This thread is meant to serve as an encyclopedia of custom alien species that players would like to encourage others to use. You are not required to post your custom species here, and you should only post in this specific thread if you are prepared to consent to other players using your species. When posting, you should try to consider the different things that players will want to know: physiology, culture, powers, transformations, and that sort of thing. Players may still choose to divert somewhat for their own take on the species.
In order to to add a species to the Alien Compendium, fill out a post with the following information. You may format this differently. Posts deemed ineligible will be moved.
Name: What is the species called Origin: Where are they generally from Common Affiliation: Are they associated with any particular faction or factions Physiology: Describe the physical characteristics of the species: abilities, appearance, etc. Backstory: Relevant backstory elements Rules: Are there any serious rules you would request players follow in creating a character?
Traits: Likely traits from the alien spread that you suggest/you think would fit best Transformations: Any key transformation milestones you think are important
If these species exist in canon, you can add common headcanon, but you cannot mandate this be followed by all other players.
Species added here can be used by anyone.
Rules must be within reason: you can request players maintain the lore you created, but you can't dictate their character behaviour or specific stories.
Species backstories must be held within reason: don't make them too vast or powerful.
Last Edit: Feb 21, 2021 13:44:28 GMT -5 by Staffbot
APPEARANCE: Saibamen are short, green bipeds with sharp claws, pointed ears, and bright red eyes. While most often green, they come in a variety of colors. Saiba-Beasts, meanwhile, can come in virtually any form of animal. Both saibaman and beast have hard, armored carapaces and some plant-like qualities.
BACKGROUND: Saibas are native to Planet Plant. While most creatures take eons to evolve, Saibas can undergo mutation in the span of a single lifetime, making them an extremely varied and adaptable species. Saiba-Beasts have lived on Plant for thousands of years. Saibamen were genetically engineered by Plant's people a few hundred years ago as workers, though some returned to the wilds.
While most only have primitive intelligence, the war on Plant has pushed some to sapience, whether it be through natural mutations or unnatural, biological experimentation.
NAME EXAMPLES Jawbones, Spyne, Skull, Lilli, Fig, Ivy NAME PUN THEME: Bones or Plants
While you are free to pick any trait available to Aliens even if it is not listed here, some typical traits that are fitting for Saibamen and Saiba-Beasts are as follows:
Kinetic Genetics (OPTIONAL)
Out of This World (OPTIONAL)
Quick Learner (GENERAL)
Full Sauce (CORE)
Efficient Adaptation (OPTIONAL)
Bare Knuckle Brawler (GENERAL)
CULTIRAPTOR SAIBA-BEAST SUBSPECIES
Cultiraptors are a omnivorous, highly intelligent, pack-hunting subspecies. They are apex hunters on Plant, known for their ambush hunting, deadly venom, and team tactics with their packs.
Their draw as a powerful, yet smart monster has made Cultiraptors a popular target for saiyan hunters looking for glory, or tuffle researchers wishing to experiment on the beasts. Because of this, Cultiraptors have become an endangered species. The few packs that remain have started to evolve intelligence to survive...
Feel free to create your own subspecies of Saibamen or Saibabeasts to have them listed here!
A sharp increase in power coupled by the Saiba reverting to feral instincts. The user's eyes glow red, but there is no other physical change.
Super Saiyan Tier
A threshold that only titanic, prehistoric Saiba-Beasts have said to have surpassed. This is a permanent, full metamorphosis that adapts the Saiba to better fit their environment, whatever that may be, making this incredibly variable in appearance.
Super Saiyan 2 Tier
A "perfected" version of the mutation brought on by Snap Evolution. Prominent features the prior form has are accentuated (i.e longer horns, sharper claws, etc).
Force of Nature
Super Saiyan 3 Tier
A mythical transformation, only ever referenced in frightening bedtime stories on Plant. The Saiba temporarily grows to a colossal size, taller than even a mighty Oozaru, gains much more ferocious properties to their appearance, and may revert to feral instinct.
