rules and principles. Lith is a moderately accomplished psintegrat. He is capable enough at shielding his own mind or attacking another’s, attempting to break down their defences and gain access to their thoughts. He can easily move objects with his mind, and can perform basic molecular manipulation to generate blasts of fire or lightning. Equipment: Lith usually doesn’t carry very much on his person. For combat situations, he did bring his battle armor. Fairly standard issue, Lith’s battle armor is a powered exoskeleton suit with a variety of built in systems. Psyblades are installed on both wrists for hand to hand combat, and a standard issue carbine rifle clamps on to the back. The armor operates in a number of extreme environments, from open space to deep oceans. Thrusters on the feet and at the elbows provide limited flight capabilities, while personal forcefields augment its defensive strength. The suit has a sophisticate sensor suite, and active camouflage to avoid detection. While not exactly equipment, Lith is in charge of the Ashtar delegation to the Archimedes. The delegation consists of a squad of 20 PsyOps commandos, a small team of 8 scientists and diplomats, along with 5 high-tech attack corvettes and their small crews to augment the Archimede’s offensive capabilities. Brief Backstory: While Lith is a comparatively young Ashtar-only halfway through his second incarnation-he has proven to be a capable fleet officer. He was promoted to Commodore upon returning to the service in his second incarnation, and has spent the last two hundred years in command of a General Service Cruiser squadron. GSC’s are used by the Ashtar for a wide range of exploratory, diplomatic, and combat roles, though the ongoing conflict with the Sakturi has seen GSC’s being pulled into combat more often than not. While Ashtar relations with the Star Sea Alliance are very new and distinctly arms-length, the launch of the Archimedes was deemed to important to ignore. Lith was selected to lead the Ashtar delegation to the Alliance and help with the Archimedes’ mission, due to his studies in xeno anthropology and his years of service in GSCs. Species Name: Ashtar Mishri Home Planet: Ayrie, a massive global metropolis far from Earth and the Milky Way. Appearance: The Ashtar are tall, angular reptilian humanoids. While visually quite similar to humans, their skin is actually composed of scales with a distinctly blue tint. Ashtar are generally taller but thinner than humans, with much sharer facial features and pointed ears. Their eyes have large irises and very little white. Brief History: The Ashtar are an older species who have been puttering around the stars for several thousand years. Unfortunately for them, the precursors seem to have not left behind any True Relics anywhere near their territory, meaning the Ashtar had to reach space the hard way. For this reason, they are a little touchy-some might say jealous-when they interact with humans and other members of the Star Sea Alliance, those lucky species which had space travel practically handed to them on a silver platter. The Ashtar allegedly discovered Earth and humanity several centuries ago, but only initiated contact when humanity became a spacefaring species. They are not a formal member of the Star Sea Alliance, but are considered a friendly associate, although “friendly” might not be the right word. While amiable enough, the Ashtar tend to be distant, cold, and close mouthed. The Alliance knows very little about them. Apparently, they have a distant multi-galactic empire and are embroiled in a terrible war with an unknown enemy. Notable General Information: Apart from the aforementioned pointy-blueness of their appearance, Ashtar tend to be cold and formal. Many of them are insuferably arrogant, considering themselves vastly superior to the backwater buffoons of the Alliance. Another distinct feature of the Ashtar is their psychic Union; a vest telepathic linkage of minds, through which all thoughts, feelings, and memories are shared. When an Ashtar’s body dies, their mind returns to the Union, where they may elect to be born again into a new body, or artificially inserted into a cloned body.
Hidden 10 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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What's this mysterious enemy you mention later on in the race bio?
Hidden 10 yrs ago Post by Ozerath
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Oh just a placeholder really. They're not all that mysterious, just another faction the Ashtar are fighting a war with in their home territory.
Hidden 10 yrs ago 10 yrs ago Post by Rin
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Character is WIP right now, but I just wanted to get my race in before someone inevitably took their niche from under my nose. ^^; CHARACTER
  • Name: Cruizu-Ye
  • Age: 23
  • Gender: Female
  • Species: Ky-Ree
  • Appearance: Just about 5' tall.
