|
Post by Ginger on Aug 25, 2016 23:21:17 GMT -6
[attr="class","NewsBack"] [attr="class","NewsBigTitle"]Active Races Races you can make at anytime, they do not require events or tokens. These races are more common in Gravity Falls than any other race. Sometimes, but rarely, one is turned inactive. | [attr="class","RaceName"]Humans
[attr="class","RaceDescription"] [attr="class","RaceDescription2"]A highly creative race that relies on its own wits and courage, that has lasted many centuries. _________
Truly Mortal: This creature has been marked to be the most victimized by every single possible sickness, disease, poison, weaponry, and/or thing that kills your mortal humanoid. As such they do not have Immunity to illnesses, high strength, and/or Immortality from Age other races seem to share. Most races have considered human to be nothing more than an insect, livestock, or really just something for entertainment. This weakness however has allowed humans to sneak around, be highly misjudged, and kinda get away with more things than other races. 0 slots REQUIRED
Dreamwalker Alice: Some humans for some odd reason have been born with an innate capability to leave their mindscapes and enter the Dreamscape hallways without any ill effects, these have been nicknamed "Alices" by the Fae kind. These humans are most likely to be kidnapped into wonderland, trapped in wonderland, and/or overall enslaved by Fae. Alice has been a known to be a gene that originally appeared in a girl named "Alexandria" long long ago. Note:Should they leave their bodies behind using their Mind-door, bodies will enter a Coma till Death or Return. Any ill effects in Dreamscape will appear on body after returning, example if sliced in Wonderland. Otherwise with Portals they will have their bodies versus wandering spirits. Takes 1 slot.
Artificia (SUB): Naturally some humans are chosen for greatness, well Artifacts love these individuals. What does this mean? During events, those with this ability are more likely to find important items that can play a role later on. They are also allowed 1 magical item upon bio making. Takes 1 slot.
Memorias: Some humans are born with an odd ability to resist memory altering powers and timeline changes. Should these humans ever run into the "weirdness" of Gravity Falls they are the ones to remember while all other townsmen seem to forget. TIMELINE: The power can only be used for a timeline change, if the character shares the thread with the PC that caused the most recent Timeline Reset. Takes 2 slots.
[attr="class","RaceStat"]Population: 3 |
| [attr="class","RaceName"]Fae
[attr="class","RaceDescription"] [attr="class","RaceDescription2"]
Born from a child's dreams within their personal Mindscape, these creatures are rather powerful in glamour. They've successfully hidden within the human community for many years. The best way to find a fae is through iron, upon direct contact it will burn them. These guys come in various sizes, colors, and shapes. Older Fae live inside Wonderland locked away, the newer more recent fae have been locked out taking residence in their creator's minds, the modern world, or wondering the Dreamscape Hallways. _________
Ironic Allergy: Most fae within Gravity Falls have the Iron Allergy, as in they're highly sensitive to iron avoiding it. This iron can cause the fae to break out in hives, feel slightly dizzy, and/or fully kill a Fae depending on severity. Cars, electronics, and buildings have been exempt from this rule. Iron in blood, while not the metal can cause Fae to hallucinate should they drink it, only lasts 1-2 posts. Gives 1 for minor rash, 2 dizziness, 3 mixture of hives/dizzy, 4 Death. REQUIRED [Unless Iron Fey, specify please, they're not allowed in dreamscape though OR Illuvian]
Element Manipulation: Most fae are born with a single element of their own expertise. Whatever element they take on the exact opposite element will cancel out around them or make them "feel ill" Example Fire and Ice, they both cannot be together and clash creating water. 1 element 0 Slot. 2 elmt 1 slot. 3 elmt 2 slot
[attr="class","RaceStat"]Population: 1 |
| [attr="class","RaceName"]Demons
[attr="class","RaceDescription"] [attr="class","RaceDescription2"] Demons were once upon a time regular Fae within the Dreamscape, however unlike Fae they began to learn from humans dreams and emotions. They became more prone to see the wrong doing of their inhumane actions with contracts, manipulation, human enslavement, and/pr etc. That eventually this guilt began corrupting their dream-like make-up opening ways for their bodies to: loose mana faster in Reality than average creature, break and change Reality through weirdness manipulation, lose their original elemental abilities, and be immune to iron. Demonic transformation can only happen within the Dreamscape, more modern demons were offspring of other demons, while the older lost generations were those created through guilt. Rarely time to time a fae will feel a deepening guilt gnawing at them, till they corrupt into demons. All demons have been trapped within Gravity Falls or the Dreamscape, due to a barrier created by an unknown force many years ago trapping the weakest barrier point between Dreamscape and Reality. This to prevent the overpowered Demons from rewriting Reality, breaking Sanity. _________
Fractured Body: Demons bodies do not function like other creatures, they're incapable of holding shape inside Reality due to how 'weird' demons are, almost a "glitch" on the forum in terms of living character. This has caused the demon to depend on possessing other creatures in order to enter Reality, requiring a contract with those they possess or else the body dies less than 2 weeks later. Demons have access to creature's abilities, as well that creature's weaknesses. Should a Demon push its emotions and abilities too hard on the body, its true form will begin to show through the body. Only way to leave the body is by exiting the mindscape into the dreamscape through a mind-door, that requires the mindscape to be "docked" before exiting, otherwise the demon is forcibly thrown into a tiny weak physical true form. Plus side fae turned demon lose their iron weakness. takes 0 slots; REQUIRED [Illuvians are excused | excused if escaped through a specialized Portal]
Forced Dreamer: Demons have been known to use some of their weirdness manipulation to force a human into sleep or coma to torment that human. This is also a great defense if the demon needs to escape through the mind-door before a character dies or a character became a weaker form of insomnia than a Wraith. Takes 0 slots.
Dreameater: Some demons can actually enter the dreams of other creatures and feed off their dreams and hopes by giving them false dreams and prophecies. Those victimized to dreameater overtime will either enter a coma feeding the demon forever or commit to suicide from unhappiness. Takes 1 slots.
Weirdness Manipulation: Some demons are born with the ability to manipulate weirdness element, allowing them to rewrite the world around them. If they're burrowing a body, this power highly weakened to the body's mana level, else risks killing body. 1 Slots.
[attr="class","RaceStat"]Population: 4
|
| [attr="class","RaceName"]Illuvians
[attr="class","RaceDescription"] [attr="class","RaceDescription2"] Better put mix, hybrids, demi-creature, mudbloods, etc etc those as impure as mud. The absolute most common of all races, who don't even know what they are due to parent abandonment or lost history. Most humans are actually Illuvians and are not even aware of the great powers they wield. Depending on lineage these disgusting atrocities hardly ever make it past teenage yrs due to clashing abilities and powers. Cannot be lineage of creatures Inactive, preventing new users from stealing off inactive event races. _________
Have no individual unique abilities, they must take the abilities of their parents and divide or multiply depending on percentage of blood and lineage. Are created with 6 ability slots instead of 4.
Character mixes [wishmade is a character's parent wished to be fertile] Human/Demon X 2, Human/Starlight(Wishmade), Human/Merpian, Human/Nobody, Unicorn/ (25% human/25% Starlight[Father Experiment])
[attr="class","RaceStat"]Population: 8
|
|
|
|
Post by Ginger on Aug 25, 2016 23:26:15 GMT -6
[attr="class","NewsBack"] [attr="class","NewsBigTitle"]Event Races Races you can make at anytime, they do not require events or tokens. These races are more common in Gravity Falls than any other race. Sometimes, but rarely, one is turned inactive.