All transformations can be renamed and wildly re-flavored! Saibamen and Saiba-Beasts are a diverse and adaptable species, there is no one universal path for their transformations. The forms above are examples to serve as inspiration.
Last Edit: Aug 28, 2021 6:35:35 GMT -5 by Jawbones
Name: Star Dragon Origin: Space Common Affiliation: no Physiology: Shapeshifting, Empathy, live for hundreds of years, can breathe in space. no need to eat (similar reason to superman) Backstory: religion centering around the Star Lord (sort of a wakandan afterlife, a solitary people Rules: Empathy is because of the Star Dragons' solitary nature. makes communication more efficient. i can not state enough how important religion is.
Traits: Core: Extraterrestrial, Hardy
Optional: alien archives, galaxy brain, efficient adaptation, or survivalist
General: Quick Learner, Antisense, Trump Card, or Tactician'
1: Dark x 6, Requires 50,000 a blue succubus, as succubi are females, males should probly make it an inkubus
2: Twilight x 18, Requires 150,000 an ethereal dragon
3: Heirophant x 31, Requires 250,000 golden dragon-angel hybrid
4: Ultra x 36, Requires 300,000 same as original form
5: Star Lord x 42, Requires 350,000 the stardragon god
Last Edit: Sept 15, 2021 22:06:39 GMT -5 by Sharizya
Physiology: Dercattans are a species of aquatic humanoid, with a light blue-ish skin tone and matching fins around their ears. Most Dercattans have different shades of hair ranging between green, purple, and blue, while also managing to have have bright yellow or red eyes. All members of the Dercattan Race manage to have folded skin across their upper bodies, as well as enlarged hands which have naturally evolved from powerful flippers of ancient members of the species. Some Dercattans have natural legs, though others instead have a mollusc-like lower body with different appendages to allow for a facsimile to "natural walking".
Backstory: Dercattans come from the Planet Dercatta, a mostly oceanic planet perpetually onset by shadows. Mystical in nature, the Dercattans were capable of great magic, only being left behind by the Namekians and the Konatsians in terms of magical prowess. At around Age 855, their planet was besieged by the Saiyans as they looked for a brand new home, and while they eventually left to settle on Planet Plant, their home was never the same, having been turned into a polluted former shell of what it once was.
Thanks to the drastic changes caused to Dercatta, the Dercattans spread across the galaxy, making use of their magical talents to survive in harsh environments across the Universe. Most Dercattans however managed to settle onto Planet Plant, and have entered a tense co-existence with the Tuffle Race due to their shared animosity towards the Saiyan Race. Living on Plant has not been kind to the aquatic race however, due to Plant's natural arid environment, which has hampered the race's magical and Ki-Based powers greatly due to a lack of water to control with said magic. This problem is not inherent to non-Plant raised Dercattans however, due to having a higher supply of water from which to draw from.
Name Examples: Dercori, Parsella, Coriando, Basil Name Theme: Spices and herbs.
Rules: Dercattans are mystical, so lean towards magic in terms of techniques when creating and playing as them. Otherwise, you are free to customize your Dercattan character as you wish.
While some traits are free to choose for Dercattans in terms of General and Optional, the following three are required for Dercattan characters to take: Full Sauce and Hardy for Core, and Impossible Recovery for General Traits. With a ample supply of water, Dercattans are incredibly hardy, and as such these traits best represent that durability and toughness.
Hydration Bulking (x4): The Dercattan equivalent to the Great Namekian or Oozaru transformation, where the Dercattan absorbs any moisture around them to bulk their own body into becoming giant. While in this form their power increases fourfold, though their bodies become incredibly soft, much like a sponge.
Quasi-Semisolid (x8): This transformation is the first step towards a Dercattan learning the Semisolid technique. While it only provides a slightly higher increase in power from the Hydration Bulking with none of the size that comes from it, the user's hands and feet are turned into water, from which they can manipulate and control. It isn't much, but it is the first major step to power for a Dercattan.
Partial Semisolid (x14): This temporary transformation allows a Dercattan to tap into their true nature, turning their arms and legs into water from which they are able to freely control. This also comes with a immensely increased power.
