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 Explicit Races and Description Thread (Rules Updated on 13th November)

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Arthur

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PostSubject: Suggested Races and Descriptions Thread   Mon Nov 12, 2012 1:11 pm

Okay, this thread is for the RPers to suggest Races and their descriptions for public/private/regulated use. Here's the rules and guidelines:

Suggestors will make a post with their Races and the respective Descriptions which will then be reviewed by available Admins and/or available Moderators. If approved, the Races will then be added to this post and the suggestor's original post deleted. Races denied will be notified in the posts themselves and the posts denied the next day.

1. Races suggested can be original and/or adopted from any AE Game.
2. Descriptions MUST be provided alongside the Races. Failure to do so will result in immediate denial of suggestion.
3. Races must be used only at the suggestor's discretion and with his/her permission. Anybody found doing the contrary will be issued a warning the first time, the second time and then drastic measures will be taken upon the third time.

Have Fun creating..!!

Races:
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Arthur

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PostSubject: Explicit Races and Description Thread (Rules Updated on 13th November)   Mon Nov 12, 2012 1:34 pm

Okay, this thread is for the RPers to suggest Explicit Races and their descriptions for public/private/regulated use. Here's the rules and guidelines:

Suggestors will make a post with their Races and the respective Descriptions which will then be reviewed by available Admins and/or available Moderators. If approved, the Races will then be added to this post and the suggestor's original post deleted, the post shall be edited notifying you of the same. Races denied will be notified in the posts themselves.

1. Races suggested can be original and/or adopted from any AE Game. Races can have certain liberties in this thread.
2. Descriptions MUST be provided alongside the Races. Failure to do so will result in immediate denial of suggestion.
3. Races must be used only at the suggestor's discretion and with his/her permission. Anybody found doing the contrary will be issued a warning the first time, the second time and then drastic measures will be taken upon the third time.
4. Denied Bios must be refined within the next two days and reposted. Failure to do so will result in deletion of the Denied post.

Have Fun creating..!!

[Hold CTRL+F and type in the letters of the Race you are searching for. It will show up if it exists in the Races listed below]

Moved to General OOC, makes more sense here. ~Rip


Last edited by Arthur Dragonlord on Tue Nov 13, 2012 3:43 am; edited 1 time in total
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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Mon Nov 12, 2012 2:42 pm

Name: Vangva feeders (it means hope feeders)


Type: Humanoid


General Description: Quiet and bloodthirsty, they enjoy a good hunt when they see one. They only need to feed on emotions, thus they sometimes instigate conflicts. Physically weak, they make up this with their psychic powers.


Description: They have long arms and legs, all quite thin. The arms end in large hands that have long fingers. The skin color is a dark ash-grey color. Their bodies are surrounded by wings that are used to cover their body. Retractable proboscis are in their hands which they use to feed on emotions.


Origin: Unknown


Allegiance: All the way from neutral evil to chaotic evil.


Powers: Psychic powers along with a mixture of necromancy and hemomancy

Homeland: Unknown


Language: Depends, mostly English


Life-Span: Unknown


Name: Russian most of the time


Personality: Hunters by nature, they enjoy stalking their prey for months, enjoying tearing apart their prey's life. They usually have a hunters code of honor. When cornered they are highly aggressive and will attack using their hidden proboscis.



History: No one knows why, who, or from where they came, they just knew that the Vangva feed on positive emotions, they usually are surrounded by an aura that transmits depressions and negative feelings. The legend say, that if a Vangva feeds on a sole being for too long, they'll eventually eat his heart, turning him into a Vangva like themselves.


Note: If you want to use them, PM me


Approved ~Arthur


Last edited by Azuramangelli on Mon Nov 12, 2012 6:36 pm; edited 1 time in total
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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Mon Nov 12, 2012 2:51 pm

Name: Utopians
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Type: Humanoid
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General Description: They are usually very accepting of any race and are peace loving but every now and then when a war occurs they are dragged into it and they will display their skills. What sets them apart from other races is their ability to see souls and also the fact that they live on them only needing to eat once or twice a year unless they have a certain ilness, yet to be named. They are also very weak in strenght naturally but can be trianed in that aspect if they wish to. The souls they eat are either from those they've killed(not going to kill another persons character though) or from those already dead.
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Origin: They are said to come from parts of lost dimensions.
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Alignment: Neutral
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Home Lands: Their homeland looks like a normal human village with houses made from stones and are usually merged into the environment around them. Their homeland is very natural but mostly lies in ruins now.
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Language: Galician, but they find it easy to lean new languages.
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Personality: They are generally caring but have a fierce sense of loyalty and if it is betrayed you become their enemy in which they can turn aggressive of you are not careful but are not usually the ones to jump straight into the fight. They are naturally skilled fighters although the spot between their wings on their back is one weak point they hate to expose.
---------------------------------
Physical Description: They look fairly human apart from their distinctive pair of wings on their back which can vary in colour greatly but the most common is tawny brown or midnight blue and tend have very sharp razor like teeth.
-----------------------------
Life-Span: Unknown
------------------------------
Name: The names are not very different from human culture names in order to blend into
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Relations: Not very well.
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Natural Power Set: They can see someone’s very depths/soul and some can learn an ability which can be manipulated to become a directionless blade or used to stitch wounds together.
-------------------------------
Note: If you want to play a character of this race can you please ask first


Approved ~Arthur
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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Mon Nov 12, 2012 3:38 pm

Name: Dynari
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Type: Human/Elemental
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General Description: At the first glance, Dynari appear human, due to them being the same shape, with two eyes, a head, and no other significant characteristics. However, the one thing that significantly makes them distinguishable from humans is their bright yellow hair and eyes. They are only capable of creating a single child every 40 years, which makes them extremely protective of their offspring. Although they try to distance themselves from humans, they are actually humans themselves, the only difference being that their meddling with energy magic has nearly turned them into elemental beings. This makes them breed with other races, but their laws make it punishable by death.

------------------------------
Origin: Several thousand years ago, a temple of the energy realm came under attack from an alliance of earth and water elementals. There were ninety-four energy mages guarding the temple, and they held out for nearly a week out of sheer loyalty to the energy lord, in time for reinforcements to arrive and drive off the attackers.

The energy lord was impressed with the loyalty and skill that the mages showed, and rewarded them by teaching them how to transform their bodies into pure energy, allowing them to literally become what they have fought for. After the war, they left this dimension entirely, and founded a city in another. They have lived there to this day, only occasionally returning to the human dimension. It is these visits that have planted them in human fairytales
---------------------------------
Alignment: Lawful Neutral
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Home Lands: Their city is huge, with buildings reaching above the clouds (if there were any). With their abilities to fly, they can live their whole lives without touching the ground. Each building is gothic style architecture, and is made of a golden coloured marble.
---------------------
Language: Their normal language is English, although every dynari learns at least twelve languages throughout their lives.
-------------------------
Personality: Dynari are similar to humans in personality, although they regard humans as weak and stupid. They can be extremely arrogant at times, but are loyal and kind to any who show them kindness, and are habitually shy to those they like.
---------------------------------
Physical Description: Yellow hair and eyes. When in battle, their eyes appear to glow. They are usually quite tall, at least 5'5 when fully grown. They have an average build.
-----------------------------
Life-Span: They usually live for 700-800 years in their own city, however on earth they can tap into the lightning from the skies, allowing them to live for millennia.
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Name: Their names start with the letters of their fathers name, and end with on of the letters of their mothers first name. Or the other way around.
--------------------------
Relations: They shun other races, thinking of them as weak. It is not unknown for the dynari to form temporary alliances with humans, then turn on their allies when the threat is dealt with.
-------------------------------
Natural Power Set: Dynari have the power to transform themselves into pure energy at will, making them able to fly at incredible speeds. They have immense powers over lightning, and a trained dynari soldier is capable of besting a dragon in a fight. The strongest dynari have the ability to make solid objects out of lightning, although they disappear after a few minutes. They can also sense electrical currents, even the ones in brains and hearts. This can be used as a sort of radar when a dynari is fighting at night.
However, these powers come at a price. The constant electrical actvity in their brains make Dynari highly vulnerable to mental disorders such as Schizophrenia and Multiple Personality Disorder.