Races only available during events or certain Season/Holiday periods. These races will show under "Event Races" whenever they are active and available. Chances are you'll have to do some sort of puzzle, join the event, and/or take a special action to receive tokens to make these characters.
NEW MEMBERS ARE ALLOWED TO MAKE 1 RACE BELOW FOR FREE.
WIP POST | [attr="class","RaceName"]Twili
[attr="class","RaceDescription"] [attr="class","RaceDescription2"]
Tongues. That was the First Language ever spoken to this "Lunar Mother" creator of such powerful race, a lunar mother unlike that of the Merpians and more of a Monster. A powerful Mother, one of Witches and Monsters... Mother who removes all that makes followers disloyal to her, all their "Gift of Light" turning their flesh black as a New Moon sign of their "New Birth". Those chosen will be then brought into their New Mother's Realm where they live out their lives undying loyalty to her, yes they can love one another, yes they can grow Her Great Army. However, they are forbidden to step into the strongest of Light, see the sun's bright shine, and leave their home for another. Those who accept "Gift of Night", May only see their old homes while Standing under a Night Sky, the Day's Moon, and/or in Water. Those who lose their flesh has a "Mother's Kiss" unique forming a ritualistic Tattoo glowing their Most Inner Soul's Aurora color, one that shows how strong their loyalty TO Her is through brightness.
But... Not all gave away their "gift of Light", no these are different born into "Gift of Night" knowing only what their Mother tells them. These things are not humane... Not Humane at all, something about them causes skin to crawl, and truest forms are Indescribable. They can absolutely taken the most alienistic characteristics humanity has lost sanity peering at their True forms, unlike those who gave up Light... These things Great Mother let's into the light, believing their Loyalty is Stronger than anything... Perhaps its the curse they each carry? Perhaps is just how inhumane they are? No longer of the light.
Those who "Gave up Light (GUL)", and those "Gifted to Explore Light (GEL)" Mother sees Equal, They... However Do Not. GEL believe they are of more worth than those who GUL, For Who Was born Under Mother's eyes? Why THEY. Who born in Twilight Realm, destined for Night? THEY. How pathetic it must be to Betray your Original Maker, for Another. Truly GUL are nothing but Traitors to Light in the end, They're not worthy of Great Lunar Mother. But GUL still have Mother's Love and truly understand the world of Light better than those Born under Mother, Together They Must Work.
_________ Twili Pheromone: A disgusting pheromone that is released into the air catching the scent of the Twili's soul essence... meaning it'd have to relate to their Secret Symbol IE Metal coin = metal scent. Marshmallow = sweet. ANYWAY those who smell this pheromone will become aroused and more prone to be attracted to that Twili. If enough of this scent is breathed in the victim will lose focus on their task and goals increasing chances of listening to said Twili. This pheromone is digusting because it looks like black-green fog in the air, outsiders can def see it. Takes 0 slot
Heartless Victim: Due to the Twili's bodies being made of Darkness, They are victims to Heartless. They can Indirectly be forced to fight for a Heartless.. Much like how you control the wind to attack. A Major Curse that causes them to hate Heartless. Gives 2 slots.
Twilight Spore: Twilis breed a bit differently than normal humans, they actually release sexual spores into a water source that then makes it way to anything "warm" to the touch. Usually they perform mating rituals in water sources for obvious reasons, so fair warning if one tries to go "swimming". This method will work on all genders and nonbinaries; ask Ginger for the race/gender detail. Takes 0 Slot.
Dark Tendril manipulation: Similar to Heartless, except its their actual bodies... They pull Darkness off their bodies controlling and manipulating it. However unlike Heartless it Hurts them greatly when it is attacked back, because IT IS PART of their Bodies! takes 1 slot.
Mutilated Beauty: When your character hugs another character they actually temporarily morph that character to appear "ugly" on the outside. This actually changes based on what the character themselves perceive "beauty" as all see things differently so while one may grow tentacles another may completely morph into Miss universe. Only works if the character sacrifices their mana to a Succubus creature within the Twilight Realm. 1 slot.
Seelings: Can create small spy minions by placing "seed" inside a mouth of a character. Character pukes up these new abominations. victim might be dizzy for a post or two, before recovery. The spy minions look like tiny flying octopi or squidlings flying through the air/sea. These spy minions can be easily killed, and send out odd frequencies Wendigos/Hellhounds/and some fae can detect. Highly weak against glue. takes 1 slot.
Object mimicry: A weaker form of shapehifting, requires the owner of ability to touch what they are mimicking before shifting into that mimick form.Highly weak against glue, the glue compound breaks false mick apart. Takes 1 slot.
Acidic Mist: leaves an acidic mist in an area around 30 feet, the caster will not at all be influenced by this mist. However those trapped within will have problems breathing, and if breathing in too long take a potential chance of dying. 3 slots.
Shadow Manipulation: Capable of Controlling and manipulating the shadows around them.
[attr="class","RaceStat"]Population: 0
|
| [attr="class","RaceName"]Homunculi
[attr="class","RaceDescription"] [attr="class","RaceDescription2"]
Creatures created to mimic both mental and physical human forms, usually pre-programmed to blindly follow their creator's orders. Creation is done either through technology or magic, and ingredients can range from Mud to used organs to even metal robotics. These things are said to be incapable of breeding, however some have managed to do so, most require to have an actual reproduction system built into their bodies, usually children carry the genes of their 'burrowed' organs genetics. Legends once told long ago the first humans were actually homunculi brought to life by the gods, that slowly evolved to what they are, what do those crazies know? These things just mindless drones with after all, only to Please their Creators.
Abilities Mimic That of Human, and any "trash" parts they come with. Ginger has no idea what to put here.
Transvestism: An ability that actually ignores what gender their creator had intended allowing the Humconuli to take on any gender sterotype attribute. Should the creator wish for them to be beautiful woman, they can actually have voice of a male leader Ability ignores any reproductive organs, allowing them to breed with any gender. Even take on Non-binary, mix, etc etc. Whatever makes the humoculi more comfortable in their 'skin'. 1 slot.
[attr="class","RaceStat"]Population: 0
|
| [attr="class","RaceName"]Dryads
[attr="class","RaceDescription"] [attr="class","RaceDescription2"]
DESCRIPTION AND IMAGE WILL BE CHANGED this is summary/roughroughdraft: Creatures born when a human soul merges into the seed of a plant, usually caused by fire burning the human flesh. These things are capable of planting their "seed heart" into other plants allowing them to take on those plant traits, however should the plant die their seed as well. Should somebody cut out that seed and call claim, they will be capable of controlling the creature. These being are known to have grown golden-looking fruit when they are at an emotional high state, these fruit have been known to grant immortality or even killed gods. Now this creatures have an odd immunity to fire, and have been known to completely fight wildfires in an area. Common characteristics is humanoid form connected to a seed heart, that may take on mixture of plants and insectoid form. These things do have the capability to make themselves look more human than plant or insect, however at the cost of their abilities. It has been a noticeable trait for the most humanoid form to take on the hair color of green, pink, white, and/or brown hair. Then eye colors can be amber, brown, and/or green.
Abilities be mixture of plant and insect themed. Lore will be a mixture of greek, celtic, and Native American.
--- Ginger hasn't actually sat down to do these... SO pm me with ideas. I'll add them.