Semisolid (x26): The complete version of the Semisolid Transformation, with the Dercattan completely transforming into water. These Dercattans are incredibly rare for their kind, and are able to shift their bodies around to be in any shape and form they wish so long as it's humanoid.
Mastered Semisolid (x29): This form is that of a mastered Semisolid, maximizing the offensive might of the form through effective Ki Usage. The only difference between this form and the previous one is that their liquid body is constantly rippling, much like a flowing stream of water.
Great Flood (x44): A form only spoken of in legend, with the Dercattan transcending into the divine to become a living ocean. To activate this transformation requires a nearby body of water, but once activated the user grows to the size of a Oozaru, while maintaining the fully liquid state of the Semisolid Form. This transformation is only temporary and can be turned on and off at will, but can be held indefinitely if the user chooses, unlike other uses of the Semisolid Transformation.
Physiology: Glassians are a unique race in the Galaxy, insofar as they are not made of natural life like most lifeforms, but rather an inanimate material, in this case glass. In terms of body figuring, they looked very much similar to Humans and Tuffles bodywise, but rather than being made of flesh and blood, their entire bodies are made of glass and entirely hollow. This leaves them weighing only one fourth as much as their fleshy relatives, while also leaving them somewhat frail to harsh blunt impacts. Glass Tribesmen and Tribeswoman come in all varieties of glass colors, and are usually born by the parents using glassblowing techniques via a cooperative magic, rather than by traditional birth.
Backstory: The Glass Tribe has never had it easy when it came to a home planet. Planet Glass was a desolate desert abode with scarce water, and with little resources to pump out of the planet, that lead to constant warfare. From a very young age children were trained in the art of combat, often forced to fight against neighboring cities for supplies such as precious water and oil, and for the planet, the average citizen rarely lived past thirty, despite the race being able to live for centuries due to their glass bodies being durable against the effects of aging.
Unlike the Saiyans however, this infighting was what destroyed the Glass Tribe, as they eventually all developed/were gifted by the Arcosians/stole nuclear weapons, and immediately aimed them at each other. This basically rendered the planet completely uninhabitable following the nuclear fallout, and killed over 90% of the population. The remainder of the Glass Tribe scattered across the Galaxy, with most of the tribe settling into the Arcosian Empire and serving as military officers. Safe to say, the future of this race is in jeapordy, unless the gods themselves interfere.
Rules: All Glassians have Antisense, but otherwise there are no important rules to follow when playing a Glass Tribe character.
Traits: Any trait can be taken, but I'd recommend Fastest In The Universe and either Favorable Contracts or Galaxy Brain, as well as the General Trait of Antisense. Due to being made of glass, the Glass Tribe try an evasive form of combat, involving dodging every attack coming their way while throwing deadly attacks, while also serving as high-earning mercenaries of the Arcosian Empire.
Mohs Hardness 4 (x4): The standard state of a Glass Tribesman, having been trained to unleash their full power on the harsh sands of their homeworld.
Mohs Hardness 16 (x16): The first true transformation of the Glass Tribe, involving the user superheating their skin and turning it jagged and spiky. The user's skin also gets tougher, as if they were transforming into rock.
Mohs Hardness 20 (x20): What was 16's seeming hardness of rock has Mohs Hardness 20 actually turning the Glass Tribesman turn to rock. Their original glass skin still exists within the core of their new stone bodies, but they have effectively evolved into Stone Tribesmen at this point, with their powers comparable to that of Super Saiyans and the like.
Mohs Hardness 24 (x24): A new evolution in the Glass Tribesman Transformation Path, their bodies turn from regular stone to obsidian, while once again turning their bodies jagged and spiky. At this point, their body's internal heat reaches 1000 degrees Farenheit, allowing them to burn anything to cinders with a single touch should they choose...
Mohs Hardness 34 (x34): The penultimate form, at this point the Glass Tribesman's body falls apart into an amorphous mass of magma, seeping out ten feet in all directions. They are capable of forming their original glass body as a outward manifestation to interact with others, but it seems this form is merely an incubation for something much, much greater.