  • Personality:
  • Skills, Talents, and Powers:
  • Equipment:
  • Brief Backstory:
SPECIES
  • Species Name: Ky-Ree
  • Home Planet: Vhalk, an Earth-like planet that sits at the heart of the Ky-Ree Imperium.
  • Appearance: Physically, Ky-Ree are rather similar to humans, enough so that they are capable of producing viable offspring together. Their most obvious differences are their green skintone and unusual (from a human perspective) hair colours, although they also only have four digits on both their hands and feet, and their long ears come to points. On average, they are usually shorter than humans (the tallest Ky-Ree only being about 160cm/5'3"), and their average lifespan is about the same length. Ky-Ree musculature is more efficient than that of humans, leading a Ky-Ree to be somewhat stronger than a human of similar build would be assumed to be. Their green skin is also notably tougher than that of a human, allowing them to endure greater physical hardships. In fact, it is their strength and hardiness that led to them initially being used as a slave race. The Ky-Ree have little grasp of magic and very limited psychic potential, leading them to focus more on technology.
  • Brief History: Despite ruling one of the largest interstellar empires in the galaxy, the Ky-Ree were originally a race of slaves to a now unknown civilization. Thousands of years ago, however, they rebelled, and as they pursued their enslavers from their homeworld and out into space, they got a little carried away and ended up conquering the worlds that would become the center of the Ky-Ree Empire before the initial thrust had lost steam. This became known as the first great crusade, and over the millenia as they made more advances in weaponry and interstellar travel many more crusades have taken place, conquering world after world into the empire.
  • Notable General Information: The Ky-Ree are, simply put, a race of warriors. Their culture is so defined by warfare that their chief religious text is roughly one-quarter holy scriptures, three-quarters a treatise on tactics and strategy. They are not a barbaric race of raiders and ruffians, mind you; they embody the "cultured warrior" archetype. They approach the subject of warfare philosophically and are rather interested in the cultures of other races; most notably, they love human culture, due to how war is a common fixture in it as well as how a large part of our history involves warfare. Ky-Ree and humans are on arguably good terms... Kind of. Due to the natures of both races, they have been known to come to blows at times, and have been engaged in all-out war at least once since they first made contact. War isn't the only thing the Ky-Ree care for, even if they seem to be able to link any conversation to it almost seamlessly. Ky-Ree ambassadors (who are still enlisted military officers) can often be heard rather passionately discussing the artwork, literature and philosophies of the races they meet, and not in an ignorant way either; as stated a few times already, the Ky-Ree are cultured, and are genuinely passionate about the cultures of other races. Even in times of war, unless their opponent is truly despicable they will treat them with the utmost respect and honour. Due to their emphasis on culture and honour, even and especially in regards to war, the Ky-Ree look down upon anyone who would treat their soldiers as expendable; to them, each and every soldier is a valuable resource, and must be treated with respect and dignity. Due to the origins of their empire, the Ky-Ree are very opposed to slavery, and find those who take slaves to be the most despicable scum in existence. It is mandatory for every member of the Imperium to undergo military training and a tour of duty lasting a minimum of one Vhalk year in length.
  • Gallery: Because I can. Supreme Warmaster Byhwan-Vyicd, the highest authority of the Ky-Ree Imperium. A Ky-Ree diplomat; despite her appearance she is still a formidable warrior. A Ky-Ree warrior of the past, possibly from the time of the First Crusade.
Hidden 10 yrs ago Post by VitaVitaAR
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@Ozerath: Okay, that's fine then. @Rin: The Ky-Ree look good, so your race is accepted.
Hidden 10 yrs ago Post by Lost Cause
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So I have a character concept but no ideas how to develop it. Or something.
