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
Guidelines
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: Jan 16, 2024 22:44:20 GMT -5 by Edsauce: Dark Mode Font error fixed - 17/01/24
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
SPECIES TRAITS
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:
SAIBAMEN TRAITS
Durability (CORE)
Extraterrestrial (CORE)
Survivalist (OPTIONAL)
Kinetic Genetics (OPTIONAL)
Out of This World (OPTIONAL)
Quick Learner (GENERAL)
Mimicry (GENERAL)
Self-Sacrifice (GENERAL)
SAIBABEAST TRAITS
Durability (CORE)
Full Sauce (CORE)
Survivalist (OPTIONAL)
Indestructible (OPTIONAL)
Efficient Adaptation (OPTIONAL)
Bare Knuckle Brawler (GENERAL)
Antisense (GENERAL)
Self-Sacrifice (GENERAL)
PLAYER-MADE SUBSPECIES
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!
TRANSFORMATIONS
NAME
TIER
DESCRIPTION
Saiba Rage
Early Forms
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.
Snap Evolution
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.
Full Bloom
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.
Traits:
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.
Transformations:
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.
Transformations:
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.
Rules:
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.
FAUXTERRA
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.
Physiology:
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".
Backstory:
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?
Rules:
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.
Traits:
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.
Transformations:
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
KALEIDO
(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.
Backstory:
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).
Transformations:
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.
Prime Batchling (x2)
Annealment (x18)
Tempering (x28)
Lamination (x30)
Cutting (x34)
Vitrail (x43)
Last Edit: Jun 9, 2023 18:14:10 GMT -5 by Governor Lenn
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.
Doragons are the descendants of the Dragons of old. They can use their magical blood to tap into the elemental powers of their bloodline, making them some of the galaxy's strongest sorcerers. A Doragon's elemental affinity is determined by the color of their blood; the Metalbloods command one of eight basic magics, while a new phenomenon known as the Gembloods use more specialized forms of magic. If you're looking to play a magic-based character, consider making them a Doragon!
APPEARANCE
Humanoid, for the most part. They can stand around the average human height, but some are significantly taller. Most Doragons have colored scales that cover their appendages, such as their arms, legs, and tail. These scales typically match the color of their blood, but this isn't always the case. Furthermore, Doragons can possess any combination of horns, sharp teeth, claws on their hands and feet, and non-human colored skin. Some Doragons even have small pairs of wings, but they cannot use these to fly by default.
Further physical traits also come from their blood color as explained below.
HISTORY Before there were Doragons, there were Dragons. At time immemorial, these ferocious beasts were among the apex predators of the cosmos, leaving their mark on mythology as legends. The Dragons proudly conquered and eviscerated planets as they pleased; for a time, only the strongest warriors of their worlds could hope to match their strength.
Unfortunately, as the eons passed, the raw might of the Dragon proved incapable of keeping up with the birth of society. Some would use magic to seal their oppressors for eternity; others would invent the technology to slay them where they stood. While some would manage to escape this fate, it was clear that the golden age of Dragons was over.
In response, a subset of Dragons flocked to the edge of the universe and populated a small planet now known as Eminor. With their pride shattered, these Dragons kept to themselves for millions of years, slowly evolving into a shape reminiscent of those who bested them. They became bipedal, much smaller, gained patches of skin where their scales used to be, and obtained human-like intuition. Having lost many of their original draconic qualities, the people of Eminor would become known as the Doragons.
BLOOD TYPES
The secret to most Doragons' strength is their magical blood. It is the connection point between Doragon and their ancestors, augmenting their bodies and abilities in various ways. You can distinguish a Doragon's innate abilities through the color of their blood. While you're free to play around with this as you see fit for your character, there are three universal rules you should consider:
1) All Doragons possess an affinity for exactly one element. *Hybridization with some species can positively or negatively affect this affinity, with some unlucky Doragon hybrids left with no magical capabilities whatsoever. *It is uncommon, but not unheard of, for some Doragons to possess a different affinity than their blood color suggests.
2) All Doragons can learn the magics of other Doragons, but they will not come to them as naturally. *Generally speaking, it is harder for Doragons to learn multiple forms of magic than to master one, so many choose the latter approach for its practicality. *No Doragon in recorded history has mastered all the elements, but this doesn't mean it's impossible.