Metalman/Metalwoman (x44): At this point in the Glass Tribesman transformation cycle, the magma hardens and explodes, with a metallic living automaton of steel and magma emerging from this magma egg. Although they appear metallic, they are very much organic life forms, and they are capable of spitting out magma hotter than the sun while also being capable of throwing monumental punches strong enough to shatter worlds. Unfortunately, there is one fatal weakness that this new form brings: they suddenly become very weak against insults to their new metallic bodies, and run away in fear from the mere act of making fun of them.
>> COMMON AFFILIATION: None! If anything Planarians tend to stay far FAR away from the affairs of other species in the known galaxy. Rare is contact with outsiders and even rarer is prolonged interaction or involvement in the issues of outsiders.
>> NAME THEME: Shapes, Mathematical Terms
>> NAME EXAMPLES: Trigon, Diviz, Hedro, Gonnal
>> PHYSIOLOGY: Planarians literally come in all shapes and sizes with extreme species diversity, with potential individuals looking significantly different from one another. The common binding factors between Planarians generally are: An ashen white complexion, naturally black hair, completely flat facial features, and a humanoid shape ranging anywhere from 2' to 10' on average. Their most defining feature is their jagged, polygonal features and (potentially) detached heads/hands that float freely (though some individuals have necks &or arms).
Planarians move in 'janky' ways, often skipping over space entirely in a manner reminiscent of low-frame animation. For example, Deca's mouth has a series of resting expressions it snaps to in an instant at any given moment, and while taking fluctuates between being closed and 'open' in the blink of an eye.
>> BACKSTORY: All Planarians hail from Planet Planar, a colloquial "Super-Planet" about thrice the average size and sporting a blunt gravitational force. Planar is a diverse world with multiple biomes, some normal and many abnormal, though the Planarians find it relatively easy to inhabit any part of it. A thick network of radiation pockets, volatile asteroids, and raging spatial storms shroud the planet for about half a parsec on all sides, leaving a (relatively) small bubble of calm space and room for a small sun & moon to strafe the planet.
Planarian culture is relatively free, as the planet sports a 'High Republic' with directly elected officials free from bribery and several divisions of local governance which help maintain public services. Planarians have a general 'quid pro quo' attitude and a healthy mix of personal freedoms alongside policies that combine to serve the greater good. There isn't permanent police or military force, given that essentially the entire population follows this cultural guidance without fail. That isn't to say there isn't trouble or arguments among them sometimes, but it is oft resolved without bloodshed - and when it is, the natural psionic strength of each individual means that the majority outnumber the troublemakers.
Infrastructure down to the food and architecture is bizarrely similar to other planets like Earth and Plant despite never having any intense contact in the past, and while Planarians will still find themselves out of depth when exploring new worlds, they aren't COMPLETELY clueless. Recent efforts by Planarian Aerospace agencies have expanded the interest and viability of leaving the planet to visit other parts of the galaxy. However, doing so is seen as a rather extreme act for the average citizen, and current travel is primarily left in the hands of government crews.
>> RULES -
A. Please DO NOT use Planarians in either hybrid-species OR Bio-androids. They are naturally incompatible with both natural hybridization and due to their non-organic non-mechanical nature, cannot be molded into a typical bio-android either.
B. All Planarians are born with some level of psionic ability. This doesn't mean you have to make it your full power source or that mastery is required, but basic abilities like light telekinesis and telepathy are pretty common.
C. You're not morality locked, but it's encouraged that even 'villainous' Planarians are jaded grey to an extent, as their species and culture as a whole maintains a very quid pro quo and respectful aura to it.
>> TRAITS: Given the immense in-species diversity, any and all traits across the board can be made to work for Planarians. The only suggestion is ANTISENSE given that Planarians are (built different) estranged from the regular process of energy and Ki. If you decide to not opt for this trait, I highly recommend crafting an explanation or alternate reason as to WHY they can be sensed.
>> TRANSFORMATIONS: See above; built-in diversity means making your forms how you want is encouraged! Generally speaking, Planarian forms can align with just an increase in psionic potential (as with Deca) though you may have other ideas, especially if you opt to not go for psi-powers.