_______________

If you want to use any of these guys, let me know, ill usually be happy to let you use them.

Denied. The General Description Field requires you to fill in their General Characteristics, not the History or Background of the Dynari. Check out Darvello's bio at the bottom. Rest all is good.

Approved ~Arthur



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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Mon Nov 12, 2012 5:12 pm

Scientific Description: Necro-Dyna Sapien
Common Name: Frankenstein
Physical Classification: Humanoid

General Characteristics

Frankensteins are undead corpses given back a portion of their life through galvanization. Their normal height range spans from (9'5") to (14") and weight shifts between (1000 lbs) to (4500 lbs). Frankenstein that aren't born as a Frankenstein are called Shock Autotons. Those who are born a Frankenstein are called Pulse Autotons. Frankensteins are freakishly strong, both physical and mentally. A normal Frankenstein has physical strength that can rival a fully grown dragon and has a permanent shock field around their mind that scrambles the effects of mental abilities casted by even the strongest of mages. Their bodies are run on over 70 quadrillion volts of raw energy, making them live for thousands of years. Their skin is like a tough hide, but it can be cut into with enough effort. Their blood contains raw energy, making them a vampire's worst (and lethal) meal. They have massive Tesla Coils protruding from their backs, which is used to take in incoming energy. They are masters of dynamancy, and are notorious for their advanced and taboo works. What sets them apart from the generic undead is that they have their flesh and bones in tact, appearing as giant humans rather than undead.

Origin

The first Frankenstein was created over forty thousand years ago by a Necromancer with an affinity to Energy. He was named Viktor by his animator, and soon became his master's greatest weapon. His master creates more Frankensteins and former a small village to house them. They multiplied and became their own race.

Alignment: Neutral / Lawful Good

Homelands: They're everywhere on the planet, but the majority live near the North Pole.

Language: Frankenstein are diverse in most, and if not all languages present on Lore. They have their own language called Galvani.

Personality: Frankensteins are very friendly towards non-hostile targets. They're nicer than their undead brethren but they're lethal fighters, and scuffles between Frankensteins usually end up with one dead and the landscape leveled.



Approved ~Arthur


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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Mon Nov 12, 2012 6:12 pm

Name: Nequestrian
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Type: Feline Humanoid
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General Description: Normally petite and with lithe bodies built for speed, these cat-people are not as human as their look. Their bodies are covered in a fur that it three times as strong as a human's and can take on the fur patterns of any feline species known on Earth, regardlesss of what their parents look like. Nequestrian mothers will often have litters of 2-5 children normally and will be very protective of all of their children. As one would expect from felines they are prone to hairballs and do tend to do their own thing when it pleases them. Despite how far form the human genome they are, they are able to cross-breed with almost any other race, so long as they aren't canine.
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Origin: They are believe to have evolved from over-intelligent felines.
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Alignment: From Lawful Good all the through to Chaoti Evil
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Home Lands: They originalted on plainslands but due totheir diversity they can survive anywhere,
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Language: Feline and human tongues both come naturally. English is the most common.
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Personality: Most of them are either upbeat and bubbly or withdrawn loners who'd rip your face off just for saying high. When they fall in love with another being they will often take it upon themselves to make that person as happy as possible... they can also be rather territorial of their lovers. Submissive by nature to other races there are, all too often, times when this is abused.
---------------------------------
Physical Description: Humanoid in shape and covered with fur. The fur colour and pattern is determined on what kind of feline they are, same with the length and style of the tail. All of them, however, sport the typical feline ears and whiskers. Their paws, unlike normal felines, are as nimble, and at times more nimble, than human hands, with the attition of retractable claws naturally sharp enough to easily tear through basic leather armour.
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Life-Span: About twice the average human lifespan.
------------------------------
Name: Names always follow a convention. Each litter born to a mother takes names of the letter after the one of the previous litter. if it's the first it's of the lettter after the mother's. For example if the mother's name was Aela, the first litter would have names beginning with B, the second with C and so on.
--------------------------
Relations: The outgoing ones are very accepting of other races. The introverts make even their own kind siffer from interactions.
-------------------------------
Natural Power Set: With high speed they take to parkour and magic very well. They often prefer to better foes with magic and strike when the foe's off guard, relying on their litheness to actually get them through the fight.


Approved ~Arthur
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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Wed Nov 14, 2012 12:41 am

Race Name: Shade

Type: Augmented Humanoid

Origin: Shades are humans transformed by the means of a dark ritual infusing their body with the powers of the Darkness Realm. Because they remain humans at some point, Shades give birth to perfectly normal baby humans, though these children are more tuned to elemental Darkness.

Lifespan: Shades begins their life as an adult, for the simple reason that no human child can handle the excruciating process of becoming a Shade. Starting at 18, a Human is healthy enough to undergo the transformation. After that, they age twice as slow as a normal human being, living up to a maximum of 200 years.

Average Height: Same as human, around 5’09’’.

Average Weight: Shades weight less that humans because their connection to a spirit being makes them lighter. As such, male Shades weight around 120 pounds while female Shades weight around 80 pounds.

Appearance: Shades’ skin color varies from dark-gray to ink-black colors. Those who had dark-colored hair turn black, while Shades who had blond or other bright colored hair turn white. Their eyes’ irises are just like human, but it happens sometimes during the transformation that their irises change into another color, often red for males or purple for females. The majority of men appear as slender and athletic figures of jet-black skin and red irises, and females are often dark-gray-skinned and purple-eyed slim and elegant figures.

Traits: Shades gains an enormous amount of powers during night or in areas where light does not reach. Once darkness surrounds them, Shades can melt for a few minutes in the surrounding darkness, their agility and reflexes are improved, they gain night-vision, and they become considerably quicker, both on reaction time and speed. Shades have an innate ability to manipulate darkness to a small extend, such as moving shadows and decreasing the intensity of light sources. As they are bound to the Darkness, they are weak against light, and lose all of their powers in daylight or brightly illuminated areas.

Language: Shades have no language of their own, although most try to live up to the dark heritage and learn an archaic form of the Dark Speech, a language of pure darkness that only mere words of it can send shivers to weak-willed individuals. The Dark Speech is actually used for summoning creatures from the Darkness Realm or bolstering their own dark spells, such as Necromancy, Tenebromancy and Shadowmancy.

Names: Shades either keeps the names they were given as Humans or they choose a name for themselves as they reach adulthood. Females tend to pick names finishing in “a”, such as Arianna, Anna, Selena. Men don’t have preferences, but sometimes pick unusual names.

Personality: Living in the calm of the night, Shades are a calm and patient folk. Since silence prevails in the night, Shades are silent and most whispers when talking. Surrounded in peace, this race is usually very focused and learns quickly from a peaceful environment. Though they live as creatures of the night, Shades live their life just as normal humans would.

Life: Feeling better during night, Shades are a nocturnal race. Because they have slower metabolism due to their link to the Darkness Realm, they don’t eat as much as human, and they don’t need as much sleep to be healthy. Because they are awake for so long, Shades usually learn as soon as they transform a method of meditation to clear their mind since they lack relaxation from the time not spent on sleeping. Being naturally dark skinned, Shades wear a variety of bright and colorful clothes to stand out in the night, but only a few wears dark clothing, such as assassins and rogues.