Hidden 10 yrs ago 10 yrs ago Post by Whitepulse
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Whitepulse

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WIP Name: Sol Age: 25 Gender: Male Species: Streip Appearance: Sol Is a Streip with Yellow eyes, chocolate brown hair that reaches past ears, with light skin tone color and crimson red markings. Sol Wears amulet around his neck with symbol of sun carved in it. Sol wears tribal leather military armor made from metal varmbrace's, sholderpad and hood with metallic foreprotector that he often keeps down. All three having carvings in them. On his belt with metallic twin horns buckler he carries a Vibroknife holster and on back a holster for his High Charger shotgun. He wears kneehigh leather boots with metallic protection covers on top with carvings on them. He's also wearing breeches with leather covers at side for protection. Personality: Skills, Talents, and Powers: Sol Is skillful in use of Gun enhanced weapons his species uses in combat and is also good in barehands Close-quoter-combat, his skill with range weapon skills are slightly below the average Streip soldier.
Klashanamaar Trance
Through training Sol has managed to grasp the concept of activating Klashanamaar Trance that's considered dangerous amoung his people, due to hostility toward everybody and vast physical strenght increase that makes it even 5 fully fledged streip soldier to keep person down.
Halfway to Otherside
Managin to keep himself from going fully to Trance, Sol can keep his reasoning, and get strenght boost that isn't high as in complete trance. There is a danger of going into full trance if Sol takes too much damage.
Shamanic Sensitivity
Sol was born with sense for magic but chose military career instead of shamanic. He sense different forms of energies. If there is magic in the air near him, or if enemy is a magic user, he can sense it. Equipment: High Charger Streip Shotgun Mace combination weapon used in melee and closerange, using the shotgun feature to either range attack or to give the weapon swing a speed boost. Vibroknife Offworld weapon that uses vibration to increase the cutting strength Additional Armor Plating Easily detachable and addable plates of armor that are crafted to be durable, light and easy to move in. Kinetic Barrier Unit Offworld technology for additional protection against physical damage. Surrounding body in unseen field of protection until it takes damage. Brief Backstory: What they did before becoming a Herald and why did they become one. SPECIES Species Name: Streip Home Planet: Corintahl Appearance: A Humanoid race, recongized easily by their red areas underneath eyes and marks around their Necks and on their arms also being color of red. Other physical features Streip's commonly have are hard carapace at the end on Fingers and toes, having four toes on both legs. There are also Lines of carapace covering torso. Female counter part of Steip's Is larger in comparison to male ones Brief History: All Streip Cities are Lead by a General who is in charge of City's safety and well being. Guided by two advisors, Above General Is Lord General Who leads holds. General of each hold is under service of Lord General in council, in up keeping the peace.Council Members are forbidden from taking military actions against each others but can engage those who are outside of the council. Outside generals have permission to engage in military campaign against council members in attempt to take their place and become the new member. When Lord General passes away new one is either elected or council war is started to find New Lord General to lead. Allowing members to fight against each others. Military weapons that Streip's use are often Melee weapons with gun enhancement in them to give boost in swing speed or damage output. Female warriors are most know for their great sword and gunsheat combination of using them with grace. Streips maintain their leader system in their own home planet and try to keep outside race away from their political wars. Those who lead their own people off home world are called Nomad Generals. Their job is to guide and protect their own. Some Streip's also practice shamanism who performed healing, spiritual guide and magical feats. well versed in threads of magic in their homeworld, but also curiously learning from other worlds relationships to own magic. some among streip's have a sense for magic and often follow the shamanic path. While others Who have the sense, decided to join the military career. Notable General Information: Streip's resemble human in many ways, but are easily recognized because of the birthmarks they bear around their body and face. By hiding their physical features around their body they can easily pass as human. Streip's are physically much stronger than average human, allowing Males to lift one and 3/4 amount of what normal human, females can lift twice the amount normal human can. can and can recover quicker from exhaust. Streip's may sometimes suffer from "Klashanamaar" Called trance that makes them violent and unpredictable, causing huge increase in strength but lose their reasoning for time. Making it hard even for 5 streip's keep the berserking person down.
Hidden 10 yrs ago Post by Lost Cause
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OK, in retrospect "tiny robot girl" wasn't the best starting point.