If you have questions or wanna talk about the species at all, feel free to hit me up on discord!
Last Edit: May 28, 2022 16:56:32 GMT -5 by Deleted
Anthropomorphic creatures, varied in size and origin of features. They possess exaggerated proportions, with large hands, feet, heads, and faces compared to the general size of their body. In most cases, the animals they are based off of have very Earth-like origins, but that isn't necessarily always the case. There are a few known ways a Fauxbian comes to be:
Natural - Like any other species, they can reproduce. This is the most common nowadays, and their lifespans play out as normal.
Awakened - While on Fauxterra, a wild Critter can be awakened into a full-blown Fauxbian. Most of the time this is when they are young, children or teens, and evolve into their Fauxbian form to adjust to the appropriate age. They then live their life out as per normal.
Artificial - Offworld scientists have been able to recreate and force this 'Awakened' state without the need for Fauxterra (Or in some cases on Non-Critters). This usually results in wildly different specimens, some with unknown powers yet to be fully understood. Some of these may also be considered Bioandroids or Androids depending on level of extremity.
General Information: Height: Wildly varied depending on Critter the Fauxbian originates from. As small as 2', to as large as 9'. Most hover around 3'-3'6". Weight: Varies by just about the same amount as the Height. Lifespan: Human-ish, though they can go about half a century longer into the mid-hundreds. They only start aging around a century as well. The sheer difference between their lifespan and wild Critters is solely from the power given to them by Fauxterra. Critter Origin Types: Common - Mammalian, Avian, Reptilian; Rare - Amphibians, Marine, Nondescript/Mix Naming Convention: One word, usually simple, that describes any of the following; An obvious physical trait, a word surrounding their ideals, a personality trait, or something they excel in. This isn't necessarily a 1:1 in what they've done, or want to do, as Fauxbians can choose names on a whim if they feel like it. Due to the mother planet's very communal culture, Family names are not an important distinction to create. These names are usually either a Verb or Noun. Examples: Red (For, say, a red feline-adjacent Fauxbian), Desolate (A name adopted by a more malicious Fauxbian), Jack (As in Jacked, the Fauxbian is remarkably fit and strong).
While not a part of their name, some Fauxbians will be identified further by what animal characteristics they exude. Red the Cat, Desolate the Gecko, and Jack the Weasel are more examples. Rarely will they themselves put such definition behind their name though, as most do not care for what 'kind' of creature they are. This is more an outsider labeling them.
Home Planet: Fauxterra Common Affiliation: None. Natives born and living on Fauxterra keep to themselves typically. Others outside of that are free to align however. Common Traits: Cores - A large portion of Fauxbians are adaptable and nimble, landing them with usual picks of Extraterrestrial and Fastest in the Universe! However, any of the core traits can work for a Fauxbian given the vast diversity of Critters they can spawn from.
Optional - Dipping still into how adaptable the average Fauxbian is, Alien Archives make a very good fit. Just like with the core traits, however, any one of the optional traits can be justified with an appropriate type of Critter origin.
General - Nothing to add here that isn't already said in the last two trait selections, but Tactician can open up even more room to be the adaptive little guy you always wanted to be. This is even more up to the individual than the other choices.
So long as the character fits the backstory and description laid here, congrats! It's not hard to make a fauxbian your own, and they don't really have a limit on what they can be. Though, keep in mind, most are small mammals that hover around 3'-3'6". Above and below are not the rule but the outlier and should be treated as such.
Transformations: Fauxbians are very flexible in how their energy manifests. Even if it all comes from the same place. Transformations can be chosen at will with one minor exception: The 100k. The Fauxbian's SSJ-Tier transformation SHOULD be "Super Fauxbian (x18)", with the 'Fauxbian' partmost of the time having the character's name substituted in. As an example, "Super Striker (x18)". Some hint of gold should be present at bare minimum. The nod to the race's inspirations should be obvious. Finding a way to make it x18 isn't necessary but recommended as it's meant to be a Super Saiyan equivalent.