Society: As a nocturnal race, Shades live their daily life during night. Other than being the complete opposite in term of living their life in a different period of the day, Shades doesn’t have a much different social structure than humans. However, most tend to be nomadic, forming nomad communities, moving around a lot. A few communities remain solely in one place, building small villages or towns hidden from the common of people. Due to being born humans, Shades is split in two; the adult Shades and the normal human children. When a human of a Shade community is of age, he is to become a Shade. If the child does not want to transform into a being of darkness, he is exiled from the village and sent safely towards a human settlement. Shades tend to prefer having a ruling system consisted of a chieftain and a Council of Elders. Final decisions are to be taken by the Chieftain, but the Council of Elders serve as counsellors for the Chieftain, or taking decision in case the chieftain is missing or is unable to perform his duties. Because they are aligned to Darkness, chieftains usually take the opportunity to form assassins and Dark Wizards in their community. With these assassins, they are sent to the outside world to do jobs, and bring money to their village so it can buy needed supplies from neighbouring settlements.

Relation with other races: Shades are a secluded race. They aren’t really in war with any race, but they aren’t friendly to others either. In the most extreme case, Shades are considered the opposite of humans, sharing the same relationship with Humans as Elves with Dark Elves.

Approved ~Arthur
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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Sun Nov 18, 2012 8:59 am

Name: Sin Eater (Ven Shalou)

Type: Humanoid

General Description: Tend towards tall, thin, emaciated build.

Description: A peculiar mutation of vampires that feed upon the sins and regrets of other races. When they feed, the memory of these regrets and wrongs is erased, and the Sin Eater's blood is blackened more and more the more they feed. This black blood can be used to augment their physical prowess at the expense of eventual insanity through prolonged use.

Origin: The world of Vevero, a place distant among the stars. Other end of the universe, in fact.

Allegiance: Variable.

Powers: They're above the average human in terms of ability all across the board. When using their black blood, they surpass the limits capable of humankind.

Homeland: Vevero

Language: They pick up languages easily, though they only use the one common to their given area of residence.

Life-Span: Several millenia longer than that of an average mans.

Name: Of varying languages, though they always either have a very lilting musical quality to them or a harsh, barren feel.

Personality: Variable.

History: Originally brought in as slaves, like the rest of the Midhaonna, except they came to be naturally instead of through genetic engineering.

Note: If'n you wanna use them, feel free. However, if you're unsure about an action, PM me before proceeding.


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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Sun Nov 18, 2012 9:07 am

Name: Nasae

Type: Human-animal hybrid

General Description: Humans cross-bred with foxes, and sustained by magic.

Description: Nasae tend to have rusty-red fair and fur, with fox ears, a fox tail, fox fangs, and claws. They are playful and curious by nature, and very affectionate, making them ideal sex-pets or performers. They have extreme difficulty coming to hate others, regardless of what happens to them. They are divided into two groups; the shy, reclusive introverts, who make friends slowly and selectively; and the outgoing, active types, who can make a friend just by introducing themselves in their typical playful, spontaneous nature.

Origin: Originating as genetic experiments for cheap labor, they were eventually dispersed through time by some irresponsible vacationers.

Allegiance: Variable, though they more often fall under "Good"

Powers: They have an affinity for fire; it does not harm them as easily, and they can express some degree of control over fire when in direct contact with it.

Homeland: None.

Language: Canine languages as well as human languages come easily to them.

Life-Span: In human terms, about 800 years.

Name: Tend to be more Eastern sounding, though it is not a standard rule.

Personality: On average, energetic, playful, curious, kind, and affectionate.

History: They, as well as most other Midhaonna, came to be in a test tube after genes were spliced in one of countless trial and error experiments.

Note: If you want to use one, run the complete bio by me first so I can tell you if it's actually Nasae.


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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Sun Nov 18, 2012 9:14 am

Name: Ykre (Ai-ker)

Type: Human-wolf hybrid.

General Description: Humanoid build, usually with grey hair at birth with wolf ears extending from the top of their head, fangs, and a wolf's tail. Some have claws, others do not.

Description: They tend to be built like average humans for their age, with the obvious differences.

Origin: Genetic experimentation.

Allegiance: Variable, though tend more towards "Neutral"

Powers: Exceptional physical strength and endurance.

Homeland: None

Language: Mainly English, though they can learn others easily enough.

Life-Span: 80 years.

Name: Tend to be named after biblical or religious figures.

Personality: Stoic or apathetic.

History: Like most other Midhaonna, the Ykre were made in labs in an attempt to create an infinite cheap labor source. It worked; Ykre are typically used in construction due to their strength and intelligence.

Note: Use them as you please.
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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Sun Nov 18, 2012 9:30 am

Name: Chevalier

Type: Humanoid

General Description: Ultimate bodyguard race.

Description: Formed from normal humans imbued with raw magical power to become swordsmen gods; they are powerful enough to destroy entire legions single-handedly when trained to properly use their powers.

Origin: A magus by the name of Eisa Rulone bound her greatest knight in a magic circle, and for three nights recited long, complex, powerful incantations of binding and reinforcing over him. When all was said and done, the knight was no longer human; his eyes had gained the Chevalier's trademark four crosses on his now sky blue irises, and oaths of courage, power, and endurance were carved into his very bones.

Allegiance: They have no alignment; they may act only according to their master's orders.

Powers: Chevalier can sense magical activity within the nearby area of fifteen meters, have near instant mastery of any weapon of war they might end up using, can detect lies in humans, and can level buildings with their bare hands.

Homeland: They are not an indigenous race.

Language: They are given the gift of tongues upon creation; they may communicate with any creature that isn't scared away by their approach.

Life-Span: They can outlive time itself. However, they invariably die in the battlefield at around sixty years of age.

Name: No set standard.

Personality: Emotionless.

History: Chevalier have been used as weapons of mass destruction for centuries.

Note: Chevalier may not be used unless the RP host clears it, and then you need to run the bio by me.
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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Tue Nov 20, 2012 10:43 am

Name: Dimension Lord

Type: Shape-Shifter

General Description: Dimensional overlords that rule Omniverse sector Zeta-Z

Description: Seemingly violent and cruel monsters, Dimension Lords are shape-shifting beings who true forms are each unique and monstrous. They have the ability to rule entire universes.

Origin: Creations of the Life-Forger Sir William Richardson, their main purpose is guarding the entire sectors of the Omniverse so their powerful inhabitants don't escape. Despite this the Dimension Lords that leave their chosen areas tend to be mad and cruel beings, some of who begin playing God.

Allegiance: Neutral, their main purpose is simply managing the roads, gateways, and everything between the various universes. From there they indulge their own impulses on how its done.

Powers: Capable of assuming any form, they can travel across the entire Omniverse. There is no known way to kill a Dimensional lord permanently, with the closest being molecular dissection from which they'll come back together after a thousand years. They have limited ability to travel through time, and can teleport to precise points. They tend to leave torn open holes in the space-time fabric when jumping between dimensions, and can tear apart parts of other dimensions to fire off as raw energy.

Homeland: The Grand Nexus, from which each one was made along with the Aspects. From there they have no confined area.

Language: As creations of the great forger, they understand the English language. From there it varies among their populace.

Life-Span: Known to last over millions of years and still not be dead, they're immortal until proven otherwise.

Name: They tend not to have names, and again it varies among them.

Personality: No set personality

History: Dimension Lords' entire purpose of creation were to be guardians of the Omniverse, though all know of their kin the Aspects of Creation, the lesser Homunculi such as Kyle Jones/Silver and their creator.