[attr="class","RaceStat"]Population: 0
|
|
|
|
Post by Ginger on Aug 25, 2016 23:29:39 GMT -6
[attr="class","NewsBack"] [attr="class","NewsBigTitle"] Seasonal Races These races come out every Year with the changing of Seasons or Holidays, these will rotate every 3-4 months. There will be puzzles, quests, requirements to unlock the tokens for these races 3 at max per season Should Ginger forget to make these puzzles, quests, and/or etc be sure to bring it to their attention and they'll get right on it. Members who currently own tokens may make these characters at anytime. If you create a character, you could actually turn them into a wendigo, saint, hellhound, wraith, or angel in direct roleplay just requires another roleplayer to help out. Ask, nobody here bites, we love variety.
[attr="class","NewsSmallTitle"]Summerween | [attr="class","RaceName"]Phobians
[attr="class","RaceDescription"] [attr="class","RaceDescription2"] Born from the darkest of children's Nightmares, these creatures could be considered to be cousins to the fae, however born under a child's bed than their dreams. Unlike demon creatures these guys are made up of Fear Element, and thrived within Reality in their own Physical Form. Nicknamed "boogey man", most of these creatures are high in ego, whom loved to be recognized. Only other Phobians can see their trueforms, while Others almost seem passive of it seeing flickers corner of their eyes. These creatures are in the center of most wars, sickness, and pain it is, thus theorized most likely the cause of it. Being cousins to fae, phobians are highly weak against silver, iron, and fire. There is only been 1 phobian for each phobia within the human world, however phobians are known to feed off all fears.
Unavailable till Summerween; Ask older members for a Phobian token to make one they reserve right to hoard. _________ Phobic: Drawing on the power of fear element, these guys can actually sense what a Character fear most, as well what the character is currently fearing at the time of interaction. These fears can only be fed off of for mana, if it is within that Phobian's "fear type" feeding domain, check claim list. Takes 0 slots.
True-Form (SUB): Due to their only being 1 Phobian for each phobic type, they have been known to have an unique true form. This form represents their phobia, an example would be fear of birds will take on a form of a feathered creature. This transformation must match phobic type and will always show to other Phobians. Takes 0 slots.
Fear Type (SUB): Ability to use the elements of their fear type, if you have Hydrophobia this would be water manipulation. Takes 1 slot per advantage, gives 1 slot for disadvantage.
Glamour: All phobians have a powerful glamour, probably strongest of all the Race Creatures. This glamour usually covers up their True-forms into a normal human being. Should a Phobian ever use all its nightmare power it can actually create a small pocket within the human realm of their Fear Type world. Takes 0 slot.
Dreamwalker: Ability to enter dreams, this creature has been known to communicate their plans through this way. However they cannot change dreams and cannot put victims to sleep, they must wait patiently under the bed or in the shadows. Takes 1 slot.
Sight: Any ability that allows a phobian see through only other phobian's glamour, this also allows phobian's to detect a creature with the Sight ability staring at them. Takes 1 slot. Watcher: An Item that is created by a Demon or Phobian that allows them to listen, and pretty much "witness" a 360 view, what is happening in a thread without actually being there. This item must be clearly placed within a thread or given to an individual, treated as a very important thing in roleplay. Item is that Demon/Phobian's true symbol taken solid object shape, most commonly a piece of jewelry, it can be absolutely anything. Takes 0 slots being in thread requirement. 2 slots for not in thread.
[attr="class","RaceStat"]Population: 2
|
[attr="class","NewsSmallTitle"]Halloween | [attr="class","RaceName"]Wraiths
[attr="class","RaceDescription"] [attr="class","RaceDescription2"]
Cousins to the Heartless, they are the lowest possible state a character can get without losing their souls or flat out dying. These are creatures whom managed to completely shatter their internal souls, little pieces of themselves stuck inside the body still continuing on. This causes a slip of sanity, sometimes taking on mixture of sins and virtues to a complete extreme, forcing them to seek out "missing pieces" to balance out their souls. This usually causes them to attack other characters in an attempt to steal that character's soul. Should they succeed, they'll only feel more incomplete.
Unlike Heartless, this isn't a sickness of the heart, but rather an unbreakable ghost-like form with a solid body for character interactions. Those with Aurora sight will see a purple aurora wrapped around any wraith; only way to detect this new creature form. Wraiths themselves lose the ability to see in average color, an almost "color-blind" state, only allowing them to see in white, grey, black, red, pink, and purples. The characters gradually becoming wraiths will feel an "emptiness" within themselves, an inner change they cannot describe. Should they fully transform without a God, Saint, and/or Angel intervention, the character no longer be themselves taking on a new persona. Very rarely some Wraiths hair has actually turned white or grey upon their gradual to full transformation, some have even had their eyes turn red when using abilities.
_________
Intangible Existence: All wraiths have became broken, they're very existence is verge of completely being erased completely. Because of this they have the capability to phase through objects and disappear within threads, while using this ability allows other tracker/sensing abilities become "foggy" having a slight difficulty to detect wraiths. The only issue should a wraith disappear for a long period in a thread such as 5 posts in a row, the character cease to exist. 0 slots.
Obscured Existence: A similar version to Intangible Existence, the Wraith actually applies its nonexistence to another character. First off this cannot delete that character, at worst teleport them outside the Time stream into Neverland. Now wraiths can still have the capacity to touch, feel, hear, and/or interact with the character they used this ability on. Other characters, will absolutely be incapable to interact with the victim at all.The bonus however when a victim is obscured they can become intangible as well, allowing them to disappear from tracker/sensing abilities, and be intangible to objects around. This ability only lasts as long as the Wraith applies magic to character using it on. Takes 0 slots for temporary invisibility, 1 for capability to go through walls, 3 for Neverland teleporting
Disembodied Functions: While Wraiths do have bodies, these bodies are simply as one would say a Meat Sack without life. These bodies no longer hold the normal functions such as Breathing, Eating, Pulse, and/or Warmth. As such they can actually take lots of physical damage, immune to illnesses, and have slight higher resistance than their old race. slot 0
Repulsion Field: Fuel by Wraith's powerful emotions this field influence those around to feel grotesque or "repulsed" by the wraith. Depending on the Wraith's original race this could be fear, energy, element, and/or straight up disgust. Best example would be large enemies forcibly stepping back from the wraith, highly incapable of direct attacks. This ability has been known to attract negative attention from the townsmen, mostly just wishing to "kill it". slot 1 for 1 person; 2 for a small group; 3 for large group
Insomniac: Wraiths are no longer connected to their mindscape at 100% capacity as the average character, as such they cannot "dock" into the Dreamscape or drift off to sleep. This small trait prevents them from falling into a deep slumber, allowing them to be immune to something like tranquilizers. This however causes Wraiths to have a high impatience, easily angered, slightly sloppy with weaponry, and massive random migraines. Takes 2 slots.
Fallen Hunter: Some Wraith's tendons allow higher elastic movements increasing agility and reaction speed. These creatures have been capable of easily climbing walls, fit into tiny spots, and highly expert at gymnastics. Only problem they're bodies are easier to cripple from direct attacks due to tendon instability. Slot: 1
Zero-Gravity: Gravity no longer correctly applies to wraith, rather it creates an illusion of weightlessness causing neutral buoyancy relative to gravity. This ability basically allows a wraith to be immune to magnetic, wind, and gravity manipulations. It is as if the character is not truly there, just an illusion that cannot be moved. Takes 1 slot.
