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Xenos
Sept 5, 2011 15:48:34 GMT -5
Post by lordtovel on Sept 5, 2011 15:48:34 GMT -5
Species Name: Luna Lupusvir (often just Luna Lupus) World: Luna (Earths Moon) Technology Level: 7/10 Magic Level: 6/10 (Luna Veneficus only, 3/10 for nature magic) Age Spectrum: Aging appears to have halted. Though children generally make it to about 18-23 before they stop aging. Strengths: increased strength, agility, durability, and intelligence; claws and bite; enhanced senses and powerful olfactory sense; Magic and Technology Weaknesses: Silver; only the two magic types listed above are available to Luna Lupusvir (all other types are locked to them)
Physical Description: Normally human in appearance, with elongated canine teeth. However, without the Control Serum they sometimes shift, growing massive muscles, increasing in height by about a foot or more. They have claws and sharp fangs, though their snout is only a few inches out. Additionally, their body becomes covered in short fur. Psychology: They think about what is best for their society first, then what is best for all others. They do have a pack mentality, though, they have a strong sense of scientific curiosity backed by powerful logic... and magic. However, without the Control Serum, they suffer from lunacy and cannot be rightly controlled except by very rare cases. Culture: Luna herself is viewed at the top of their pseudo-hierarchical society, followed by the Luna Phasmatis and then the Luna Lupus themselves. those who choose to join the Guardians, are viewed as equal with the Luna Phasmatis. with that said, the merit of your achievements holds where you stand within your section of the hierarchy. The majority of the species spends most of their time in the forests of Luna (the moon, not the individual). But everyone respects the hierarchy, science, and Luna's word is law. Secrets/Notes: long ago, before Earths destruction, werewolves existed in the background of society, hidden away. they were created by the gifts of father wolf given form by Gaia and Luna. Father wolf died, and in his death passed on his gifts to Gaia and Luna. making a werewolf was a joint effort however, and when Earth died, so too did Gaia. and when the moon hit the research station, Luna used her magic to preserve all that she could, saving thousands of lives, and turning them into what she called her Moon Wolves, or Luna Lupusvir. those that she could not save in time, she made into Luna Phasmatis (separate entry later). This endeavor has permanently drained and wounded Luna... The next fifty years passed and the Luna Lupusvir kept their home cloaked, as they terraformed its surface. they used a serum to lock away there new forms and the lunacy that went with it, which allowed many of them to finish the important task of establishing a society. One of the only once-human species capable of magic and coming almost entirely from scientist stock, the fusion of science and magic was nearly instant. Technology that was inherently infused with magic became their staple, they improved their Control Serum, the cloaking was advanced, and they began making suits, scanners, weapons, and more. Their numbers increased as offspring were born. When one of their kind died in some way, their spirits were Luna Phasmatis. In time, they decided that Justice was not being withheld in space, and so they created a caste in there society, one that you could volunteer to join. they called them the Guardians. A Guardian had to undertake special physical and mental training, while also having implants that allowed them to utilize a special suit designed for the rigors or the task they had chosen to uphold. Unless they are a Guardian, they are almost never found off of Luna! society has no idea that they, or Luna exists!
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Xenos
Sept 5, 2011 16:10:40 GMT -5
Post by lordtovel on Sept 5, 2011 16:10:40 GMT -5
Species Name: Luna Phasmatis World: Luna (Earths Moon) Technology Level: 7/10 Magic Level: 7/10 (Luna Veneficus only, 5/10 for nature magic) Age Spectrum: N/A Strengths: Incorporeal, invisibility at-will Weaknesses: Silver; only the two magic types listed above are available to Luna Lupusvir (all other types are locked to them)
Physical Description: They are glowing specters, appearing as they did in their peak when living. Their hair is white, but otherwise they can be seen through faintly. They can appear either as their human form or their hybrid human-wolf form as they will, but having no physical form means that there magic and their words are the only ways to interact with the world around them. Psychology: psychologically speaking, these spirits are the most logical and scientific species that man will never know. they dedicate their unlife to these things, while watching over and teaching the younglings, as well as the rest of society. they answer only to each other, the Guardians, and Luna. All others have to have luck by their side. Culture: Luna herself is viewed at the top of their pseudo-hierarchical society, followed by the Luna Phasmatis and then the Luna Lupus. Those who choose to join the Guardians, are viewed as equal with the Luna Phasmatis. With that said, the merit of your achievements holds where you stand within your section of the hierarchy. The majority of the species spends most of their time in the forests of Luna (the moon, not the individual). But everyone respects the hierarchy, science, and Luna's word is law. Secrets/Notes: A ritual exists that only Luna (and a very small handful of individuals) knows called Phasmatis Reus. This ritual binds a Luna Phasmatis to a Luna Lupusvir. unlike a normal binding ritual, the effects of this ritual perfectly fuse the two beings. This ritual has only been performed once, and the individual in question is ever by Luna's side, learning from her immortal wisdom. This Species is never found off of Luna (unless returning to luna after death as a Luna Lupusvir, and they are invisible during this time, so they are never seen).