Hidden 10 yrs ago 10 yrs ago Post by OwO
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__________________________________ Name: Makon Age: 57 Gender: Genderless Species: Tua-Tua Appearance: Makon stands at a rather large 8'2", and weighs 170 pounds. According to him, he is a giant among his people. He never wears clothes, as he has no need for them, and only sometimes wears armour. Personality: Makon is blunt. He speaks without euphemisms and metaphors, and says whatever is on his mind. He is pacifistic, and would rather heal than harm. He can process information faster than most others, but that information isn't permanently remembered. Constantly, he has to relearn this information. Makon's general drive is wanting to hear stories from other people. In turn, he would gladly tell you about the stories of his people, or others he had met. Skills, Talents, and Powers: Vision of the Tua Makon sees all motion when he activates this. He moves slower, and can not see still objects. Mind's Eye Makon connects his vision with a single living thing, seeing every moving thing, such as blood cells, a heart beating and even single cells if the target is small enough. While using this, Makon can not move. It also doesn't work if the thing he is looking at is too big (around 3m x 3m x 3m, or 9ft x 9ft x 9ft). It takes Makon around one minute to use Mind's Eye, and he has to be within one metre of the target. Painkiller Needs Mind's Eye to work. Makon temporarily blocks nerves, making the target unable to move, or feel pain. Heal Needs Mind's Eye to work. Makon regrows flesh on the target, causing their wounds to close. Burn Needs Mind's Eye to work. Makon deconstructs a small area, turning everything in that area to a much more friendly compound. Wither Makon will wither away the muscle of someone, making that area (arm, leg, or torso, generally) feel slower, weaker, and more sluggish. This only works if the Makon is in arms reach of the target, and even then, he has to grab onto the person first. Thud Makon will cause a bone to collapse in on itself. Works on smaller targets that have weak bones. Strong bones of a warrior, not so much. This only works if the Makon is in arms reach of the target, and even then, he has to grab onto the person first. Makon's abilities aren't limited to those, but he is not willing to risk the chance of them accidentally backfiring. Makon is also very slow. His long reach is useless against fast targets simply because he can't move fast enough. Equipment: Makon carries only his medical journals with him. They help him remember which species have what organs. Brief Backstory: Makon was born a Clear-Arms. His life was carved out before he was even born. He was to be a doctor, curing woes of his people. Makon didn't mind, however. After all, it was a god-king that decreed this. He just traveled Tuahom, and healed those who were injured. He enjoyed this life. He met many people, each with a story to tell. He became a traveling fountain of knowledge, giving advice to those hwo needed it. He was chosen as one of the 8 clear-arms who would find new civilization. Such a rash idea by the newest god-king, but his word was law. None fought his decision. They all boarded small one man ships, and began to drift away from the planet. It was strange. It was like a state of wanderlust began. He wanted to hear stories of new people. He wondered if the unknown creators of the drifting space-ship would look like them, or something completely different. Days turned into weeks, weeks into months, months into years. Nothing. Nothing until the 10th year. Makon's ship was stopped by something. Makon was confused. It was dragged by something. Makon was panicking. He was dragged out by a bunch of men that had metallic flesh. He was scared. They spoke something Makon didn't understand. They put him in a small chair. He was terrified. They said some gibberish, and put him in a room. From there, they began to teach Makon words of what he felt. They gave him a squishy sphere, and told him "Ball". They gave him a hard box and told him "Square." After 5 years of that, Makon had a general working knowledge of English. They wanted Makon to tell them about what he was, so he answered all of their questions. After 1 year, they got everything that Makon knew. They decided to put him Archimedes as the ship's general doctor. He was happy with this, as he could learn of the stories that others had. ______________ Species Name: Tua-Tua, short for Tualokzingmakwa-Tuagathopmakin Home Planet: Tuahom, short for Tuahomlakthokmaopzarl Located in the Ghost's Cradle Appearance: The Tua-Tua are bipedal humanoids with no true sense of sight. Even though they have no eyes, all Tua-Tua have the ability to see with magic. When this happens, their eyes emit a pale light, and they can see moving objects. Still objects can still be seen, but it takes some time to