Prey Sense: Wraiths can sense when another character is staring at them directly, the longer other characters stare the more accurate a wraith can locate that character. The only issue the longer a character lurks studying the Wraith, the angrier the wraith can become amping its mana levels. Some wraiths have even been known to start growling before completely tensing up preparing to attack its watcher. Purple Auroras have been known to increase longer a character watches the character, a show of the mana Amping. takes 1 slot.
[attr="class","RaceStat"]Population: 0
|
[attr="class","NewsSmallTitle"]Christmas/New Years | [attr="class","RaceName"]Starlights
[attr="class","RaceDescription"] [attr="class","RaceDescription2"]Born from burning meteorites they have been nicknamed "Fallen Stars", commonly found newborn inorganic beings wondering the cosmos searching for meaning of life. Their only knowledge is inside their "Soul Gem" consisting of their names and personalities. Gems themselves are either still embedded in the skin, loose, and/or both. Should the gem be separated 200 miles from the body the Starlight will turn to stone falling into a deep coma; if all gems shatter the Starlight will shatter as well. Starlights are most recognized by their soul gem, pale various hair/eye colors, and stardust trails. Should be noted their height is definitely depended on how large their mother meteorite was and how much stardust they have left on their bodies. Tinier the Starlight, shorter the lifespan.
Should a Starlight be born with more than 1 "Sou1 Gem", then each gem shattered will cause that Starlight become unstable and easier to manipulate. Starlights are born with basic information of the world's body pieces and inorganic matter, quickly figuring out planet's basic information and main culture through interactions. Their Soul gems can be many and highly unique, they can be original gemstones or earth's known gemstones, these gemstones can influence character's personality and name. Example: Yellow Diamond versus Sapphire; various hardness, clarity, and culture history. _________
Stardust: Every single Starlight is made of stardust from their mother meteorite and thus loses this Stardust as they travel the world. This stardust has powerful magical properties causing people to capture and shatter Starlights to sell the dust at high values. Depending on the size of meteorite decides how much a Starlight has before completely shattering completely. Amount of Stardust also decides Starlight's lifespan. 0 slots is REQUIRED[unless wished/created]
Gem Glow: Starlights are fascinating creatures with their specialized soul gem, that upon certain emotions will change light production or even on rarity colors. Auras seers can only see the soul gem glow, not actual Starlight body. Aka their gem can change color reflecting emotions they feel. Should a Starlight enhance the mana flow through their gem they can produce a large amount of light in an area, great for Play Lighting. 0 slots is REQUIRED PERIOD TELL LOCATION OF GEM
Cool Touch: Starlights are actually rather cold to the touch, much lower temperatures that humans. This is mainly due to their natural meteor cool-down period causing their skin to the same temperature as their mother meteorite. If have Magnetic Energy ability with control they can raise skin temp. 0 slots is REQUIRED PERIOD
Homing Star: Starlight's are incapable of being lost, they have a natural star locator skill that allows them to spot a star in any location. This is great should a Starlight ever decide to travel through space, as they'll always naturally know which way is where they need to go. Takes 0
Zodiac Blessing: Every Starlight born under a certain Zodiac year and month, these two zodiacs they can draw powers on. These powers are usually very tiny and barely noticeable dealing with shape change and/or element super basic element manipulation. Ex: Rooster: Metal & Gemini: Air USER MUST LIST Zodiac in BIO BEFORE USING ABILITY! Takes 0 slots for Western Month. 1 slot for Chinese specific year and 1 for Overall year.
Bright Learning: Some Starlights have the capability to completely act similar to computers holding an unemotional state that can quickly learn things first time seeing them. They are highly gifted at mimicry, complicated mathematics, and philosophy. When introduced to technology, should they hold ability to control their magnetic pulses they will be capable to hack very quickly, almost as if speaking to electronics. Those with this ability are the very reason why most races consider Starlights as mere objects instead of living things. Takes 1 slot.
Enlightening Star: A starlight has a specific location for their gems, when they touch another character in this location they can actually envision the character's true symbol. Now the other method of this is to take their own stardust grinded down, then throw it above a character at night, the dust will raise above the character with that true symbol. Example: Percy Jackson movie when his father's symbol was above his head after his father claiming him. Takes 1 slot.
Star Speech: Starlights are capable of a special speech that can communicate across galaxies and universes. This speech skill is only accessible when a Starlight is meditating in a cold 32 and below degree area, basically a freezer. When they reach a state of enlightenment accessing all Forum Codes across, they can receive messages from the roleplayers. This while similar to the Wallbreaker, isn't actually allowing the Starlight to chat, but Rather see things their creators wishes them to see. Whether this be an important seen in a thread, a storyline yet to play out, and/or Direct "Hey Star person" in visual speaking avatar to character form. Takes 1 slot.
Zodical Flash: Some Starlights upon clawing their skin off causing stardust particles and throwing it into the air can cause temporary light refraction causing glamor temporarily disrupted. However stronger the glamor the greater the stardust amount. They're throwing their skin at you, weird right? Takes 1 slot.
Gravity Manipulation: All Starlights have the ability to control gravitational pull around them seeming gliding around the world. This allows them to easily leave the earth, travel space, and simply go wandering the cosmos. However if ever used as a weapon they'll have the ability to crush rocks, bones, and really anything if they try hard enough. Does not work on Wraiths who have natural Zero-Gravity ability. Takes 0 slots gliding. 1 prevent character's walking. 3 crushing inanimate objects. 5 crushing living things.
Magnetic Energy: Born from a meteorite they are actually highly magnetic and can cause many electronics, compasses, and really anything to break or be useless when around it. Electricity, metal, polar, energy manipulation all completely useless and unpredictable around Starlights. It's like their presence disrupts all the pulls of the area around. Takes 1 slot. 2 slot can control.
Speed of Light: Due to far travel within outerspace they can after reaching a certain point in the Earth's atmosphere move fast enough to surpass the speed of light. Great for them to travel between different planets, countries, and sometimes alternate universes. This ability absolutely does not work with small areas and distances; ALWAYS OVERSHOOT. Requires character to be in large empty spaces to use. Takes 1 slot countries/states. 2 outerspace. 3 alternate universes. 4 escape timeline.
[attr="class","RaceStat"]Population: 3
|
[attr="class","NewsSmallTitle"]Summer | [attr="class","RaceName"]Hellhounds
[attr="class","RaceDescription"] [attr="class","RaceDescription2"]1st Gen Hellhounds once humans trapped within the Dreamscape, enslaved by the world's residents. As the humans gradually lost sanity their began to change, nicknamed the "damned", the morphed interbred creating the first known Pure Bloods (PBs). Naturally born in their monster skin, PBs held very vicious characteristics, truly giving Hellhounds its name. Powerful they were soon adapted to be foot soldiers, guards, hunters, etc. Due to PBs strength and easy access, 1st gens became rare, eventually treated as "specialized" pets for the high society. All Hellhounds are recognized by their vicious canine, feline, and bird forms. Hybrids(1st gen & PBs) rarely successful breeding created mixes of snakes, insect, horse, and etc. Masters are encouraged to keep their slaves close, due to their aggressiveness. Hellhounds not enslaved can be by the "Chant of Enslavement", an enslaving spell. _________ Damned: Hellhounds who were once human that still have pieces of their human selves left, some might even cling to it fear of losing total control. Damned are blessed with the freedom of choosing to say no and refuse their master control, sometimes even a right to choose another. Specialized in Breeding. Takes 0 slot.