A small planet full of life. Located near the outer rims of the known galaxy, this little life ball has a very active geological footprint. Landscapes change very frequently. For their size, this leads to many many varied biomes. And plenty of earthquakes as the planet shifts. A lot of animals, some familiar and others not so much, make their lives out here. Colloquially, they are referred to in a group as 'Critters', because the animals as a whole have a sort of loose collective connected to their planet. It's taking the whole 'Living Planet' to a whole new meaning. In these ways the creatures and their planets are intertwined. And for eons, the Universe left Fauxterra and its Critters alone.
It's unknown when exactly it occurred, but as the galaxy first grew tense, Fauxterra grew nervous. And in its attempts to protect itself and the life it harbored, it granted select Critters a large portion of its latent energy. These Critters awakened, gaining sapience and evolving past their simple animal bounds. These were the first Fauxbians. They would prove to be valuable guardians at the time they were required. But over the ages, and with these Fauxbians spreading through means not requiring Fauxterra, there grew a sense of independence and self-identity among many.
Nowadays, while still isolated and still the main point from where Fauxbians live, Fauxterra finds itself the most peaceful it has been in a long while. The last major conflict was decades ago, when a weak attempt to integrate the small planet was made by the Arcosian Empire. Even as Fauxterra is little more than some small villages and tribes. It's only city was made by off-worlders as the galaxy came into the space age proper, given the name Fulman Faux. With more and more native Fauxbians embracing the new tech, peoples, and planets, there was suddenly a slow but constant bleed of the small guys living off their mother planet and enjoying life in other ways.
Last Edit: Jul 30, 2022 16:34:44 GMT -5 by Striker
Depending on where in the cosmos your Glassians adopted home is, that may determine your affiliations or lack thereof. For example, Glainne hails from the moon of Europa orbiting Jupiter which is close to Earth, but their home keeps out of Earth's affairs for the majority.
Glassians come in all sorts of humanoid shapes and sizes, ranging from a variety of colours and hues but usually from the "cooler" side of the colour spectrum as opposed to the "hotter" side of the spectrum. Their crystalline skin tends to be a lighter shade than their crystalline hair, and their garb tends to carry yellow/golden ornamentation on it in some shape or form, usually as a sort of "frame".
In the century leading towards Planet Glass' end, there were those who saw the writing on the walls and in an attempt to lead a better life set off for distant stars. Some followed the teachings of a mysterious stranger to live in harmony, others sought simply to live quiet lives of peace, and some just wanted to escape for somewhere better.
What they all had in common though was a desire to learn from the past, to ensure that their new lives would not end in tragedy or war or self-destruction. And so they sought out worlds that were made of ice, worlds that had plenty of water, even moons would suffice. Some settled on asteroids and comets, forever hurtling through the cosmos in an attempt to ensure their survival and keep themselves from discovery by their war-like counterparts.
In so doing they discovered a new way to empower themselves, to bring forth a power that was nestled deep within their forms. What these new abilities hold for their future, none yet can say... Will you be the one to tell that tale?
The only hard and fast rule I would say, would be to have the UT Glass Materialisation/Manipulation (A reflavour of the UT Magic Materialisation). One of the core things about Glassians is how freely they can manipulate crystals and glass, even create it into any shape or form they can think of.
Description: Can conjure objects or structures, made out of glass or crystal. Larger or more complicated things will take more energy and focus to create. This technique is passive and does not require KP.
Given their completely inorganic nature, I would suggest taking the Durability trait for your Glassian. This may seem ironic and backwards, but crystals whilst malleable are able to withstand a fair bit of force and pressure, far more than organic objects can. And there are types of glass that share a similar resilience.
This is where the Alternate really kicks in compared to the earlier Glassian entry. Due to these Glassians splitting off from their more war-like counterparts, their transformations reflect their more harmonious state of mind by delving into the crystalline forms as opposed to becoming mineral-esque and metallic.