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Xenos
Sept 8, 2011 18:12:36 GMT -5
Post by lordtovel on Sept 8, 2011 18:12:36 GMT -5
Species Name: Human World: Numerous Space Colonies Technology Level: 5/10 Magic Level: 0/10 Age Spectrum: 0-127 years Strengths: N/A Weaknesses: Incapable of Magic
Physical Description: Human Psychology: After Earth's destruction and the current econmical and social dependency on various xeno species, humans mostly suffer depression as a species, though push through, for it is the human condition to adapt and survive. Culture: Mostly supressed, but varied based on Space Colony Secrets/Notes: ???
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Xenos
Sept 8, 2011 20:15:12 GMT -5
Post by thanatos1320 on Sept 8, 2011 20:15:12 GMT -5
Species Name: Mantavalian World: Mantaval Technology Level: 9/10 Magic Level: 0/10
Age Spectrum: Aging halts looking to be early 20s but until then is excelerated such that they are sent off-planet at only days old.
Strengths: Agility, dexterity, and intelligence; limited telekinetic and telepathic ability and a mind that is almost impenetrable to unwanted psychic attacks. (Other strengths can be gained or lost depending on what job the clone is made for.) Weaknesses: Incapable of Magic (This flaw has so far been unable to be fixed by genetic manipulation)
Physical Description: Every Mantavalian looks the same, except for hair and eye color. They are 5'11” and look rather like a human male except for a blue tinted skin, a lack of hair anywhere but the top of their head, and a lack of genitalia. The only way they can tell themselves apart are their minor telepathic ability.
Psychology: The Mantavalian species as a whole is generally one that keeps to themselves. They don't interfere with other species affairs unless they foresee a future benefit or danger for their species. This does not mean that individuals won't interfere, for the individual themselves may have their own agenda and often work towards this idea at the expense of others.
Culture: The Mantavalians are a highly advanced scientific species and do not worship any type of higher power. They live within a very structured world where there are no civilians and there is no military, there are no rich and there are no poor. All Mantavalians that live on-planet have lived there since creation and shall live there tell death doing whatever they were created to do. Each Mantavalian is made for a specific reason and then sent off to fulfill that reason. If the Mantavalian was kept on-planet then it was most likely a mundane and repetitive task like food creation or garbage disposal, a creative task such as inventor or scientist, or a high government position. If the Mantavalian was sent off-planet this reason is often kept secret from all but the Mantavalian that it belongs to and is decided by the Mantavalian government. But they either take a job on another planet or travel the stars as a mercenary.
Secrets/Notes: The Mantavalians are incapable of reproducing after thousands of years of genetic manipulation, because of this they must now create genetically altered clones to prolong their species. They are also known to have an extremely extensive spy network throughout the known reaches of space and will give anyone information for the right price. It is said, though there is no proof and the Mantavalian government refuses to comment, that they have even created clones that are identical to members of other species in order to temporarily replace them as to gather information. Then, when they switch the clone back with the real deal they give the real species member slightly altered memories of what the clone experienced as him/her to replace the memories of getting abducted and held against their will. It is because of this that the popular saying “You must have been switched with a Mantavalian” came about whenever someone is shown to remember something wrong. The Mantavalians recently revealed that they were on earth 50 years prior to Human space travel. But did not interfere with any human lives. They claim they were able to go undetected because of their TST.