3) All Doragons possess the potential to learn low-level Air magic, regardless of blood color. *Most Doragons don't have wings, much less ones large enough to sustain flight. To compensate, all blood types evolved the ability to use Air magic to fly, though that's the fullest extent of what they can learn on their own. *Hybridization can also positively or negatively affect this affinity.
Most Doragons fall under the category of being a Metalblood. These Doragons' affinities align with eight basic elemental magics, outlined below:
Gold
Fire
The most common blood type. In alignment with the Dragons of old, goldbloods possess an affinity for fire magic. At a minimum, they can breathe fire and have natural heat resistance.
Silver
Ice
Silverbloods come from a subspecies of Dragons that adapted to a different environment, opting to weaponize cold over blazing heat. Their breath can freeze any surface it touches, and they naturally resist the cold. Ice magic is their specialty.
Copper
Toxic
Copperbloods can produce a highly toxic, acidic ooze from their body. With enough practice, they can manipulate how it projects from their body. Their tough skin can withstand their own acid, as well as from any other source.
Rose Gold
Psion
Often shorted to just "rosebloods," these Doragons possess the innate ability of telepathy. While they aren't born with any offensive capabilities, they also have the widest variety of techniques to learn: from teleportation to telekinesis, to mental manipulation and more.
Brass
Earth
Brassbloods have more raw strength and durability than any of the other blood types, including the gembloods. They can cover their body in a hardy metallic surface and have an easier time learning earth-based magic.
Nickel
Air
While all Doragons are capable of learning air magic, nickelbloods sacrifice other affinities to execute it with unparalleled precision. From walking on air to hardening it into solid material, a skilled nickelblood can make for an impossibly tricky opponent.
Cobalt
Water
Cobaltbloods use water magic to materialize liquids that they can manipulate offensively. Some take on the healing role of the Metalbloods, granting this liquid magical healing properties to mend their allies or themself.
Platinum
Lightning
Platinumbloods use magic to conduct electricity through their bodies. They can even use plasma to augment their speed, making them strictly the fastest variant of Doragons to exist.
In addition to the Metalbloods, there is a new subspecies of Doragons known as the Gembloods. There is no consensus on how these new kinds of Doragons are coming to life; some believe they are the byproduct of galactic crossover. Gembloods are special in that they have a natural affinity for unique forms of magic that exist outside of the eight elements. You can tell them apart from Metalbloods by their glistening blood and more vibrant colors. Their novelty means that a lot of information about them is undocumented; you can find a list of some example abilities here:
Jade
Fission
"Fission magic" is a new-age magic that focuses on splitting anything it comes into contact with. It can be used to bisect ki blasts and limbs alike, rendering them harmless. A high-level jadeblood could even perform nuclear fission to create a radioactive explosion.
Turquoise
Conjuration
Turquoisebloods can banish any number of things into magic seals, then "conjure" them on their side for battle. They can banish/conjure both objects and people, with the latter being under an automatic hypnosis effect to ensure no harm comes the conjurer's way.*
Opal
Divination
Much is unknown about divination, but current knowledge allows opalbloods to briefly look a matter of seconds into someone's future**, making them defense experts. Most opalbloods opt to learn generic spells in addition to their blood affinity to bolster their offense.
Malachite
Mutagen
Malachitebloods use mutagen magic to change their body parts on the fly, turning themselves into chimeras of destruction. They can also temporarily or permanently curse others with detrimental mutagens*, though less efficiently than they could manipulate their own body.
*Of course, should the target be another player, this requires OOC permission, and this effect can always be broken. **To prevent metagaming, I strongly recommend keeping divination as a flavor for defensive techniques. Ask for OOC permission otherwise.
Again, this list is non-exhaustive! As Gembloods are a new phenomenon, players are free to create new magics as they see fit! If you'd like to add one, feel free to message me.
MECHANICS
TRAITS
Due to the wildly varying nature of the offensive/defensive capabilities of Doragons, there are no universally recommended Traits shared between them. It is encouraged that players pick their Traits based on the blood color they choose (ie. platinumbloods getting Fastest in the Universe for their speed, turquoisebloods making use of any number of Minion-based Traits, etc.), but this is not required. Go wild!