Given their numerous numbers and stuff, they're open-source for anyone to use. Just don't get down on the fluff regarding their spiritual siblings and creator.
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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Tue Nov 20, 2012 3:45 pm

So are the following four races okay?

Dullahan: The horse riders of the Archangel of Death, they like the benign Shinigami seek out those suppose to die to usher them to the next life. Their heads aren't exactly attached to their bodies yet they are not undead beings. They can easily fit their head into place on their body, but tend to carry it around in their arms just to scare people for the fun of it. The Dullahan command horses black as night as their steeds in tracking down their targets, with nothing able to stop them getting their prey except their own master. Though, Dullahan are slightly depraved sexually as those sane enough, dignified, or crazy enough not to run will allow them to play a game to ensure their continued living. The Dullahan, regardless of gender set up roughly the same rules: If the target wins, they are the Dullahan's partner. If the Dullahan wins, the man will be ushered to death after knocking up the female Dullahan. If it is a male Dullahan than the woman is given an additional three months to give birth to his child before she is ushered to death. In the eyes of the Dullahan they win either way and it may potentially just be a better option to die than be their love-slaves. The Dullahan are the knights of death as well, so are quite dangerous foes. Their strength is inhuman, their speed faster than bullets, their endurance amazing, and their healing prevalent. Their skill with the blade is one of masters, with only the best capable of fighting them to a standstill. They command the beasts of the wild, and nowhere is safe for their target. The Dullahan can, admittedly, kind of disturbing, function properly even with their head and body detached. The sight of a Dullahan normally means one of two things: They have come for someone, which will prompt people to run in panic. Two, they have been sent there by their master for a purpose. Dullahan are quite obligated loyal individuals, who will not refuse the commands they have been given by their master or others ranking of their command. They as well hate traitors, and will allow those betrayed by such if still alive to live longer before claiming them.


Dark Elf- As mentioned before, Dark Elves are the result of the separation of a Dawn Elf into two halves. The Dark Elves are all female and tend to be violently dangerous. That, and too many kinky behaviors they'll love to try out on someone. It is best advised, if male, to stay away as far as possible from a Dark Elf. Though women are not any safer, but less of them are bisexual so they are safer. It’s not that they can't be redeemed to a level; just their target probably would be hunted like a dog if too close. They're not the lovable sex manics that are the Lilim are. The Lilim at worst would completely violate your personal sense of space, but Dark Elf? Congrats, you're a daddy (regardless if you're male or female)! Curious to note, is that Light Elves are completely opposite in behavior to Dark Elves. Light Elves could honestly care less about reproduction assuming they even know what that is, while Dark Elves are practically completely obsessed. We're not really sure who exactly caused the Dark/Light Elves, but it probably was a guy if they were split like this. Though... Also curious to note, while Dark Elves may love violating people they do not like being on the receiving end. They, for one thing, would be completely disgusted in wearing only ribbons while yet they make their target wear ribbons. They as well suffer mental breakdowns ranging from mild to absolutely severe if raped, not at all uncommon of hearing of victimized Dark Elves completely shutting out social connections in a pitiful attempt of starvation suicide... This never works, due to their healing and immortality. So, essentially, they border onto being empty shells regarding such things. We're not really sure why they act so different in such moments, but it may be possible to them it is a fun game when they are indulging themselves. Again, we don't really want to get too close. Anyways... Dark Elves wield a multitude of darkness-related powers, such as Shadow-Travel, Darkness Magic, Invisibility in Darkness, and Night-Vision. They have all standard elven abilities along with superior speed and teleportation due to Dawn genetics. Dark Elves hate being pitied, and if one of aforementioned near-empty shells would violently lash out at wanting to be alone. Such Dark Elves are not easy to repair and would get years on their own just to properly calm down to even allow their own children to see them. Even if restored to a functional level non-forcefully they would be more likely than not be misandry now.


Melle: Melle being Latin for honey, as they were engineered and bred to essentially be a race of bee-like girls. The subjects taken to create this "race" were Animalius women with Hive-Minded and telepathic Hidden Skills. Some of their more distinctive features, their antennae and six insect-like wings were bio-engineered into the developing fetuses. They were as well only bred via science to produce only female offspring. The Melle were built in a structure of twenty-five separated into five groups: The Queen, The Hornets, The Laborers, The Gatherers, and The Builders. There is only one active Queen at a time with only one Princess (Her heir) as well. The Princess is autonomous of her mother, though her reproduction organs do not actually develop until she's sixteen years old. The Hornets are the warriors of the race, with the Laborers, Gatherers, and Builders doing lesser but still important jobs. The Melle were bio-engineered by one of the only few Techiakians to have obtain artificial ability design to have Semi-Immortality. They are as well standard to have accelerated healing factors, natural flight, and a telepathic/hive-mind connection to one another. They were as well, um, designed to naturally produce "honey". For your sanity its best not described. Anyways, the Melle were designed with the thought patterns of "Reproduce and Build" which their creator probably intended to abuse for his profits. The activation of the first Melle Queen, Rosa, didn't exactly go as he planned as she was much more in control of her behavior and mental processes. Their creator was injured by her before fleeing off, and said Melle Queen ended up pointing him out. He was arrested to be punished for his extreme violation of human right, and Rosa was allowed to awaken her sisters. Rosa is actually still active to this day, any of her Princesses splitting off to form their own hive. The Melle are quite peaceful beings, with their Queens benign. They openly trade with the other kingdoms, as their population numbers tend to increase quickly. They as well make quite a bit of money selling the honey they make.

Queen- The Melle Queen tend to be either simply the Hive-Queen of her Melle tribe or outright the Queen-Mother of her tribe. The Queen Melle are capable of self-impregnation, giving birth to a Princess, Hornet, Laborer, Gatherer, or Builder as she chooses. The Queen is telepathically linked to all of her tribe except Princesses/future Queen heirs. Though, The Queen does give off a mental suppression of her Princess daughter's reproduction organs so as to avoid her taking her turf subconsciously. The Queen, due to being capable of having any of the other Melle types as her biological daughters, has all their powers combined. The Queen generally allows her subjects a semblance of free will but can easily overtake them if she wants. She as well has outright telepathic abilities connecting her to every member of her tribe. Though, an interesting fact, while a Queen can suppress her Princess daughter she has no telepathic link to any of her daughter's spawn. It is seen as a very bad thing by the Melle if a Princess/Proto-Queen has full unrestricted command of her telepathic abilities. The Queen actually doesn't attribute much to the population growth as she mainly just commands her tribe and beat people up trying to harm them.

Princess- A Melle Princess is always the daughter of a Melle Queen who will either inherit her mother's tribe or be the progenitor of her own. The Princess' reproductive organs are suppressed by her mother, and it grows weaker each year until she turns sixteen. Princesses are still highly unlikely to get pregnant between the ages of thirteen and fifteen, only about ten percent at best. Though if one does get pregnant the child born will automatically be a new Princess/Proto-Queen. The Princess herself could have unrestricted command of her telepathic abilities if her mother stopped or is dead, which also means they would "develop" quicker. The Princess, due to being a Proto-Queen, has all the abilities of the other Melle types. They tend to be carefree individuals and a minor degree of lovable sex maniacs until they reach proper Queen status.