find a still object. Their flesh is black and white. It has many layers of that flesh. The flesh is almost always a black head with a white face, black torso and legs, and white arms. Those with clear arms have the gift to use their magic, so to speak. The only exception to the rule of the Tua-Tua's appearance is the birth of a god-king. God-kings have silver instead of white, and gold instead of black. Brief History: Long ago, the Tua-Tua were much different. They had the gift of sight, and were a bustling civilization. The Tua-Tua changed once they explored perhaps too much of their planet. In a near hidden part of the planet, they had found a strange artifact. When one of the intrepid explorers went to touch it, it spewed pitch black dust. It covered the planet, and all of it's inhabitants. It covered the sky, and blocked the sun. The end of the original Tua-Tua had begun and finished in a single day. The black dust molded the original Tua-Tua. It removed their sight. It gave them a body that could survive in that inhospitable place for the time being. Oddly enough, the sky-dust hadn't removed the heat. Just the sun. The Tua-Tua didn't know anything. They were starving. They were desperate. Then came the god-king. The god-king knew what to do. He knew how to solve their woes. He taught the Tua-Tua how to hunt the black creatures, how to cook the black out of their flesh, and instilled them with the idea of space. Hundreds of years later, the Tua-Tua started their first expedition to other planets. It didn't work. They were the only planet inside of the empty space. They returned to their home, and never set foot in space for another hundred years. They went to space again. They had found nothing except for another ship. An empty ship with nothing inside. The Tua-Tua were convinced that life was farther away, so they had a new plan. The Tua-Tua would send 8 emissaries in different directions, and pray that one found civilization. Notable General Information:
  • The Tua-Tua are completely blind, save for their innate magic ability to see moving objects.
  • Makon is the only surviving Tua-Tua outside of the Ghost's Cradle. The other 7 that were shipped out were found drifting with nobody inside.
  • The Ghost's Cradle is a mystery. Nobody knows what exists in there as people around it usually suffer from space insanity.
  • All of the information about the Tua-Tua comes from Makon, or people studying Makon's body.
  • According to Makon, Clear-Arms mainly know healing magic.
  • According to Makon, the Tua-Tua have a ritual of birth, sacrificing a dead body to create two new lives. This ritual is sacred, and if interrupted, is punishable by eternal torture (until you die, that is, so, not really eternal).
Hidden 10 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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Sorry for any wait, I'll talk to GS about your character and race soon.
Hidden 10 yrs ago Post by deadpixel101
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deadpixel101 Still Around

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We seem to be in a universe where ALL alien races are humanoid. But i'm not complaining. I will thus add to the last. Name: Vhali Age: 2 moons. (20 human years) Gender: Female Species: Fuchi Appearance: Vhali has a pale blue skin complexion, and is slender in figure. She stands at roughly 5'5 and has large glassy looking eyes, or bright purple colour. Her "hair" is a collection of lush green and bright blue vines, draping down to her chin. Her head is topped with a large plush flower, at the time, it is a bright, baby blue hue. The bridge of her nose is speckled with green "freckles". She also has thorns running up her fore-arms and the back of her calves. She wears an ornate red leather jacket, an ancient relic from earth. Under it she wears a simple white gown of her people. She does not wears shoes. Personality: Vhali is a spirited character. She is the type to be very sentimental and welcoming. Vhali enjoys meeting new friends, but hates to lose old ones. When faced with a task, Vhali begins by trying to be calm and methodical, but in the end, usually starts relying on brute forcing her way through her problems. She isn't exactly dumb, she just believes that spirit can be used to solve many of her problems. Skills, Talents, and Powers: Trained in using Ki. Limited natural magic ability. Equipment: Aero-core: A mechanically advanced artificial organism that is implanted into a biological creature to form a symbiotic relationship. It feeds of the hosts source of energy, either magic or ki. In return, it is able to strengthen the hosts body, giving them speed and strength. The strain put on the hosts body is not felt until after the cores effect wares off. This means a user is very easily able to over extend themselves and destroy themselves. Aero-cores are quite often banned