TRANSFORMATIONS
Again, because Doragons have varying strengths, their abilities can manifest in many ways. There are no rules on what qualifies as a good Doragon transformation, but there are two paths that you could consider as a starting point:
1) Path of the Emperor: It is rare, but possible, for Doragons to tap into their ancestral connection on a deeper level than just the magic they wield, temporarily transforming their body into a full-on Dragon.
2) Path of the Sorcerer: By overloading their magical abilities, Doragons could potentially embody the element(s) they wield in various ways.
RULES
1) The eight Metalblood elements are absolute; you can't invent a completely new one. If you're interested in making a new form of magic, you should consider playing a Gemblood!
2) On that note, please write responsibly! If you're going to create a new magic, you should explicitly state the limits of what your character can do with it to prevent miscommunications in the future.
APPEARANCE: From the waist up Lamia are nearly indistinguishable from your usual Human with the exception of light scaling around the face and scaled ears that just out in a manner similar to that of an elf. From the waist to around the stomach light smatterings of scales taper of the tail. Their tail averages a 3:1 or 4:1 ratio in length to their torso on average. The scale tone of Lamia is as varied as a color wheel and can even show signs of multi-hued patterns like many snake species.
BACKGROUND: Primarily native to Earth, Lamia are in many ways not unlike the other zoanthropic people of the planet. However, their roots lead back much further than many of the others to a tribe once believed to have had contact with demons. The actual truth is one long lost to time. Now the majority of Lamia live in isolated communities around the planet with only the occasional singular stray leaving for the outside world and the stars beyond.
NAME EXAMPLES Conda, Boa, Fang, Mammy NAME PUN THEME: Snakes or Snake Traits
SPECIES TRAITS
These are not the end all be all, but are common among most Lamia:
LAMIA TRAITS
Durability (CORE)
Full Sauce (CORE)
Survivalist (OPTIONAL)
Communal Heritage (OPTIONAL)
Efficient Adaptation (OPTIONAL)
TRANSFORMATIONS
NAME
TIER
DESCRIPTION
Naga
Starter (x4)
This may vary in how it appears for each Lamia either based on lineage or how they choose to express themselves.
Ouroborus
50,000 (x6)
This may vary in how it appears for each Lamia either based on lineage or how they choose to express themselves.
Quetzacoatl
100,000 (x18)
This may vary in how it appears for each Lamia either based on lineage or how they choose to express themselves.
Agathodaemon
200,000 (x22)
This may vary in how it appears for each Lamia either based on lineage or how they choose to express themselves.
Leviathan
250,000 (x27)
This may vary in how it appears for each Lamia either based on lineage or how they choose to express themselves.
Jormungandr
350,000 (x50)
This may vary in how it appears for each Lamia either based on lineage or how they choose to express themselves.
All transformations are renamable, each Lamia develops differently after all.
Najem al-Rajal نجم ال-رجال Background When most species come into existence, they develop in the old methods. Evolution through time and tribulation. Survival of the fittest forming their species to best be suited to their environments as to best live on their home world. Others are born from the whims of the creator deities, or strong enough manipulators of magical energy to will beings into existence. The Najem though, had no such luck.
They began as an offshoot race of a long-since forgotten humanoid species forced to participate in their creator's yearly death games. Every year, the founder species would send all elected Najem to a nearby world named Payanor at the furthest edge of the known galaxy. Ravaged by horrible weather patterns, tough terrain where only the most hostile of plants and animals survive, and the total lack of any natural light made this planet the ultimate hunting and playground for the founders to force their servants to fight on. The Najem were bred for the best traits and strengths, each family of their creator species would foster one to send to the games to be slaughtered by the wild beasts, intense weather, and each other. Encoded into the genetic structure of the most expensive and well-taught of these Najem were imbued tattoos of varying designs, capable of activating hidden genetic mechanisms inside of their body to boost their power and martial combat strength.