Hornet- The Melle Hornet, who serve the purpose of being her queen's soldiers. Hornets are strictly noted to have no real care for production themselves, and are rarely if ever mothers. Due to being designed as soldiers, the Melle Hornet has various superhuman physical abilities among which is endurance and speed. They, in addition, literally have as one of their powers instant expertise regarding weapons. They tend to guard their tribe's homes, and aid along with protect the Melle Laborers. Hornets will fight to the death for that and those they need to protect, but will never take their own lives even if it would result in protecting those they need to. They have also been known, if captured for slaves, to try to admittedly rather violently damage their own reproductive organs into non-function to prevent being made into baby factories. Assuming, of course, they can't easily deal with their kidnapper or "master" and flee. Also of note, though they don't care about being mothers are rather violently protective of any child they have regardless of her conception origin or if she's born yet. This doesn't mean they love the father in the slightest, and probably killed him already if the girl is born of rape.

Laborer- The Melle Laborer, who serve the purpose of increasing her tribe's population numbers. The Laborer can give birth to another Laborer, a Hornet, a Gatherer, or a Builder. The Melle of this type are actually rather enthusiastic about having children it gets to creepy and disturbing levels. They reproduce very quickly actually which borders on Genesis and Dream Manipulator levels. They also have some of the characteristic side-powers of the Genesis skill, namely accelerated mental development, sexual organ development, and amazing ease at childbirth. They don't properly understand the concept behind rape which amounts to more disturbing levels to their placement in the hierarchy.

Gatherer- The Melle Gatherer, who serves the purpose of being diplomats, market buyers, and scavengers of items needed for the expansion of their tribe. Gatherers are strictly noted to view production as a distraction from their objective as their Queen's royal shop buyer, though resort to it rather the person holding back the required items wants them pregnant in exchange or they have absolutely nothing else to do. If they actually do have children or get pregnant they view it as a simple business and very often dumps the resulting child on a Laborer to take care of instead. Due to being designed to collect items, the Melle Gatherer has a low-grade influence field to make diplomacy and cheaper prices easier, superhuman strength to lift heavy items, superhuman speed to move between locations quicker, encyclopedic memory to recall every command given by their Queen and a treasure-hunting sense of sorts to pinpoint locations containing the items they need. Gatherers, like their sisters the Hornets, are bloody violent murderers to any kidnapper of theirs and are the second highest cause of murdered rapists.

Builder- The Melle Builder, who serve the purpose of creating and expanding their tribe's domain. Unlike the stance by Hornets and Gatherers that children are unwanted with being loved at best, nor the Laborers with their freakish fetish for pregnancy the Builders take a more standard view of children. The Melle Builder type honestly don't care if they have kids or not, but any little girls they have are treated with affection along with being mommy's little helper. The Melle Builder will spend most of her time building and collecting material for her tribe's domain.


"Docile" Goblins (Mentally modified female Goblins to be smarter than their unaltered kind along with better behavioral and emotional control of themselves): Female Goblins captured from early childhood (Five years) to young adulthood (Sixteen years) or beyond the past one hundred and fifty years. Due to complaints regarding Goblins and advancement in Techiak madness the female Goblins were mentally uplifted to function on a comparable level to us. They were as well given proper mental and behavioral limiters so that they could better control their emotions and sanity unlike unaltered Goblins. The female Goblins were still modified to have their reproductive organs reject procreation with male Goblins. Surprisingly Goblins are quite benevolent beings if given proper mental and behavioral limiters along with increased intelligence. Some of them have actually explained Goblins didn't realize killing people or destroying things was wrong and to them it was merely a game along with challenge to the former power of the Master Kingdom. This has shown that the Goblin race can be preserved without diluting their genetics. Female Goblins don't have much in the way of mammary and it was presumed they didn't produce milk to feed offspring. The uplifted Goblins have begged of the Techiak kingdom to uplift their fellow Goblins so that they could stay alive without their sole purpose existing to kill Kingdomites. This is actually being worked on as Goblins have been properly viewed as people. Some of the Goblins are given their half-breed children to help raise them. Some of the female Goblins have actually become a few (Three out of fifty) men's wives willing, but most of them just prefer a peaceful life living among their citizens. Goblins actually make pretty devoted wives along with loving mothers, but they're former violent nature isn't gone at all. The "Docile" female Goblin was an insulting term developed by people who found this to be wrong. Anyways... If you managed to really anger a Goblin you would be lucky if you're still alive, and the only people safe from their violent rage is their family along with those they have deemed they need to protect. They as well tend to have jobs as bodyguards to protect important people if the situation seems a bit dangerous.
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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Sun Nov 25, 2012 6:34 am


Name: Sikalax
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Type: Human/Demon
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General Description:
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Origin: The Sikalax are one of the oldest races in existence, surpassing humanity by far. They lived separately from other races, only rarely entering their territory for honourable combat. The only reason that the Sikalax did not take over the world back then was because their constant fighting amoungst themselves made them not strong enough to take over. However, they were enough of a nuisance to make the other races nervous, so seven thousand years ago, they were attacked by an alliance of almost all of the intelligent races of the world. Over 90% of their population was wiped out, and the remainder was forced to flee across the world. These days Sikalax are rare, but lose none of the viciousness that made them so dangerous once.

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Alignment: Lawful Evil
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Home Lands: They are nomadic. Most of those who remain work as mercenaries.
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Language: English
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Personality: Sikalax are vicious and proud warriors with a strong code of honour. They will never strike down an unarmed opponent unless they have been insulted in some way. If an opponent impresses them, they will be kind and helpful to them.
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Physical Description: The Sikilax are humanoid, with blood red skin and eyes. Their hair is usually completely black, although it is not unknown for it to be white and brown as well. They are very tall, being about 6-7 feet tall on average. Their skin is almost scaly in texture.
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Life-Span: Sikalax are virtually immune to aging, but their race is so violent it is rare for one to live beyond fifty years.
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Name: Um...i cant really describe it.
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Relations: They are thought to be the descendents of demons and dragons.
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Natural Power Set: Sikalax are incredibly strong, capable of smashing through reinforced steel with their bare fists, lifting several tons with one hand, and punching clean through a dragon. They are also much faster than humans, and can cover over 100 metres in less than three seconds. Their laws of combat and honour forbid the use of magic in direct combat, but every Sikalax warrior is capable of materialising weapons and bladed objects out of thin air. Upon closer look, it appears that they rip a hole in reality itself, pull a weapon from the dimension, and close the portal instantaneously. They also have high powers of regeneration; and can survive in a vacuum for 50 minutes without oxygen before finally asphyxiating.

_________

feel free to use one of these guys.
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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Sun Nov 25, 2012 3:05 pm

Name: Arakin
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Type: Humanoid/arachnid cross
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General Description: Large beings with the torso arms and head of humans most of the body of a spider. The males are generally smaller than the females and are also genetically subordinate. The males will often be found running Rickshaw-like services. The heierarchy all depends on the potency of the female's poison with hivemother on top. Despite this hierarchy they do have a central leader, known as a QueenMother and it is balieved that all Arakin decended from her. The females, being the only one to produce poison, are natural leaders and their poison will mature and grow more potent the older they get.
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Origin: Their origin is unknown as they were thought extinct for 4000 years, unlike a human found some Arakin eggs and lost her human identity, becoming the Arakin QueenMother, and taking that as her name, and forced to incubate the eggs she found.
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Alignment: Normally Chaotic, their QueenMother is Chaotic Neutral
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Home Lands: They prefer mountainous caves in which to build their nest-like webs.
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Language: All human tongues and dialects are common.
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Personality: The men are always espectful to females, regardless of race and the women normally carry themselves with a superior attitude and will look down upon meales and sometimes females of lesser races.
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Physical Description: The spider part of their body is caled up to fit the size of their torsos rather than be the size of an actual spider. Their legs, unlike most arachnids, have bladed feet that only cut when the Arakin wishes it and the silk that they produce it not strong enough to be weaved into webs, however interlaced and weaved into clothing it becomes as strong as steel. Their human bodies are often lithe in form but belie the immense strength they all have. All Arakin females' skin becomes immune to piercing and slashing trauma while pregnant in order to protect their young.
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Life-Span: Unknown, Believed to be a few millenia.
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Name: Aside from QueenMother all Arakin names Are up to 5 letters of the parents' chosing then the Family Sufix put in, for example Treal'Kolvash would mark the arakin as being from the Kolvash family line. In marriage the males take on the female's surnames unlike most customs.
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Relations: They're very strict on outsiders and will quarentine new arrivals until they learn to accept the ways of the Arakin. Tourists are often killed.
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Natural Power Set: Speed and strength are their forte, and they're a dab-hand with magics as well. While unable to swim they can climb gradients that most other beings would need wings to ascend.
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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Mon Nov 26, 2012 5:55 pm