PureBred: The most powerful of the Hellhounds these guys can out run, out fight, overpower, and pretty much tear up their enemies without a single hesitation. Running on pure Animalistic Tendencies they are ompletely blank to follow orders. Very rarely is there ever a Purebred to show humanity. Takes 0 Slot.
Burnt Stench: All hellhounds carry this "burnt" smell on their bodies even in human form, this burnt smell can change from hellhound to hellhound depending on its animal form and personality traits. Some have been known to smell like human fireplaces, rather homely smell to some. takes 0 slot.
Death Incense: Due to their origin, some Hellhounds can take on the ability to smell when death is near. This means that character has a death in the family, about to have a death in the family, or is literally Death. This scent is usually mixed based on "terms of death", such as baby powder for death in bed. Takes 0 slots.
Burning Transformation: Hellhounds actually burn their flesh in order to take on their animal forms, this the most painful transformation on site. This is why most have been known to stay in their animal form, rarely changing to human. It is possible for Hellhounds to partially burn their human skin taking only certain hellhound abilities at a time, this is most painless route. Takes 1 slots
Packing: With the ability to link minds some Hellhounds with a singular shared master have been known to communicate with each other through telepathy miles apart. These Hellhounds have been known to take on more Wolf style attack and strategy surrounding the enemy before striking. The only problem is they hear every single though others in the pack make, they have absolutely no privacy. Takes 1 slots.
Ultimate Strength: Hellhounds have been known to actually overpower most demon and fae kind within the Dreamscape, usually through speed and muscle mass. Damned are much weaker compared to Purebloods, a reason Damned are more showcase than actual guard dog. Takes 1 slots.
Fire manipulation: Some hellhounds have been able to learn how manipulate their transformation to control fire and lava lurking within their veins. This fire can be summoned at anytime and usually once learned causes a hellhound to be rather "warm" to the touch. Ability highly weak against water, possibly causing to turn to stone temporarily 1 post. Takes 1 slot for Fire. 1 more for lava.
Shadow Manipulation: Most Hellhounds have the ability to control shadows, normally showed when they teleport through worlds. However any Hellhound with this ability will be weak against Light Manipulation. Takes 1 slot.
Master Control: Once a Hellhound bonds to its Master its whole life is based around that single master, only in rare cases has a hound managed to free itself usually only "damned". The thing about Master Control is its an ability allowing the Hellhound to sense where their master is, What their Master truly wants, and pretty much decides every action a Hellhound might end up taking. Takes 1 slot
Animalistic Tendencies: Due to Hellhounds gradually losing their human identities they've been known to take on more anamilistic views of the word gradually throwing morals out the window. This causing them to be more and more obedient to the masters that claimed them as property, this allowing them highly weak to manipulation. ABSOLUTELY FOLLOW MASTERS ORDERS WITHOUT HESITATION, Unless Damned. Gives 2 slots.
Odorio Memoria: A Hellhound can specialize in memorizing a scent for the rest of its life and will always be able to track that scent to absolutely anywhere. However these Hellhounds can only see world in black and white, with the various scents acting like textures in placement of colors. Takes 2 slots.
[attr="class","RaceStat"]Population: 3
|
[attr="class","NewsSmallTitle"]Fall | [attr="class","RaceName"]Celestials
[attr="class","RaceDescription"] [attr="class","RaceDescription2"] The creatures that created our very existence, they are great in power and creation. Once only indirectly influenced the world, now forced to take on physical forms. Are faced with the physical form limitations, requiring worshipers to access their large stores of mana just to influence the world. Each worshiper gives them small amount of mana, approximately human sized. Luckily nothing except weapons made with Greek Bronze, Roman Gold, and/or Egyptian Cotton can truly kill them. Each god has their own "territory" that they protect and enforce onto the world, this territory can be claimed by other gods should the current owner fail. All things imaginable can be territory such as laptops, internet, sky, trees, demons, etc etc. Gods can come in all shapes, colors, and sizes, usually representing their territories. _________ Worshipers: Each creature that bows its head to the God as a Master and Servant relationship allows that god to become even stronger with power. As such Gods are forced to appease those around them in order to get followers within their cult, religion, or really whatever people call it. Takes 0 slot.
True-form: Every god have a singular true form that represents the very core to their being. This true form can be absolutely anything imaginable even a tiny little flower. Most Gods do not reveal their true forms hiding it through very complex transformations, so solid it isn't even considered a glamour. Takes 0 slots.
Godly Territory (SUB): Each god govern a specific territory of worship, it has been known these territories influence god's personalities and celestial powers. Each fallen god allows another god to rise through the ranks of power, so be wary of getting stabbed in the back. Takes 1 slot for each territory.
Giver (SUB): While gods normally do not interact directly with the world or humanity, they have been known to randomly give out "gifts" to the world. These "gifts" are curses, blessings, enhancements on artifacts, weapons, familiars, slaves, wives, abilities, and more. Takes 1 slot for each "gift" type.
Creation Manipulation: They are able to create things out of thin air. These "creations" are always connected to what the god governs AKA water God cannot create dirt. Slightly weaker than Weirdness manipulation, but all part of "natural order". Takes 1 slot.
[attr="class","RaceStat"]Population: 6
|
| [attr="class","RaceName"]Saints
[attr="class","RaceDescription"] [attr="class","RaceDescription2"] Saints are the Unholy of Celestial beings whom either forgotten the meaning of their Celestial life, swallowed a Celestial's flesh, and/or killed a Celestial in cold blood. These unholy creatures were once confused to be blessed powerful Saints. This is however nothing more than illusion created from men whom have been marked by these creatures. This specific Mark has been nicknamed "Mark of The Beast" is unique to each and every Saint, that gives saint permission to change that man's memories, dreams, personalities, and overall inner soul.
The beast can only feed off those have been marked, as they are the very core lifeline for the beast, once all marked are gone the beast must hunt for more. It has been rumored that should a beast not feed it'll decay into a form of dementia falling deeply into a monstrosity that if left alone turn into a Wraith lowest of low. Lucky for men the Saint is a creature who is extremely rare due to their greatest weakness of "fading out" from existence.
_________
Dementia Force: Every Single SAINT has this weakness, practically required to be accepted. This weaknesses forces a Saint to feed off 1 character (can be NPC) every single thread they join and/or part of. Should they choose not to feed, they will be forced to gradually decline losing memories and focus during the thread. If a Saint takes too long, they'll eventually forget whom they even are, where they are, and possibly kill their whole Trivial collection by hunger accident. This is the greatest weakness of Saint, one they refuse to let others know about. This requirement will weaken if a Saint has a Player Character trivial, to 4 threads before needing to feed. Gives 4 slots.
Racial Disguise: A natural ability that allows Saints whom consumed up to 5 of a certain race can actually transform their bodies and "aurora" to appear like that race rather than their true race. Example: 5 heartless will make a Saint feel like a heartless rather than a Saint, giving Saints an edge over their enemies. 0 Slots
Mark Of Beast: Saints can actually mark those they have targeted to track and later on consume, these markings match the Saint's personal True Symbol Outline and always appear on the left hand. These markings only last 24 hours, however during that time the Saint can know absolutely where your character is and if they're all alone. Should this mark version appear on a NPC, Saints can immediately feed off the NPC memories, personalities, and/or Race without having Mark of Beast V2 ability. Note: Angels, Gods, Heartless, Starlights, and Hellhounds are immune to the marking. Takes 1 slot.
