APPEARANCE: Namekians are humanoids which take characteristics from both plants and mollusks. They are commonly of green or greenish blue colouration and their skin is patterned on the abdomen and limbs with soft plastrons that range in hues from pink to peach or even yellow and dulled blues. Their skin colour is dependent on their parentage and the mineral composition of the water they drink, as some Namekians of planets other than Earth or Namek may have different hues among them.
They have sharp pointed ears, and a variable amount of antennae upon their heads, perhaps even short stubby horns or some manner of head-fins sometimes. Some Namekians can (though most rarely do) grow shell-like plates along their shoulders and back; similar to the shell of some mollusks. In even rarer cases, some Namekians grow flat moss on their head and face, which just barely emulates hair.
BACKGROUND: Namekians are a benign species of peace and cooperation. Well-known among the sentient species, they have been trading with others for millenia. Their society is founded in disciplined egalitarianism and profound spiritualism, and it has managed to resist falling to many more power-hungry species for centuries. although After a long time of peace, the winds of change once again blow through the Ajissa trees, and who can say what will be the fate of the fabled Namekians?
Age Ranges: Namekians are believed to be the species that most rapidly reaches adulthood outside of those 'born' as adults. They very commonly are fully developed adults within 5 years of their hatching though some variance has been seen some taking up to 10 years. Namekians also live quite long lives having a general life expectancy of around 300 Years, however after roughly 150 years they enter a state of 'old age' for the remainder of their lives.
NAME EXAMPLES NAME PUN THEME: Molluscs & Musical Instruments
CANON Piccolo, Nail, Esca, Cargo
ORIGINAL Doromm, Nimereht, Oyosta, Seleno
SPECIES TRAITS
CORE TRAITS
All namekians have both of these Core Traits.
REGENERATION
Once per thread you may heal yourself for 60% damage at the end of your post. As you activate this trait, you can choose to forgo either type of action (Offensive OR Defensive) in its entirety; You gain +1 MP for one, and +2 MP for both.
CLANSMEN
Pick one of the following abilities:
Warrior Clan: While in your strongest available form, you may activate 10% MP Power Boosts on all of your Defense techniques for free. Additionally, you may gain up to 1 MP per turn when boosting a Defense technique (while not using Max Power).
Dragon Clan: You can heal with your magical abilities. Twice per thread but once per turn, as your Attack Action, you may spend 2 KP to heal yourself or an ally for 60% HP. You may choose to increase the healing effect by 10% for every 2 MP spent, up to a max of 30% additional healing. If you heal at least 50% with the use of this trait, you also cleanse a negative status effect not afflicted by other Traits or Super Items. This heals for your BASE PL value against the target's Base PL.
Mazoku Clan: While in your strongest available form, you may activate 10% MP Power Boosts on all of your Offensive techniques for free. Additionally, you may gain up to 1 MP per turn when boosting an Offensive technique (while not using Max Power).
OPTION TRAITS
You may PICK ONE of these three traits!
IMPROVED CONSTITUTION Twice per thread, you may add the mending variant to a standard defense technique. In addition, increase healing from outside sources (healing consumables, heals from other players) by an extra 10%.
SELFLESS Once per thread, you may use a free 40% strength defense technique when you block for another player. This has the unique variant 'steadfast', which prevents bleed-through to the initial target if you are defeated by the attack and are within 60% of the attack's initial power level. You may use this trait in response to being defeated in a thread, automatically using this free technique for another player before immediately succumbing to your wounds.
BATTLE WISDOM Twice per thread you may add any non-sparking variant to any standard technique you use. Your second use must be on the opposite technique type to the first. These cannot exceed two variants on one technique.
TRANSFORMATIONS
TRANSFORMATION NAME
MULTIPLIER
PREREQUISITES
Great Namek
x5
Starter Transformation
Caste Hero
x16
100,000 PL
Super Namekian
x22
150,000 PL
Mystic Namekian
x32
250,000 PL
Guardian
x43
350,000 PL
All transformations can be renamed and re-flavored within reason for the species.
Oct 20, 2024 18:31:30 GMT -5
Marimba: Yep. Better than ever too.
Oct 20, 2024 21:26:39 GMT -5
Rhuba: I wish I saw Marimba talk more in the Discord.
Oct 21, 2024 16:21:05 GMT -5
Yakito: Marimbus will perish by my hands.
Oct 22, 2024 2:13:57 GMT -5
Chomei: Marimbus will persevere by my hands.
Oct 22, 2024 4:38:31 GMT -5
Rhuba: Why is he preserving your hand?
Oct 22, 2024 15:18:52 GMT -5
Pom: Maybe he likes it?
Oct 22, 2024 17:04:34 GMT -5
Marimba: It'll come in handy some day
Oct 23, 2024 12:26:15 GMT -5
Mister Steel: Chomei's estate is vast, and marriage into the family can only benefit Marimba with access to cattle, pasture land, and much grain to feed his armies.