Name: Shader-kai
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Type: Humanoid
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General Description: Worshipers of death, these deadly warriors appear to be human at first glance. They have gained power from their dark worship and have one mission. Send all to their god. When their mission is fulfilled they will kill themselves.
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Origin: They used to be human until they started to devote their lives to death.
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Alignment: Neutral - Evil
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Home Lands: Prefer desolate plains or rocky cliff outcroppings.
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Language: Speak human tongues as well as their own.
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Personality: The only thing that can anger them is an undead warrior. They are emotionless killers. They would prefer to kill someone without a fight but have no scruples killing them if they fight back.
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Physical Description: Appear to be human
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Life-Span: Do not fall ill or grow old. They can only be killed in battle.
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Name: They can be named anything but usually their names are tribal and strange-sounding.
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Relations: They believe all should be sent to Death as soon as possible. They are not openly hostile and will wait for the opportunity to send the person to death. Some tribes do lose their minds and these will openly hunt people down and kill them.
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Natural Power Set: All Shader-kai are master warriors and a few are able to manipulate magic. They do not summon the undead and will kill those that have been stolen from their god before anyone else.
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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Wed Nov 28, 2012 10:18 pm

Name: Avlionain Wolf
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Type: Wolf
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General Description: Wolf like in shape. Are larger then any wolf, they grow up to 5 feet tall for normal ranking wolves and 6 feet tall for alphas. Their fur, depending the region they are born in and who they're parents were, can have different types and color of fur. They have massive and powerful builds, able to crush a healthy adult elk in a 30 half hunt. Or they can have lithe and slender builds for speed and agility. They live in packs like normal wolves, each pack has an alignment they were based on. In Avlion, they are watched over by the Sun Rise pack, the Sun Rise pack is a wolf pack that is made up of good Avlionain wolves that have already passed on. They can control the weather, who lives, when the sun will rise and set, and who will be the next alpha of a pack. On Avlion, they're are numerous packs along with wolves. Down below Avlion is the Girm pack, made up of wolves who were greedy, selfish and doesn't care about anyone.

All the wolves who have committed crimes against their pack goes here, they see who dies, which wolf will join them, what death will that wolf face and when a pack war should start. Each wolf on Avlion is reincarnated from a wolf from either the Sun Rise pack or the Girm pack. All wolves are born into pack here. All Avlionain wolves are given markings stating their rank at the age of 2, they're rank is given by what their past lives were or what they did. The markings work in mysterious ways, all wolves need to go on a trek to a Avlionian landmark called 'Rock of Enlightenment' to see they're past lives to see what rank they shall be and get their mark. If a Avlionian's wolves past lives are mostly in one rank, then the rank most seen in the past lives shall become the wolf's own. All female alphas are given their marking on their right eye while all male alphas get a marking on their left eye, all hunters are given their markings on their front thighs, healers are given markings on their ears and omegas are given markings on their tail.

Only alphas are allowed to breed in a pack. The Avlionain wolf pack, unlike other wolf packs, males play the role of leader while females work on expanding the pack and watch the females. Normal rank Avlionain wolves are allowed to marry but can't not have pups unless the married couple leaves to make they're own pack. Unlike other wolves, Avlionain wolves are able to reproduce homo-sexually, if the homosexual wolves eat a common Avlionain flower named Alora. Alora is said to help those who wish to mate with the same gender. This flower must be eaten before intercourse, the Avlionain wolf who ate the pink Alora will be the mother and the wolf who ate the blue Alora will become the father, but it is possible that both wolves can get pregnant if both eat both the blue and the pink Alora. The heat cycle for the female Avlionain wolf or Nola if unmarried or Molae if married or a mother, will last a week every month beginning at the age of 3 years old until death. Due their past lives, they only mate with those who past lives have mated with, if homo-sexual or not.

They behave generally like normal wolves when it comes to packs ran by a alpha pair. Their are two kinds of packs, one worships Alu, the good goddess of the sun and her mate Rou, the good god of the moon, who runs the Sun Rise pack. The other worships the evil sun god, Rao and his mate, Amya, who runs the Girm pack. The packs that worship the good gods are ran by a alpha pair and are generally stable. The packs the worship the evil gods are ran by alphas but the males mate with all females, even his own daughters when they reach the age of their heat. Other males create their own pack called Bachelor packs, Bachelor packs make up 10 or less male wolves who act like vikings, but the only thing their after is creating their offspring. Bachelor packs run after weak packs or loners then rape them, if male they make then eat the pink Alora so they can have pups. Bachelor packs are a big problem for all genders alike in Avlion. Loners or Casanova wolves are every different, all wolves who are Loners or Casanovas are known as 'New Souls' because they're parents were from different god worshiping packs, most commonly, children of rape by Girm Pack worshiping males. These wolves will never reach spiritual rest. Casanova wolves are like Bachelor packs but they are more gentle, they are never bound by a single relationship, they follow packs who has a lot of Nola. Meanwhile Loners are wolves who wonder Avlion to look to make a pack or their own.
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Origin: Their origin is unknown as of yet.
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Alignment: They can range from good to evil depending on the pack they are born in.
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Home Lands: In the forests of Avlion.
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Language: Depends on the pack they were born in, but most Avlionian wolf packs speak English.
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Personality: Alpha males generally, protective of their territory and family. Loners or Casanova wolves are flirty and are not bound by any relationship. All females are protective of the pack's young and are caring for others. Bachelor wolves are ruthless and cold blooded, but personalities are different for each wolf.
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Physical Description: Wolf like in shape. Are larger then any wolf, they grow up to 5 feet tall for normal ranking wolves and 6 feet tall for alphas. Their fur, depending the region they are born in and who they're parents were, can have different types and color of fur. They have massive and powerful builds, able to crush a healthy adult elk in a 30 half hour hunt. Or they can have lithe and slender builds for speed and agility. All adult wolves have a marking for their rank, loners or Casanova wolves will have no marking.
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Life-Span: 70 years of age is considered elderly age, but they have live up to 100 years of age.
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Name: At birth, parents pick a name for their childhood until they leave for their trek for The Rock of Enlightenment, then that pup gets to choose what they shall be called for the rest of their lives.
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Relations: It depends on the pack's alignment and how old the alphas are.
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Natural Power Set: Naturally more powerful then a normal Timber wolf. They can not learn any form of magic, but are bonded with the spirits of they're past lives.


Tell me if you wanna use this wolf, this wolf is also available in my Rp too!
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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Sun Dec 02, 2012 9:51 pm

Name: Dark Cryophoenix
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Type: Human/Yokai
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General Description/Physical Appearance: Dark Cryophoenixi are very powerful. Their powers range from very stong, to semi-strong. Their strong power is control over Ice. This control ranges from anything. From simple manipulation, to white out conditions. Their semi-strong power is control over darkness. This only goes so far as minor manipulation. Such as slipping into shadows, makes shadows restrict a person, or elimiating a shadow.