Glacial Ice State: Starter Transformation: x 4
Obsidian State: 50,000 PL: x 8
Quartz State: 100,000 PL: x 14
Chrysoberyl State: 200,000 PL: x 24
Corundum State: 250,000 PL: x 33
Diamond State: 350,000 PL: x 42
Feel free to alter and adjust at which PL values you think you're own Glassian would reach these States, and also adjust the level of the multiplier as well, within the Alien guidelines of course.
Post by Governor Lenn on Jun 9, 2023 12:57:35 GMT -5
(The DARK Shattered Glassians)
Name Pun Theme: Eyewear, Optical Instruments
Origin: Kaleido Moon (Kalt Planetoid 309EF8)
Common Affiliation: Arcosian Empire
Physiology: Glassians are a humanoid species whose bodies are composed of living glass. They weigh a fraction of their flesh equivalents as they have a hollow interior, and so are particularly vulnerable to blunt force trauma. Their skin is characterised by cool hues, which not only reflects light but helps protect them from overheating. Their hair is typically darker than their skin. Glassians prefer to wear lighter fabrics to avoid being weighed down, but like to accessorise with precious metals. Their means of reproduction remain a mystery to the wider Galactic society -- as it should.
Kaleidos may be understood as 'synthetic' Glassians. They're see-through and smoother edged, but as keen on accessorising as their more known relatives (only with crystals instead of metals). Formed in the same way as Glassians, the Kaleido rites of glassblowing and soul-giving -- called Shaping -- have been stripped down to ensure a quick, predictable, massed production of individuals in the dedicated furnace-factories of Kaleido Moon. The result is a likeness between Kaleidos that 'ritually sourced' Glassians find uncanny.
In the same way meat people tattoo themselves, Kaleidos flash their surface with motifs, often symbolic of their Batch. Kaleidos are quite fond of their Batch-kin, often keeping touch with the hundred to a thousand individuals that were Shaped alongside them, and destined towards similar occupations across Arcosian space.
Nine tenths of the native Glassians were lost in the Shattering, a nuclear exchange orchestrated by the Arcosian Empire in secret. Over the course of the previous decades, a Lord involved in the plot acquired hundreds of Glassian prisoners and exiles and citizens of vanquished cities to man his factories and armies. He soon took notice of the particular way Glassians crafted more of their people, and experimented with massifying the process. This resulted in a workforce that could be sustained and multiplied endlessly -- so long as water, oil, and sand were provided.
While these resources are common in that particular reach of the Arcosian Empire, the atmospheric conditions of Planet Glass are only matched by those of the (once teeming with life) Kalt Planetoid 309EF8, better known as Kaleido Moon. Every Batch so far has been sourced from Kaleido -- hence the common name given to artifical Glassians -- which gives ample control of their psyche to the Arcosian Lords that depend on their labor and strength.
There have been exactly forty Batches, averaging 550 members each. The total Kaleido population is estimated to be 22,000, of which 21,340 are presumed living. Leading causes of death are industrial accidents, followed by combat, and exposure to high resonance.
Rules: Kaleido aren't born mooks. Although an increasingly common (but still rare) sight in Arcosian armies, they aren't naturally inclined towards violence or war. Their enthusiastic loyalty to the Empire is thanks to conditioning, which alienates them from most people that aren't fellow Kaleidos or particularly arrogant Arcosians. Shaped much quicker than typical Glassians, they are incapable of hiding their Ki (meaning they cannot take Antisense) or manipulate glass to the same extent. Those that train the ability may take up the following UT:
Utility Technique || Imperfect Glass Manipulation
Description: The user can control their glass anatomy, making slight, superficial changes without much effort (reshaping hair, extending fingers, etc). At greater levels of mastery, the user can more radically transform their body (turn their arms into blades, for instance). This technique is passive and does not require KP.
Traits: The vast majority of Kaleido are Shaped for combat or heavy industrial work -- modern Batches tend towards an endurance that can be represented with Full Sauce (CORE) and Hardy/Durability (CORE), while older ones resemble typical Glassian nimbleness -- Extraterrestrial (CORE) and Fastest in the Universe (CORE).