With time, more and more Najem survived the troubles of Payanor and lost interest in the fight. Many formed roaming bands of warrior cults known as Khatals, slaying any of the founders who arrived to try and force them back into the hunt. Eventually, without warning, their founders never came back. By the time the Najem were able to repair a founder ship and return to the home world to investigate, they found it abandoned, the planet littered with the skeletal remains of what was left of the long lost species. The Khatals would claim their new planet of Payanor, as well as the dead world to act as a cemetary planet, and create set clan governments across the planet living in relative peace. The strongest and most politically powerful of these clans were the bloodlines of the most expensive Najem, their sprawling tattoos showing their strength over the rest of their kind. Their value immeasurable to the rest.
Now hundreds of years later and many generations past, the people of Payanor have developed a secretive, yet advanced civilization of warriors. Kept to themselves as they conquered nearby worlds for resources before destroying them, the Najem have become a hidden boogeyman in the far reaches of the galaxy. Something spoken about, but never found. Very rarely, on extreme occasions, does a Najem leave their planet for another. This has become more common in the modern age, with a dozen or so Najem leaving home to find their own success among the stars.
Traits While any Najem can possess any trait on the board for alien species, the most common Najem trait setup is Full Sauce, Hardy, and Favorable Contracts Transformations Gladiatorial Cybilx4Starter Transformation Through the willing of their inherent natural durability and strength, the Najem is capable of entering a state of pure painless bliss. As their body accelerates everything inside of them to the maximum capacities, the Najem's blood pumps faster, adrenaline courses more intensely, and their muscles repair themselves as they destroy themselves from overpressure. This form creates a symbiosis between the Najem and their healing factor, allowing them to continually overuse their body with little to no risk of permanent damage to themselves.
Forced Dead World Potential x16100,000 PL Through unmatched mental might and will, these Najem have overcome all odds of their upbringing and forced the activation of their genetic markers inside of their body through rigorous training and intense combat. Having unlocked their body's earliest stages of potential, they gained access to the marker of the Dead World, and all of the might it bestows on the warriors of the death games.
Dead World Fighterx20150,000 PL Officially a warrior of the Dead World Payanor and empowered by the marker, these soldiers leave the planet to conquer or seek validation for their right to consider themselves one of the illustrious victors of the Dead World contract. Those who come from tattoo'd lineages will notice their tattoos glow, the color varying from family to family and clan to clan, as the marker activates their participation in the death game.
Dead World Victorx24200,000 PL Living long enough to witness death and carnage unmatched, these warriors earn the right to declare themselves victor's of the Dead World. Earning their honor to be buried on the cemetery planet come time for their death, these paragons of Najem justice seek nothing but praise for their efforts for what they've become. Embued with even more strength of their ancestors, they are given activation of their hidden potential at the Ziggurat of the Khatal and gain the full might of their tattoo'd strength.
Gladiatorial Champion x34 300,000 PL Having survived all odds to become the purest champion of the Najem, these warriors are the most powerful mortals of the realm on Payanor. The fated lords of the planet, historically leading battles on foreign worlds, those with this strength are unmatched by all except for those of the legend books.
Najem Khuda Az Nor: God of the Najem x44 350,000 PL
The epitome of pure indestructible might for the Najem people, this form is legend only to those smart enough to know of it's existence. Speculated to have belonged to one of the oldest, most decorated of the survivors of the death games, this attainable mastery of life itself comes to either the most valiant of souls or most violent of slaughterers. The last person who have this form, according to legend, lived with eons without falter. The only known description of him described him as impossible to look at, angelic beauty unmatched, and might unseen.
Origin: Citrilians are from a temperate, tropical planet called Citru. It is mostly oceanic with a few large peninsulas.
Common Affiliation: Because Citru is part of the Arcosian Empire, most Citrilians are associated with Arcose; but of course, not all are.
Physiology: Citrilians are tall, typically around 6’0. There is little to no sexual dimorphism in this race, with men and women looking mostly the same: beautiful, with smooth, teal skin. All Citrilians have deep green hair, which most choose not to cut. The shade of their skin and hair can vary, but it is always teal and green, respectively. Some Citrilians have pointed ears and visible tails outside of their Monstrous forms, but this trait is genetic and thus not all have them. In their Monstrous forms, Citrilians tend to grow around twice their size, and resemble any type of four-legged lizards from Earth. Crocodiles, alligators, and monitor lizards are all common types, but there are rarely some outliers. Some types of Citrilian also have venomous bites in their Monstrous forms.