A Dark Cryophoenix's physical appearance is very strange. They have blue-ish skin that is cold to the touch. They have red blood like everyone else, but in extreme adreniline situations, the 'heart' leaks out the ice blood, in order to preserve the body. They normally have light hair(Blonde, white, sometimes gray) but very rarely there will be a light blue haired Cryophoenix. Their body type ranges on how they take care of themselves, and just normal growth.

The weirdest part about a Dark Cryophoenix, is their 'heart'. This is one part of them being a phoenix. Unlike most 'ice-beings', Dark Cryophoenixi have hearts of iced fire. Their heart looks like an egg made of carved ice. But inside the capsule is the hottest fire. And it can only be extinguished if you know how to break open the capsule.

The second part to them being a phoenix, is their ability to be reborn. As long as their 'heart' is not extinguished, they won't die. Their body will go into a period of hibernation, where the organs and extremeties are healed. This can last anywhere from 3 days to several months.

They do not have wings like a phoenix would, and they do not control fire. The only way to extinguish the 'heart' is by gouging it out of the chest. Once that is done, they must place it in fire above 800 degrees Celcius. Once the capsule melts, the cryofire will try to freeze the fire around it. This is when you would need to extinguish the fire (Fire extinguisher, water, etc.). If this is done, the Dark Cryophoenix will not be able to rise again.
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Origin: Unknown
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Alignment: Whatever they desire.
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Home Lands: Unknown
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Language: Depends on where they live.
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Personality: Their personalities differ. But all of them have a violent side that comes out often. Especially when it involves someone they care about. They tend to have a mischevious nature, and love to trick others.
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Life-Span: Until their 'heart' is extinguished.
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Name: Given by whoever finds the child.
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Relations: Dark Fiends, Ice Yokai, and Phoenixi.
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Natural Power: Control over Ice and Darkness. Rebirth. Physical strength and mental attributes vary.
~~~~~~~~~~~

This is an EXTREMELY exclusive character. There is only one known to date. You must ask, AND PROVE YOUR WORTH, to use this species. It is my pride and joy in species creation.
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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Sat Dec 22, 2012 12:16 pm

Name: Lancers
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Type: Humanoid
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General Description: There are numerous traits that signal someone that is a Lancer, the most obvious being their eyes. Their eyes are pure white with a five-pointed star in the middle surrounded by blue flames, which spins when they activate their eyes. Their flesh has black crosses on the arms, hands, and back while the remaining flesh is very white. Their hair is mainly white with black crosses on the sides, and they have rather sharp teeth.
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Origin: There is no single origin of the Lancers, and there are multiple claims. The first, told to every newborn Lancer in the Organization's care is that they were genetic experiments. This is a lie, but the Organization themselves don't know how the Lancers came to be. It is assumed, due to their mysterious powers they are not natural creatures. Beyond this the only guess is that they were created or at least allied with a man called Sir William Richardson, who the Alps know and the various god-like subjects mention.
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Alignment: Neutral
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Home Lands: None, they are scattered all across the world and try to blend in with humanity.
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Language: Various, though they mainly know English regardless of the location.
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Personality: Varies
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Physical Description: Their build seems to be around an average human one, as they have no extra weight and stand around the five/six foot range.
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Life-Span: Varies depending on the use of their powers. A Lancer that constantly uses their powers are likely to die at twenty years, while one that never uses it can last a hundred years. There are also Lancers that convert the energy they have into life-span, making it difficult to tell.
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Name: Much like a human, their names vary though their own kind laughs at those named Lance. Though they do have some tendency towards names with the letter L involved.
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Relations: The older or more informed ones are allied with Richardson's creations, while the others are much like humans.
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Natural Power Set: The Lancers have mainly one ability, and that is the process to convert raw energy into various other forms/uses. They can only use this ability via their stomach system, where they have to vomit it up and no bigger than their throat or via their eyes which drains their physical energy. Every time a Lancer uses their ability to convert energy into items or other uses beyond lifespan, they drain away at their own life. Even when using it for lifespan, they shred a bit of the original they had so if they're adding twelve months they first lose about two months so the end gain is only ten months. The items they can generate in their stomach are solids only, and they can't use this part to alter their physical abilities. With their eyes they can create liquids, and can detect sources of energy. They can convert absorbed energy into enhanced physical abilities or healing, which drains their lifespan and fades whenever they make use of it. Their stomach system converts all foods/drinks into energy, and their bodies produce no waste from their consumption. The powers held in the eyes of a Lancer is held within it, so if one can make use of it without a connection or actual bond they can use the power. Thus it is considered a forbidden act among the Lancers, and Lancers whom consume their kinds' bodies gain all the pent up energy they had.
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Dethhollow

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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Sat Dec 22, 2012 11:56 pm

NAME: Lightbringers
TYPE: Traditionally humanoid

ORGIN: Much like a werewolf, they're an aquired race instead of a born race with specific requirements for achieving thier unique abilities. They appear to have existed throughout human history, but records indicate them existing before mankind. Their form seems to be bestowed upon humans directly by the gods of magic. However, in some cases, the gods don't appear to be necessary. Ultimately, like a style of fighting, they're formed by people who know the legend rather than those who have no knolage of it. Legend says that a Lightbringer is a high-powered mage (traditionally alligned with Light magic) that fuses with thier own mana. Thier magic will, in response, shape thier body into a suitable form. A compromise between thier original form and what thier magic wants them to be like.

APPEARENCE: Lightbringers can be formed with any race of creature, but always have specific features. Thier skin almost glows with magic, yet turns a grey-ish pale when drained of energy or on the verge of death. All Lightbringers have a pair of simple swept-back wings that are too small for natural flight. Instead, the wings are simply a symbol of flight and the user will fly with thier own magic. A more practical feature of the Lightbringers is thier eyes. Lightbringers almost always have large insect-like shiny eyes that dictate thier face. Much like a fly has. Although they lack the expressions of normal eyes, they are thich enough to keep a person's sight clear through even the most dangerous wind storms. A usefull trait when a Lightbringer is flying around at high speeds. In extreme cases, the transformation will sharpen a person's features and force thier hair back. It's unknown exactly why this happens, but it seems to have something to do with the level of mana that takes over the person's body.

REQUIREMENTS:
-1- You must be a mage. Only light magic has been known to turn a person into a Lightbringer, however other types of magic is theoretically possible.

-2- You must be increadibly physically and mentally strong and unwavering. Otherwise, an attempted transformation will result in you losing control of your own magic. Effects of a failed transformation range from being blown to bits, to becomming a mindless magical beast, to even mental instability or worse!

-3- Only through raw emotion can an accomplished mage become a Lightbringer. An existing Lightbringer can help induce the initial transformation. However, if the non-Lightbringer does not wish to transform, he can stop it easilly.

-4- If you do not know the legend, then you can't become one with your mana to use thier abilities. Why, you may ask? Because if you don't wish to become a Lightbringer then it cannot happen. If you don't know Lightbringers exist, how can you wish to become one?

-5- You must be familiar with dark or evil forces. Otherwise you won't be able to honestly justify to yourself the need for such power. So if you're a mage that wants to become a Lightbringer to impress a girl, then raw love cannot induce a transformation.

POWERS:
1. High-speed flight
2. Increased physical abilities
3. Drastically more powerfull magic
4. Higher resistance to almost every type of mental control of illusions
5. Skilled Lightbringers can turn into a form made of pure mana for a short ammount of time at the cost of thier own life force
-5A. Mana form allows regeneration of most wounds
-5B. Travel and movement at unbelievably high speeds. Extrodinarely powerfull Lightbringers can literally rip enemies in two by flying fast enough through them... but at a high rish of perminately damaging thier internal organs
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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Sun Dec 23, 2012 7:05 pm

NAME: Archerons
TYPE: Astral shapeshifting birds