in many reaches of civilized space. They can also become to self sufficient, and sap much more energy than it needs. Vhali relies on this and her other abilities, meaning she does not carry around other equipment. It was "installed" on her body when she was young, in a freak accident. Brief Backstory: Vhali was born in one of the deep burrows of the "Chari" tribe. One of the larger depth clans of the Fuchi people. They are the sub race of Fuchi who make their homes deep underground, and instead of relying on bright sun, absorb energy through mineral consumption and heat of the planet. Unlike the surface dwellers, they grow bio-luminescent extremities, where as most do not. Vhali grew in a mining family as most Chari do. One day after working in the salt caves, she broke into what seemed to be an abandoned mine. Her curiosity getting the better of her, she traversed deeper. After perhaps hours of traveling, she found a sealed chamber. The highly technological doors opened automatically to her, and she could not help but enter what seemed to be an old lab. Odd glowing minerals, familiar and not, where in glass basins and floating in mutli-coloured liquids. Computers where lining every wall, with large lifeless monitors still hummed with some sense of life. A deep rumbling once again drew Vhati in deeper to the mysterious rooms. It had been hours of traveling now, but Vhati didn't seem to mind. One large set of doors opening revealed the source of rumbling. A large sleeping beast coiled around a pillar. A pillar of glass containing a metallic orb, around the size of a clenched fist. It had an open eye of deep blue, staring directly into Vhati. As if on cue, the beast stirred. Her natural talents, and sharp mining gear, was not enough to best the creature. Near the end of her rope, she was quite literally tossed about about. Her life changed when she broke through the glass pillar, and felt a searing pain in the small of her back. The core had waited for contact, and once attained, installed itself within it's new host. Finding her new power flow through her, Vhati was able to best the beast. On her return she alerted her society of the lab. It's discovery led to many technological advances for the Fuchi people. ======---====== Species Name: Fuchi. Home Planet: "Plantera" An extremely large deep green orb, it has one very small moon. From a distance it is nothing but varying shades of earth green. It's rotation and orbit, means one moon (or year) is nearly 10 years human time. Appearance: Humanoid in form, the Fuchi people have pale green or blue complexions. They are plant like, and always grow some sort of flower or bud on their heads. Depending on which region where the Fuchi grows, the plant appendages or colours they appear to have, changes. In height they stay around 5'3 to 6'8. They are usually slender or small, and have large eyes covered in a shiny film. Brief History: When oxygen was introduced to the planet of Plantera, nearly all at the time was wiped out. The only organisms that lasted, where plant like organisms. Having a large gap of time to develop over any other kid of creature, they developed and grew to become the dominant species. Continuing farther to grow and develop, they became sentient. Simple luck in the evolutionary time-line, they have grown to be the most developed creatures on their home planet. Notable General Information: They are easy to recognize as most other races are not some form of plant life. Okay so either too much or too little? Probably some weird or off-beat parts...just tell me and I can change it.
Hidden 10 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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Well, I was actually planning on introducing some very much not human-like races, but I just don't like playing really inhuman things which is why I started with the race I was planning to play. In any case, once GS is around we'll discuss all of this.
Hidden 10 yrs ago Post by OwO
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We seem to be in a universe where ALL alien races are humanoid. But i'm not complaining. I will thus add to the last.
I mean, the GM could just go with the Mass Effect reasoning of something bio-engineered all sentient species to be bipedal. Or we could just chalk it up to humanoid being the most energy efficient.
Hidden 10 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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When it comes to something like this, my logic is basically that since it's Science Fantasy, realistic alien races isn't as big a concern since nothing's all that realistic. ... Plus I wanted to make an entire race of magical girls for my player character, and I don't like playing really inhuman stuff. ^^; Like I said, um, for NPC stuff I was going to write more alien things.
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