Technology: The Mantavalians have developed quiet a lot of unique technical achievements that they don't share with others. These include beaming technology (teleporters), intergalactic hyperdrives, plasma beam weapons, Memory-grafting device (Which at the moment can only which can read and store the memories of a Mantavalian, but can use stored data to alter the memories of any species), energy shields, and True-Stealth-Technology. (Also known as TST, this is used to block out the user from all 5 senses. It is currently too large to be used as a personal device.)
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Xenos
Sept 9, 2011 12:03:22 GMT -5
Post by lordtovel on Sept 9, 2011 12:03:22 GMT -5
Species Name: Arcane Mutants World: Numerous Space Colonies Technology Level: 5/10 Magic Level: 0/10 Age Spectrum: ??? Strengths: Mental intrusions and attacks harm the attacker's mind instead of functioning as normal; Varies too greatly to list Weaknesses: Incapable of Magic
Physical Description: Too Varied to accurately define Psychology: After Earth's destruction and their subsequent mental and physical warping, many have taken an antisocial mindset, avoiding other as much as possible, though this depends largely on the nature of their mutations. Culture: Mostly suppressed/in hiding Secrets/Notes: Humans who could use magic prior to Earth's destruction, and survived to see its end, found themselves changed; their bodies and minds warped in strange ways. They gained new 'natural' abilities (natural in that their bodies naturally produce the effects, unnatural in that they don't necessarily make scientific sense), strengths and weaknesses. No magic utilizing human was spared, not even those classified as Supers.
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Xenos
Sept 10, 2011 23:05:16 GMT -5
Post by lordtovel on Sept 10, 2011 23:05:16 GMT -5
Species Name: Bergrisi World: Meginland Technology Level: 2/10 Magic Level: 5/10 (6/10 Myrkrsál) Age Spectrum: 0-350 years Strengths: Increased Strength, Endurance, and Balance; Extremely Thick Scales; Arm Spikes (right arm only); Tail; Skilled with Archaic Arms and Armor (both in use and creation); Deep Meditation (Logn Hugr); Berserkr Weaknesses: Decreased Agility and Intelligence; Decreased somatosensory sensitivity; difficulty understanding most technology
Physical Description: Averaging 9 feet tall and weighing usually around 1000 pounds, these bipedal giants have massive muscles and thick, red scales that cover their entire body. Out of there right arms protrude a pair of three foot long spikes that are harder and more durable than most human metals. In actuality their entire skeletal system is like this. The weight of their bones and the muscles necessary to support the weight of their own skeleton is the primary reason they weigh so much, the thick scales only adding to that. Psychology: Very archaic and extremely superstitious as a species. Culture: A very tribal society, the Bergrisi are led by there shamans (who are worshiped and feared). Most of the other tribe members are warriors/hunter-gatherers. Every tribe is extremely territorial, and leaving ones territory for any purpose, other than to expand their tribe's territory, is seen as abandonment and is punished with death. Every Tribe member, including the shamans, are taught how to use and create various weapons and armor from a very young age. They are expected to improve on this skill throughout the years, and create their own set of equipment and then put it too the test without it breaking for when they wish to become adults. Thanks to this, the Bergrisi create the best quality archaic arms and armor in the known universe. Shamans within their society, besides their leadership roles, are coveted for their magic, which is mostly slow, archaic rituals that involve drawing symbols into the ground, strange herbs, and ointments, and other similar things. Its actual effects include boosting physical capabilities for a duration of a few days at a time (based on how well done the ritual is), repairing broken items (to include arms and armor), enchanting arms and armor to be more durable, and interacting with the spirit world. It is important to note that the Bergrisi have only one type of magic that does not require rituals to perform: Myrkrsál. Myrkrsál produces immediate affects, and is the only directly offensive magic available to the species. However, its power is enticing and its use is intoxicating. The fact that it is a magic that comes inherently to all Bergrisi shamans only makes it worse. Its use warps the minds of not just the Shaman using it, but all other Bergrisi around them, making things that would normally be morally wrong seem like perfectly fine things to do. Their bodies are tainted by the use of Myrkrsál, turning their scales black over time. additionally, dark spirits tend to gravitate to Myrkrsál users... Within the warrior caste their is a very dangerous, yet useful skill that often kills its user if it is not used very carefully. Few have mastered this skill, and those who have are called Berserkr (which is the name of the skill itself, interestingly). Its use sends the user into a blind, killing frenzy, where they can no longer tell friend from foe; they no longer feel pain, and their physical capabilities are increased (strength, agility, and endurance only). It is worth mentioning that Myrkrsál is usable while using Berserkr, but only because it is an instinctual magic. However, few Shamans find themselves learning, much less mastering, Berserkr. Secrets/Notes: Bergrisi are not capable of, nor have any desire for, space travel. It is a sad fact, however, that they are often kidnapped from their planet for use in gladiatorial matches, as body guards, or sometimes they are simply killed for their scales and bones...