ORGIN: Archerons are said to come from a mystical artifect known as the Chaos Orb. An orb made to hold the potential destruction of the universe to keep it stable. The chaos energy, by it's verry nature, formed these things from a random nightmare simply because they had yet to exist. Normally, they live inside the pocket wasteland of the orb and feed off the will of anyone unfortunate enough to touch thier home. When there are no people to feed on, they instead feed directly off the power that created them. It is because of this that it is believed the Archerons feed on human minds not because they hunger, but just for the satysfaction of driving them mad. However, occasionally an Archeron will utalize the energy of the Chaos Orb to appear in a random reality. They then must feed on a person's mind otherwise they will starve to death. Although rare, it is entirely possible for the escaped Archeron to kidnap someone and bring them back to thier home.

They are, and have always been, nightmare beings. Even when well fed and taken care of, an Archeron was never ment for the mortal world. They will eventually dissapear after 7 years under the best conditions. Nearly all Archeron's are completely silent unless they have a person's mind so far under thier control that they can use them like a puppet.

APPEARENCE: Generally, Archerons are red vulture-like birds. In thier bird form, an Archeron is coated in red feathers with black legs. The Archerons always have four eyes. Each one, completely white and appears like it was painted on. Thier head is usually a long narrow solid beak with yellow hair coming out the back. The lower-beak, by contrast, is pitch black.

When an Archeron is strong enough, it can turn into a humanoid form. Without much effort, they shift the feathers aside like a cloak that then drags along the ground. They also have a change in posture and suddenly have arms. In later stages, some Archeron have been known to force thier cloak into a slimer form that doesn't get in thier way yet retain flight. And even more uncommon Archeron can summon a black twisted spear at will.

Always, an Archeron will fly better in thier bird form than thier human form. No other forms of Archeron have been discovered thus far. But when a race is living off of chaos energy, you can never know what to expect.

NIGHTMARE AURA: A special ability of an Archeron. They can invade a person's mind through physical contact. A quick scratch will give them mild sleeping problems or nightmares. However, prolonged contact can cause serious psychological issues. An infected person will imagine seeing lesser Archerons flying around and stalking them. Grow paranoid, even trecherous and violent twords anyone near them. When thier mind is finally no more, they will become nothing more than a puppet for the Archeron to control until the body stops functioning a week later.

Long enough contact with an Archeron can force a person into a deep eternal sleep. Supprisingly, they will not age or starve to death as long as the Archeron holds power over them. As soon as the Archeron dissapears, if the person still has a functioning mind, they will wake up. If not, they will stay asleep and be plagued by nightmares until the body eventually decays or someone puts them out of thier memory.

While it's possible for a person to wake up from a deep Archeron-induced sleep, they will be heavilly psychologically disturbed. At that point, it's best to put them out of thier misery while you can.
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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Sun Dec 30, 2012 2:25 am

Name: Tresh'Clima
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Type: Humanoid, believed Vampiric
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General Description: Tresh'Clima are, for all intensive purposes, suckers. However due to their strange nature they're actually poisoned by blood. They preproduce in a mammalian way and it is considered divine blessing to have twins or more if at least one parent is a Tresh'Clima. Their food of choice is magic.
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Origin: Unknown. Believed to be wrought from a combination of Mana Spirit and Vampire, but no traces of the fomer are visible.
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Alignment: Varies, although they are comonly either Chaotic Good or Lawful Evil.
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Home Lands: Unknown. They cannot survive in a magicless world, however.
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Language: All tongue are known to then, it is unknown why.
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Personality: They always seem to carry and aura of mystery around them. Most of them, however, are stalwart and protective of their beloved.
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Physical Description: Pale skinned they always carry the racial traits of whatever their Tresh'Clima parent got with. it is known for these to carrry down through up to 40 generations.
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Life-Span: Unknown.
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Name: Always One syllable, an apostraphe then two syllables.
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Relations: Other than the Jager they get on well with most races. They despise all Jagar.
-------------------------------
Natural Power Set: Insane amount of magical power they ahve to be careful how much they use. They healed by anything that would be detrimental to vampires, Crusniks or Sin Eaters. Their weakness, however, is bronze. Oddly Bronze weapons will prevent them from using any magic should they connect.
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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Fri Jan 11, 2013 6:04 pm

Big thanks to Dark Knight Darvello and Dethhollow for helping me with the name!
_________

Name: The Severed
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Type: Invisible/Humanoid
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General Description: The Severed are a predator race, existing alongside humankind despite the latter having next to no idea of their existence. They feed on meat, finding humans the easiest to take seeing as they are usually close together in urban areas. They are loners, and each have their own territory. They usually need to eat at least once a month to remain healthy. They see cities as little more than farms, where their food is born, their food matures, and their food is harvested. The glimpses that have been seen of them over the millennia have put them into myth as the boogeymen.
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Origin: Unknown. Believed to have been an evolutionary offshoot of humanity.
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Alignment: Whatever gets them their lunch.
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Home Lands: The Severed exist in any environment, although they prefer places with a lot of food in a packed space, such as urban areas.
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Language: They can speak any language they like. They communicate with simple telepathic messages when in hiding.
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Personality: The severed are extremely intelligent, but their hunter instincts take over their minds when they need food.
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Physical Description: Their physical description varys greatly, as their camouflage still obscures the mind of even those who can see them, therefore resulting in the brain coming up with any number of different forms. It is thought that their true form is humanoid, with snow white skin and limbs that are directly out of proportion with the rest of the body. The arms have no hands, just several claws, each about 10 inches long. However, this is just a form that has been seen more than once, so it is not certain that it is their true form, or even if they have a true form at all.
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Life-Span: Thought to be around 80-200 years
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Name: They call each other by normal human names, in a mockery of their prey.
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Relations: They are thought to be related to humanity.
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Natural Power Set: The main power of the The Severed, is that they have adapted over the centuries to be completely invisible to the standard human brain. This makes them the perfect predator with the perfect camouflage. However, people with mental illnesses, or people under the influence of mind-altering substances, their brains sight is changed in the slightest, allowing them to perceive The Severed in front of them. They cannot see them perfectly, and their brain fills in the information with a "guess", allowing them to appear as just about anything, being a random selection of things from the mind of those witnessing it. The upside to this, is that seeing as the only humans capable of witnessing them are either mentally ill or under the influence of drugs, the Severed are dismissed by those witnessing them as hallucinations. It is unlikely the authorities will dismiss the claims as anything more than ravings. Some of the severed have been killed this way, although the culprits are quickly hunted down and silenced by the dead creature's kin. They also have extreme speed and reflexes, and can somehow devour a whole corpse, bones and all, in less than a minute.

___________

Im quite proud of this race, so please PM me if you want to RP as one of them. I should say yes though. :)
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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Fri Jan 11, 2013 6:57 pm

Name: Steam-Born
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Type: Construct
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General Description: A race created in the minds of the Sparks
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Origin: The furnaces of the Sparks
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Alignment: Any
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Home Lands: None
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Language: None (unless specifically given)
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Personality: None
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Physical Description: Made of metal and occasionally emit steam.
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Life-Span: Until they rust or are abandoned
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Name: Whatever their Creators decide
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Relations: None
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Natural Power Set: Depends on the creature but usually has to do with claws, fangs, and nasty projectiles.
_____________________________________________________________
This race isn't very specific for a reason. See Sparks for more detail.
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