Citrilian Culture/Backstory: Citru became a part of the Arcosian Empire many generations ago. As such, there are many Citrilians in the Arcosian Army! Citrilian culture, however, is very much rooted in materialism and beauty over power. Most Citrilians have grown to dislike their Monstrous transformations, seeing them as ‘ugly’; however, those who are more engrossed in Arcosian culture become more neutral or even start to enjoy their transformation, which causes an exponential boost in power and lethality. Wealth and skincare are also very valued in Citrilian life, and so many Citrilians have a lot of jewelry and spend much time taking care of their skin. Those with less jewelry or attractive features are viewed as lesser.
As mentioned before, the difference between Citrilians who live on Citru and Citrilians who live on Arcose is very noticeable. Arcosian Citrilians tend to be less materialistic, caring less about their natural-born beauty or wealth. Citrilians tend to not make use of ki, using their lethal features in Monstrous form instead.
Naming Theme: Citrilians tend to be named after fruits, especially citrus. Name Examples: Quatku, Tange, Suma, Gua, Melo
Traits: Core traits like My Final Form, Durability, or Hardy are most fitting, and all optional traits except for Out of This World are applicable, too. (Out of This World isn’t the most fitting unless you choose to use a tiny lizard for the Monstrous form!)
Transformations: All Citrilians have a Monstrous form, but maybe some can go further…?!
Origin: Brenchians are said to originate from a precursor race that settled on two twin planets, the environments of which drastically shaped and remolded the later generations into similar but distinct species that fall under the 'Brenchian' umbrella.
Brench Alpha is home to Red Brenchians and is a dry, hot, rugged planet with sparse pockets of life and harsh conditions. It has no major oceans and most water reserves are found in underground reservoirs or mountainous springs. As it is closer to the sun both Brench planets orbit, the days on Brench Alpha are long - lasting close to twenty hours with only four of light dusk/dawn. Most cities and towns can be found in the mountains - both atop them and dug into vast cavernous societies.
Brench Omega is home to Blue Brenchians and is a wet, oceanic, tropical planet with sparse landmasses and rough waters. The surface of Omega's vast seas is turbulent and stormy, forming choppy waves and conditions inhospitable to settlement as even the few pieces of land that exist are battered by constant storms and hurricanes. A few select locations are more moderately tropical, closer to what you'd see on Earth, and these are often used as resorts or private homes for the elite. Most cities are in 'domed' settlements on the ocean floor, with a few sparse outposts for military and scientific purposes found on the stormy islands above.
Common Affiliation: Both Alpha and Omega are under the current overview of the Arcosian Empire, though they enjoy a high level of autonomy and self sufficiency. Brenchian culture is deeply intertwined with the Empire so most are happy to be a part of it.
Physiology: Red Brenchians are red. They often have white hair and black eyes, and are the physically stronger of the two types. They often excel as warriors and leverage impressive durability and destructive power against their enemies.
Blue Brenchians are blue. They often have blonde hair and black eyes, and are the physically faster of the two types. They often excel as scientists or speedy duelists and skirmishers, leveraging incredible speed, trickery, and wit against their enemies.
Backstory: Brenchians are a highly militaristic society that values cohesion and merit above all else. They form a loyal backbone of the Empire's more elite footsoldiers and bodyguard ranks, with Red Brenchians tending toward more direct combat roles while Blue Brenchians serve as scouts or scientists. Those with individualistic tendencies or skills in the artistic sector are seen as lesser citizens compared to seasoned warriors or brilliant scientists.
Traits -
RED: Full Sauce or Imperialist | Tough as Nails or Hardy | Efficient Adaptation, Extensive Training, Kinetic Genetics, Alien Archives
BLU: Extraterrestrial or Forerunners | Exotic Cure or Fastest in the Universe | Efficient Adaptation, Multitaskking, Galaxy Brain, Parting Shot
Transformations: The individual Brenchian is encouraged to find whatever path to power they see fit, and as such varies WILDLY with transformations. The most common sight is a strong pre-100k, a weak 100k-200k, and then an averaging out.
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.