Mark of Beast V2: This a more advanced version of Mark of Beast requires another step besides just "touching" the target, they must actually first touch that character then kiss said character on the left hand marking. This ability must be paired with Mark of Beast in order to work, as it solidifies the Mark of Beast with deep coloring rather than just symbol lines. The coloring of the newly formed symbol will be specialized to that specific Saint and the type they are. Common colors are Dark Tan, Blood Red, Cerulean Blue, Purest Black, and Emerald Green. The deeper the color the more "original mind, memories, and/or race" the victim has, the more faded the more the target has been "eaten away". One with the V2 marking is owned by that Saint, no other Saint may claim, the Saint may do what they wish to the victim. All those marked with V2 become a "Trivial", a rather unholy champion character. Note: Angels, Celestials, Heartless, Starlights, and Hellhounds are immune to the marking. Illuvian's bloodlines are too muddy, thus not immune. Immune races must willingly enter a Trivial's mind, to be marked through soul connection rather than skin. Takes 3 slots. REQ Mark of Beast V1.
Ability Thief: A Saint may feed off any Trivial Marked abilities and gain that Trivial's Abilities. Should a Saint have a Fae Trivial, they may use the same Element ability the fae may have. The cost however they also take on the Trivial's Greatest weaknesses, and may be influenced by that Trivial's emotional balance levels. These emotional balances are should a Trivial feel angry that anger is shot through the Saint at time of "burrowing" Trivial's abilities. Saints should be careful to prevent multi-personalities or lose themselves to their marked victims. Takes 1 slot per ability stolen.
Loved Ones Mimicry: Because a Saint has access to all their Trivial's memories they can actually change their form to match that Trivial's memories. What does this mean? Ever lost a Mother? The Saint can transform their body to look exactly like that mother even so far as manipulating the Trivial to be clueless that this is truly not their Mother. This ability is the quickest way for a Saint to manipulate their Trivial's without risk of of losing or editing memories they feed off of. This as well can be a method to create powerful memories to feed off for mana, without risking Trivial's mind or life. Takes 2 slots
[attr="class","RaceStat"]Population: 3 |
[attr="class","NewsSmallTitle"]Winter | [attr="class","RaceName"]Wendigos
[attr="class","RaceDescription"] [attr="class","RaceDescription2"] A lesser known creature normally only found in the coldest parts of the Rocky Mountains, is the vicious decaying smelling; wendigo. This monster started out in a small desperate tribe pushed into starvation during an awful blizzard, forcing the tribe to fall into malnutrition feeding off their own kin to survive to next spring. This battle of survival started when those outsider men searched for profit killing off herds of buffalo and growing aggressive for mining lands. Greedy it was to take what they believed was theirs, never once thinking of the lands, causing hectic among the spirits and livelihood of a sacred place.
Tribe had turned anguish at these outsider men at their greediness, blaming them for their new cannibalistic apetites. With outsiders population suddenly jumping by the year, only more and more tension grew, eventually bursting forcing the tribe to curse itself and those greedy outsiders. After this sanity soon dropping creating a chain reaction for the tribe to change their beliefs; annihilate or force the outsiders to change. All in the name of taking back the mountains, and survive. Their numbers grew, as each outsider fell to the new spirit curse, leaving their own homes to feast on flesh of fellow man.
The wendigo curse allowed man to have acidic flesh, grow to depend on colder temperature, lose their sanity, hunger for fellow man's flesh, gain capability to see in the dark, learn to navigate the Rocky Mountain caves, and absolutely helped slow down any outsider's destruction. After a time had passed the wendigo was no longer needed, a dance was learned to slow down the ravenous needs of the curse. This allowing wendigos to step out into public as normal humans, taking on normal lives by the early 20th century. The only thing keeping the curse alive is the Blue Moon calling the monster's greed forward, reviving the need to feast on flesh and lose control.
_________ Wendigo's Stench: ALL Wendigos smell like decaying flesh, to other Wendigos this smells fine. This smell will not go away even after fifteen thousand showers. Should a "Pure Wolf" ever return home they'll have to wear loads of perfume to hide the scent. Good news if your character attempts to approach a weak willed human that human will grow dizzy and confused, might even lose a bit of their memories. If transformed into a pure liquid form, it can cause any creature to lose its memories of supernatural events once consumed. Gives 1 slot
Winter's Storm: Wendigos have an intense scary ability to cause large amount of snow wherever they are. If the temperature suddenly drops, probably Wendigo. These Storms usually last until it leave, the snow just magically vanishes. Takes 0 slots.
Ice Immunity: Wendigos absolutely do not feel cold, as such they can never be frozen or even flinch at large changes of cold temperatures. Need a shield from a Winter fae? Call a Wendigo! Takes 0 slots.
FleshEater: If a wendigo ever needs to replenish its health or mana, all it has to do is eat its own flesh... Or you know other flesh, because yum. The more flesh consumed the faster it'll replenish whatever it is replenishing. Keep in mind due to Wendigo's slightly slower brains, they can only heal a single focal point... So tear off an arm to heal your leg. Takes 0 slots.
Famine's Touch: Wendigos actually with a touch of their finger against any creature's skin can cause that creature to feel incredibly hungry, like almost sapping strength hungry. The longer the wendigo holds its touch the hungrier the creature will get, should Wendigo hold for 1 hr that creature will die. Takes 1 slot for short period, 2 for medium period, 3 infinite period.
Decaying Acidic Flesh: Some Wendigos flesh turns acidic in nature, this causing it to be highly dangerous if thrown at a Non-Wendigo. Due to their Decaying flesh Wendigos will release a large decaying smell whever they are, even those who are no longer mentally losing it. The good thing is they can easily tear their flesh off to throw at enemies, the flesh turning into acid. Luckily Wendigos heal fast, so they'll have a new fresh layer of clean skin. It'll take a whole thread to replace every layer of ripped decayed flesh. Takes 2 slots.
[attr="class","RaceStat"]Population: 0
|
[attr="class","NewsSmallTitle"]Spring | [attr="class","RaceName"]Unicorns
[attr="class","RaceDescription"] [attr="class","RaceDescription2"] The most purest and beautiful of all creatures were one day graced on this earth, when light poured from above taking on a pure form. Some unicorns are born without a horn or with wings, and have been considered "impure" eventually kicked out of the herd. There is a small cult whom eat human flesh, that cannot attack those of King Author's Bloodline due to the Virgin's Blessing. Humans have been known to use Golden Thread to enslave a unicorn to that human, it has been rarely recorded as successful. _________ Flower Growth: Due to the healing properties and purity of the unicorn's form, flowers have been known to randomly pop up around a unicorn. Sometimes one individual flower, sometimes a large bouquet. Unicorns absolutely cannot control this and some even disdain this due to easy tracking. Gives 1 slot
Purifier: With its purifying abilities unicorns can turn just about any part of forest to a healthy natural state, as well turn anything with impure water into rich mineral water. Sodas? No more! Takes 0 slots
Almighty Healer: All unicorns are born with the innate ability to heal anything with any part of its body to the point of causing immortality through consumption of its blood. Should a unicorn trust any other character they can heal all ailments a character has, though at a price of its horn. Takes 0 slots
Human Form: Usually considered "Pretty and Soft skinned" these humans are unnaturally graceful, thin, and rather beautiful. Normally noticed to be top of the popularity list should they ever attend school or humanity. Though due to how Unicorns see humans as useless impure creatures, they rarely socialize. Takes 0 slots
Light Bearer: Fancier wording for Light manipulation, as in they can control brightness in an area. Sometimes wielding enough light power as to burn something like fire. While cuts through Shadow, weakened against Darkness. Takes 1 slot; 2 slots +fire
Fleshed Blessed: When a unicorn eats a human flesh they gain this ability to locate any human in an area by scent alone. The only problem is the cost, they will be craving flesh till the day they are hunted down and killed. If a unicorn consumes enough flesh they can actually read human thoughts. Takes 1 slot.