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Xenos
Sept 11, 2011 15:00:27 GMT -5
Post by lordtovel on Sept 11, 2011 15:00:27 GMT -5
Species Name: Lupinarith World: Lupinous Technology Level: 8/10 Magic Level: 0/10 Age Spectrum: 0-70 (adulthood achieved by 15) Strengths: Increased Dexterity and Intelligence; Four Arms; Strong/Skilled Climbers; Technologically Adaptable Weaknesses: Decreased Agility and Jumping capability; Incapable of Magic
Physical Description: The Lupinarith are a race of lupine/naga hybrids. They have four arms and bodies entirely covered in fur. Their heads are look like that of Earth's wolves and their upper torsos are humanoid in shape. Their main form of propulsion is the long, slender snake tail that moves them at a comparable pace to that of a human at their fastest. They can climb as quickly as an average human running. Psychology: As a species the Lupinarith are curious almost to a fault. Culture: Lupinarith are a tribal species, despite their scientific advancements. They are not as territorial as other tribal civilizations, but do not allow other tribes to enter their population centers unless circumstances deem it necessary, such as important trade, a matter or honor, natural disasters (including war), or threat warnings. The Lupinarith, as a whole, have a very strong focus on honor. Insulting their honor is a justification to mortal combat. Secrets/Notes: This Species was only at a technology level of 2 merely two centuries ago, but quickly rose to a level 8 when a Mantavalian vessel crash landed on their planet; the crew dead, they had only the technology, and they learned what they could faster than the Mantavalian's expected or could react to. The interstellar ship was capable to fly again within two decades (though is safely stored away), and other modified versions (Lupinarith-compatible) were ready and sent up within three decades. Now, they are often hired out as mechanics to build schematics for ships, create/repair of ships, and occasionally other technology as well. It is important to note that they have made extreme advancements in other sciences as well, but these rarely receive notice, which is fine by them...
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Xenos
Sept 12, 2011 19:01:23 GMT -5
Post by lordtovel on Sept 12, 2011 19:01:23 GMT -5
Species Name: Hemokias World: Alkerone Technology Level: 5/10 (7/10 for Alchemy/Chemistry) Magic Level: 3/10 Age Spectrum: 0-150 years Strengths: Increased Dexterity; capable of traversing almost any solid surface as though it were the ground; Immune to Poisons, Toxins, Viruses, and Diseases of all kinds; can alter their own blood to produce any Poison, Toxin, Virus, or Disease (or any combination thereof) that they have ever taken into their body; Skilled in Alchemy/Chemistry Weaknesses: Decreased Endurance
Physical Description: Hemokias have long, thin arms with three elbows, hands with seven fingers with four knuckles each and two thumbs with three knuckles each. They have four long, thin legs, each one with two knees. Their legs are almost reminiscent of insect legs in body placement. Hemokias have skin that ranges from navy blue to grey and appears scaly in some places, particularly around their joints. they are a hairless species. Psychology: Hemokias have an instinctual sense of predator-hood, and tend to see all others as their prey, and in fact often kill others of their kind in order to rise in position. Since this species reproduces rapidly, this does not affect their population. Culture: The Hemokias are very power oriented: the strongest is the leader and all others are underlings. Thanks to their connections with the Mantavalians, the subsequent expansion has somewhat curbed this, but only because they view other races as even lower on the food chain. their primary sources of economy come from their Alchemical and Chemical products, and their businesses within the black market (the poison trade in particular). Secrets/Notes: The Hemokias Run an intergalactic assassins guild called Nightshade. Nightshade is funded by both themselves and the Mantavalians. Any species can join, but only the strongest survive the training and come out of it as Nightshade Assassins.
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