Any Kaleido can double their power lever temporarily, but those that can do it reliably are often given command over their comrades. Transformations beyond 'Prime Batchling' are possible, but have never been recorded. Transforming causes a Kaleido's temperature to soar along with their power level, only for the heat to cool off gradually. Starting with Annealment, every transformation allows a Kaleido to instantly flash-heat parts of their body to magma-like temperatures and beyond.
Post by Chieftain Ginko on Jun 15, 2023 22:03:15 GMT -5
Moginaians Background A new species developing on Planet Mogina, this species of small to medium sized aliens are still in their Type-Zero phase of development, being a society of caveman-like tribes under the control of a Chieftain of the planet. These creatures are almost entirely societal, being group hunters who work together to slay the massive prey of their planet such as gigantic mammals and even larger dinosaur creatures. Their planet is tropical, making the sleek humanoids evolve with tropical survival in mind. As a result, their bodies are perfectly adapted to hot, humid climates. Due to their relatively new existence in evolution, only one of their species so far has achieved access to Ki through rigorous physical training, while the rest of the planet uses stone weaponry and group tactics to fight their battles.
Until very recently, they've been unknown the universe. Now, their only extraterrestrial contact has been through intergalactic foodies who have discovered the planet's uncanny route of evolution, where everything evolved to be extraordinarily delicious in taste, and has become a secret hotspot of individuals looking for the best meat in all of the universe. The current Chief has been trading this meat to the aliens in exchange for gathering materials for his population to learn galactic basic and quality of life improvements for himself.
Traits While any Moginaian can possess any trait on the board for alien species, the most common Moginaian trait setup is Full Sauce, Hardy, and Survivalist Transformations Battle Modex4Starter Transformation The natural, yet trained transformation of the Moginaian people. Due to their evolution next to the dragons and dinosaurs of their planet, they have adapted to have a much more powerful combat form that they can get through constant training or working out. This form varies from Mogina to Mogina, but mostly consists of a much much taller (6-10 feet tall) physical form in the shape of a humanoid dragon with their standard four arms, four eyes, and horns on their head. Aside from the two side horns, there's one forward horn that grows in this form if not already there from the start that is constantly producing minor amounts of electricity which can be used as a weapon. The color of this form is different for every Moginaian, but comes in reds, blues, greens, yellows, and pinks. Super Moginaianx650,000 PL The normal, born form of the Moginaian with the exception of their super powered affect. Their ki takes a powerful, glowing golden color with an intense level of electrical current and production around them. Their horns turn a bright golden color with pulsating greens, blues, and yellows through the ki around the changed skin color of their top horns. The body bulks up slightly, appearing far more vicious and dangerous to onlookers.
Ultra Moginaian x16100,000 PL A more powerful form of the Super Moginaian, it looks mostly identical to the Super Moginaian with the exception of the power raise and patterns of golden skin tone dance across the body of the Moginaian while powered to this point. Their ki is suffocatingly powerful for all nearby.
Ultimate Battle Modex26200,000 PL Finally utilizing the power of a Super Moginaian with the physical transformation into the Battle Mode, the normally odd-colored skin of the Battle Mode Moginaian is now golden skinned, their body bulked even more and taller than originally. This form's horns are more aggressively shaped, and their main forward horn pulsates with a blue aura of it's own, lightning and electrical currents shocking from it occasionally.
Chieftain Modex36300,000 PL A secondary, slightly more ergonomic form aside from the Battle Form. An intermediary transformation that takes the general appearance of the initial body of the Moginaian and bulks them up even more, their traditional golden Ki and glow emitting from this form even more powerful than from a normal Super Moginaian. The appearance of this form is a golden skinned normal Moginaian, with his horns grown slightly in a more aggressive curved shape.
Mastered Battle Mode x42 350,000 PL The achieved Battle Mode of the Moginaians in it's utmost perfect form. Mastering the activation of their latent power, the transformed look of the normal Battle Mode is accompanied by an oppressively powerful golden aura and an even longer forward facing horn. The coils going down the horn glow a vibrant blue from power, and electrical shocks emit from the body like conduit.