Fastest Around: While most unicorns prefer a slow calm quiet pace, some unicorns have been known to completely different. These guys love races and are competitive in nature, they've been known to run across water with complete ease. Placed against the flash, they're only half the speed. Takes 1 slot
Unicorn's Blessing: Should a unicorn ever fall in love with another creature, that creatures will shed its original skin for more human skin. This human skin is known to be just like a unicorn's form and includes the ability of flight through angelic wings. The only problem it requires the unicorn's Almighty Healer to take full effect. Takes 1 slot
[attr="class","RaceStat"]Population: 2
|
| [attr="class","RaceName"]Angels
[attr="class","RaceDescription"] [attr="class","RaceDescription2"] In the past, there had been God worshipers who had taken their devotion to such a high levels, they held a willingness to mutilate their own bodies. These crazed mutilated individuals began seeking others with similar mindset, eventually reaching a point to sacrifice themselves in the name of their chosen God. Those who killed during a ritual manage to possess a corpse, found they rose from Death in a unique and more powerful form. These few chosen will become the first generation Mother Angels, each granted a way to sway others to their beliefs. Eventually these newly made angels repeated their rituals to create the next generation dubbed "Fallen Angels". A higher level generation were found to be weaker, however more immune to the Borrowed Power Sickness. This great beginning didn't last long because possessed corpse an Angel used, will gradually begin to decay forcing, this forcing angels into action. Either possess a new corpse, or use their unique abilities to replenish what has rotted away. It was with the growing popularity of using the replenishing ability, angels created a new economic system to live by. Main goals to prevail even against the wishes of their chosen god, prove that they are worthy. _________Borrowed Power: Every Angel upon creation must proclaim their love for a single chosen god, this god can be just about anyone from any original to mythological story. This proclamation before death allows them to "replicate" that God's abilities, however at the cost of a high weakness against the God's counter part. Example of this would be a Sun God borrowed power, the Angel will be highly weak against Night/Shadows/Darkness, causing them to always have light on them 100% the time or risk dying. Abilities "borrowed" must be specified upon creating bio, along with weakness relation. 0 Slot MA's Inheritance: When a Fallen Angel betrays their Mother Angel, making the final blow, they will take in all the Mana, parasites, past contracts, overall character status, and abilities of their Mother Angel. Thus becoming the new head Mother Angel of the family. This usually requires high intelligence, teamwork, and/or lots of luck. 0 Slot. Fallen Angel Angels who were created by Another Angel's influence and soul Link ability. These Angels are directly linked to their "Mother Angel", and can loose all their mana to their Mother Angel at any time. These Fallen Angels are weaker in abilities and lower in mana. The Lower the generation, lesser the abilities the lesser Ability Borrowed power ill-effects. 0 Slot Eternal Brand: When a character is licked by the Mother Angel, a small tattoo will form where they had licked. This brand similar to a Heartless imprint, will allow that Mother Angel sense the location of their chosen victim no matter the dimension. Brand can be removed by burning or slicing it away. 1 Slot. Angelic Wings: An ability that allows Angels to create wings themed after their chosen God, using the elements around them related to their gods. Example would be God of Earth have Earth and Wood themed wings, Egyptian God wings of Egyptian theme. These wings can fly, mainly through an odd type of spiritual magic. Takes 1 slots Angel's Soul Piece Angels can split their soul at most 8 times to posses or partially possess characters and influence their minds. Allowing these characters to be more brainwashed into what the Angel's wishes them to be like. This requires the angel to share 1 item to another character, that character must accept, upon acceptance the character opens pathway to their soul. Angels cannot possess Champions, Wendigos, Gods, Fleshed Blessed Unicorns, Heartles[will turn angel heartless], and/or Starlights. If a trivial or saint, is in the same room as an Angel, the angel can possess both Champions and trivials. The Angel must become a trivial/champion in order to insert themselves into a Saint and/or God. With each soul split they'll find their bodies decaying faster, losing control of their own personalities risking insanity, and closer to becoming a wraith. Easily fixable by simply pulling back 1 soul from stalking/manipulating a character, be sure that manipulations happen in pms per thread a character posts in. Costs 1 slot for every soul split, if soul returns slot will not. Euphoria's Love: Whenever a character eats a maggot that has consumed an Angel's flesh, they will become addicted to those maggots. The more they consume the more they will crave and become obedient to that specific angel. This ability will not work on Phobians, Gods, Saints, and Heartless. Takes 1 slot per race your character influences. Replenisher: For every 3-5 maggots eaten by an angel that has consumed another character's flesh, not an angel's flesh, they will regain their bodies. This ability allows Angels to appear "beautiful" despite being a walking corpse, slight higher boost in mana levels, and slight boost against their Borrowed Power ability weakness. Takes 2 slots
[attr="class","RaceStat"]Population: 1
|
|
|
|
Post by Ginger on Mar 16, 2017 19:05:15 GMT -6
[attr="class","NewsBack"] [attr="class","NewsBigTitle"]Dead Races These are most commonly Event races that are no longer available and are sitting here to gather dust. Members who earned these races will have race tokens in their member inventory, if you ask you around you might be able to get one of their tokens. For the most part these characters are simply too awesome, numerous, and/or lame to be available all the time. Earned tokens show claiming rights to inactive races, members with tokens may at anytime use them to create illuvians with inactive races without using token.
| [attr="class","RaceName"]Heartless [attr="class","RaceDescription"] [attr="class","RaceDescription2"] A forgotten sickness, that twists souls into consuming their own heart. This sickness a Mixture of hatred, jealousy, lustful desires, and/or the shadows of one's soul; was once created by a simple desire that twisted the first victim's soul into consuming its own heart.Once created and successfully consumes its own heart, leaving an empty husk its old body, will take on a new body. This newbody, will have their emotions amplified, having greater passion to take what they desire. This creature will follow its Hive Leader's main goal creating "freedoms" that is so powerful it actually "intertwines" souls around it. With how easily the sickness could spread it was soon considered a plague, forcing the Gods to unlock "keyblades", the only gifted weapon to destroy the unbeatable Heartless. However Heartless have found a way fight back, simply by creating Keyblade Bearers of their own, those strong enough to kill Gods.________ Loveless: When a Heartless manages to convince another character of another race to accept their "love", that character will soon have their soul slowly eating away becoming a Heartless. If this ability is inherited, the past "victim" will feel the need to "love" another and free that one from the "binds of fate". Takes 0 slot
Deepest Desire: All Heartless are born with a natural innate ability to sense what another character's deepest desire can be, this they usually try to achieve by simply acts of understanding and manipulation. More often then not a Heartless will attempt to morph that character's desire to match the desire of the Hive, to be "free" from fate and the gods. Takes 0 slots. 1 twisting the character's desire.
Hive Signal: Some Heartless have the ability to send out a signal to other Heartless near by should they need of assistance, they however can always be tracked by the "queen". Takes 0 slots.
Hive Darkness: The more Heartless gathered in a thread, the stronger and disobedient their Darkness element can be, if one is not careful they may find themselves easily overwhelmed. Takes 0 slots.
Shadow Manipulator: Heartless are naturally born to control the shadows around them to better hide their intentions and weaponize those shadows. Usually focused more on their own hearts versus shadows of items, it can be possible for them to summon shadows in a pure lit room for quick escape. Can easily be cut away by Light Manipulation. Takes 0 slot.
Shared Agony: Heartless all connect back to the center point of the original sickness, the "queen", thus they can feel when she is in pain or need of Help. She in turn can also sense when her fellow subjects is in pain and may choose to show other Heartless, as the main center point of pain shared. However due to the queen being the cent most point, she is forced to feel all of her subjects emotional pains and physical pains, sometimes causing her to have temporary break downs. Takes 0 slots.
Sickened Imprint: Heartless can imprint individuals they come into contact with by touching their forehead and placing a seed of darkness inside that individual. This seed, will allow that specific heartless to track the the imprinted character anywhere inside the town. Takes 1 slot
Sickened Imprint Memorias: While Heartless do not normally recall a change in the timeline, they can however recall any imprints they have made in the past and easily seek out that imprint. Should the timeline erase the imprint from ever being made, that Heartless will remember every detail of their encounters of those imprinted. REQ: Sickened Imprint. Takes 1 slot.
Brokenheart Effect: The more threads a Heartless is with another character, the more the character feels this "sickening" effect that causes them to crave the Heartless attention. It could be almost like tugging at your heart, however fighting to keep it under control. This ability can be countered by Emptiness Effect and by Purifier. Takes 1 slot
Soul Shadow: All characters have regrets, miseries, and etc heavy on their hearts. The Soul Shadow allows heartless just to see how much pain another character race is going through by looking at their souls. This is usually represented by how dark the soul is. The only problem the thicker the Darkness or Light the more drawn the Heartless is to that character, almost like an addict wishing to claim it. Takes 1 slot.
Corridors of Darkness: Allows Heartless to jump very long distance, the shortest distance at 50 feet and longest into other alternate universes. These Corridors are connected to the Realms of Heartless specifically "End of the World", allowing otherworldly travels. The only problem is the corridors stay open for a long period of time, long enough that a heartless could easily be followed in their homelands and the exit corridor by another. These corridors length will change based on how far the Heartless wishes to travel. Takes 2 slots short. 3 planets/space. 4 AUs.
Soul Touch: When a Heartless looks into another character's soul they can see the most recent thread that character has been. This information will be fed to the Heartless as it decides exactly what sort of soul is inside the living body they gaze upon. Souls usually come up as either one of the 7 sins or 7 virtues, it is possible for one of each to pop up. Takes 2 slots.
Soul Touch v2: An ability that actually explains why they choose that they did, it has the history for the reasoning behind each virtue/sin soul infatuation. This ability usually used by Heartless to better understand the character they are dealing with, to make a better "connection". Takes 2 slots.
Darkness Manipulator: Its an odd element in that it is actually alive it is stronger than the shadow element and will even fight its own user if given a chance. This element is weakened, but not stopped, by light element manipulators. Due to this thing being alive it will bleed out if sliced and recoil upon being sliced. Biggest weakness is that the tentacles can be sliced down. Takes 3 slots
[attr="class","RaceStat"]Population: 2
|
| [attr="class","RaceName"]Nobodies
[attr="class","RaceDescription"] [attr="class","RaceDescription2"] A leftover body of a Heartless, these empty husks transform to take on a soulless human form that begin wandering aimless for years. As time passes the other creatures around them forgot the existence of Heartless; Nobodies soon confused as ghouls or really useless meatbags. However should anyone attempt to interact with a Nobody they'll find they are the most emotional, creature in this world drawing on the emotions of others into their empty husk bodies. While they might be empty of a heart and soul, they are still Alive. These things draw on the power of the emptiness around, they are able to manipulate to create this blue essence that can perform abilities/tasks from their original Creature form. Due to being empty husks, they have not aged a single day. Gods have been known to take husks and use them to influences those outside of their reach, usually by giving the husks pieces of their power and sending them on a journey. Husks may take abilities from their Origin race, example if merpian can now use amphibian. _________ SIMILAR TO ILLUVIANS, They have 6 points and take on abilities from Original Race Form.
Susceptible Body: Due to husks being empty of souls they can easily be possessed by demons, gods, and floating lost souls. Gives 1 point
Emotional Inheritance: Nobodies are highly susceptible to the emotions around to the point of sensing how other characters feel and can actually inherit those feelings. Let's say a Nobody around 2 lovers, they'll feel love toward both of those lovers and probably stalk them. Takes 0 points
Loyal to Fault: Whenever a Nobody attaches itself to a character, they'll do everything in their power to protect and serve that character. While not exactly the same style of a hellhound, much more docile, they make great little servants for Gods. takes 0 points.
God's eyes: With Nobodies useless bodies soon used by the Gods to influence the world, they've actually created an ability that allows them to sense a fate of another character by touching that character's eyes. takes 1 point.
Mind Read: Whenever a Nobody husk grabs another character's arm or hand, they'll have visions of that character's past, emotions, and/or see into that character's mind. The result depends really on the roleplayers agreement of what's shared. Passive uncontrollable ability, usually random. Takes 0 for emotions. 1 last thread. 2 for past past. 4 for Mind entry.
[attr="class","RaceStat"]Population: 0
|
| [attr="class","RaceName"]Merpians
[attr="class","RaceDescription"] [attr="class","RaceDescription2"] Click for Merpian CultureAquatic creatures that live within the Lake.... That have their own secret underworld society. These creatures have been known to animal or human form most recognizable by their fish tail or brightly aquatic colors. These guys can only survive in fresh-water, and usually dry up if ever "drowned" in saltwater. Should they get wet, they'll always show their true form. Known to worship the moon Goddess. _________ Amphibian: All Merpians have the ability to breathe both on land and water, this allows them to travel inland by choice. Should their skin fully dry they'll take on a human or animal form, with odd tear drop moon marking. If born on inland the pup would look like its parents amphibian inland form. Takes 0 slots. Water Lungs: Character can breath under water. Nuff said. Takes 0 Slots. 1 Slot to share ability. Adaptable: A rather adaptable species some can actually adapt to any and all types of environments. Want to swim in lava? Immune to getting frozen? Mind control? Salt? Poison? This is the ability it will require. 0 slot for 1 immunity. 1 slot for 2 immunity. 2 slot for 3. 3 slot for 4. 4 for 5 immunity. Moon's Blessing: All Merpians fully heal if placed within fresh water reflecting the moon's surface. Some have even known to come back to life, though are unable to bear pups. This is the reason why Merpians are banned from leaving the lake, as they will more likely be killed. Takes 2 slots. Poisonous: Some of the mer-folk have high amounts of poison running through their veins from a poison gland. These guys can have one of two poisons sleeping or sickness. When stabbing a character with their nails or teeth they'll force that character into a deep slumber or a sickness that will grow. 2 slots sleeping. 3 slots for sickness. 4 slots for both. Infection: Something rather rare within the mer-folk community, some have been known to produce a poison that actually transforms other races. What sort of transformation? Well it turns those into mer-folk, tail and all. This infectious transform has only been reversed by the blessing of the moon or ability wielder. Takes 2 slots. Seer: Those purest of watery hearts has been known to be visited by the Moon Goddess with prophecies. These mer-folk almost always receive blessings and knowledge of future events and plot themes. Beware, these prophecies can be changed to far worst. Takes 3 slots.
[attr="class","RaceStat"]Population: 0
|
|
|