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Neo Emolga
01-06-2008, 05:07 AM
METORIAN RACE SUBMISSIONS

After the two parts of the Star of Oblivion meteor struck down, many new and foreign races were created. This thread will highlight the ones that now exist in the world of Pokémon. Anyone can submit a Metorian race, you don’t need to RP it or use the race for NPCs. As long as its clear, fair, and could applicable use, it will be accepted. The only real rule to races is that it must be humanoid (be in the shape of a human, and stand upright).

Understanding “SPECIAL”

The SPECIAL character creation method, taken from the Fallout game series (great but violent games by the way), is one of the features that will be used when creating a race. Not too many of heard of this before, so I’ll explain it.

Strength (Physical strength and brawn)
Perception (Ability to use senses well, such as sight, sound, touch, and so on)
Endurance (Stamina, vigor, energy, that kind of thing. The ability to keep going on)
Charisma (Physical appearance, magnetism, allure, and the like)
Intelligence (Mental prowess, comprehensive ability)
Agility (Physical speed and dexterity)
Luck (Karma, fate, whatever.)

When a race is created, 40 points are spent between each of the seven categories. A score of 10 for any one stat is Heroic, a score of 5 is Average, and a score of 1 is Very Bad (all scores must be at least 1, so no zeros). When creating a race, you’re free to spend the points any way you wish, but the points should be somewhat modeled after the races description. For example, a larger, muscular race might have higher Strength and Endurance, but lower Agility. A smaller and more nimble race may have exactly the opposite. Just know that all members of the race will have the same SPECIAL scores.

OFFICIAL RACE SUBMISSION FORM

This is the official form that will be used when submitting a race. The more detail you put, the better. Really, the only rule is to have nothing larger than 8 feet tall, meaning no dragons or giants or stuff like that.

Name – The name of the race. Single and pluralized.
SPECIAL Allocation – 40 points to spend between Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. Each stat must have a minimum of 1. 10 is a Heroic rating, 5 is Average, and 1 is Very Bad. Any race with an extreme amount of 1’s and 10’s will be rejected.
Description – What a member of this race looks like in words (Save pictures for later if you have them). There can be variances of colors and features from member to member, but they all must generally look the same and have the same features. Make sure to describe features that aren’t human with care, such as describing wings, fur, horns, or whatever.
Combat – How does the race fight, and what are their usual combative tactics? Mentioning features they have that help them in combat, such as claws, swooping attacks, or increased reaction time is recommended.
+’s and –‘s – Features that this race has that humans don’t, and features that this race can’t perform as well as humans. Things such as flight, underwater breathing/swift swimming, and resistances to elements and so on would be considered +’s, but they would need to be balanced with –‘s, which could include things such as fragile bones, susceptibility to elements, and so on. This is where most of the balance occurs.
Images of the Race – (Optional) Not needed, but recommended. It helps a lot for others to visualize what you have in mind for the race as far as appearance goes. Try Google Image Search or DeviantArt if you know of other media that has had the race or something similar to it before.

ONCE A RACE IS SUBMITTED AND ACCEPTED

Once a race had been submitted, has been read and approved of being fair and acceptable for the Team RP III, the following will apply:

If the race is accepted, it can be assumed that there are thousands of NPCs of that race exist.
Any RPer that intends on being a Metorian can choose to be any race, regardless of the alignment or team.
Truthfully, I don’t care if you make a race and have no intention of actually making a character of that race. Someone else might, and having NPCs of that race would also help. Variety is the spice of life. Just make sure they’re done right.
TAG Skills aren’t limited or dictated by race. You can still choose any four.
All races can (and should) use Pokémon.

That’s pretty much all you need to know. Once a race has been accepted, it will be linked here on the list so you can easily find it again and use it for race consideration and/or for reference.

ACCEPTED METORIAN RACES

THE NEKO (http://www.pokemonelite2000.com/forum/showpost.php?p=1945408&postcount=2)
Short Description: A race of half human, half cat warriors with incredible speed and charisma. Also include a ferocious feral form.
Submitted by: bronislav82

THE HARPIES (http://www.pokemonelite2000.com/forum/showpost.php?p=1949543&postcount=3)
Short Description: An agile and charismatic race of half human, half bird creatures with flying ability.
Submitted by: Neo Pikachu

THE ELVES (http://www.pokemonelite2000.com/forum/showpost.php?p=1949750&postcount=4)
Short Description: A highly intelligent and perceptive race of humanoids with pointed ears. Can also live for a very long time.
Submitted by: Deathspector

THE GARETH'AR (http://www.pokemonelite2000.com/forum/showpost.php?p=1951251&postcount=5)
Short Description: Extremely intelligent and agile squid-like humanoids with a strong specialization for magical abilities.
Submitted by: Kenny_C.002

THE WOLFMEN (http://www.pokemonelite2000.com/forum/showpost.php?p=1951358&postcount=6) (Part 1 of 3)
Short Description: A strong and ferocious race of half wolf, half humanoid creatures born for combat and fighting.
Submitted by: skiboydoggy

THE DWARVES (http://www.pokemonelite2000.com/forum/showpost.php?p=1951358&postcount=6) (Part 2 of 3)
Short Description: Short, stocky humanoids small in size, but still built for intense fighting.
Submitted by: skiboydoggy

THE CENTAUR (http://www.pokemonelite2000.com/forum/showpost.php?p=1951358&postcount=6) (Part 3 of 3)
Short Description: A formidable race of half horse, half human creatures focusing on strength, endurance, and intelligence.
Submitted by: skiboydoggy

THE HUMANIDS (http://www.pokemonelite2000.com/forum/showpost.php?p=1952352&postcount=9)
Short Description: A Metorian race very similar to modern day humans, but with some unusual and unexpected differences.
Submitted by: Nobodys_Nerd

THE POKÉMORPHS (http://www.pokemonelite2000.com/forum/showpost.php?p=1953082&postcount=11)
Short Description: A race of humans mixed with the features of Pokémon.
Submitted by: Canis Lupus

THE TROLLS (http://www.pokemonelite2000.com/forum/showpost.php?p=1953179&postcount=12) (Part 1 of 3)
Short Description: A race of tough, shamanic creatures with literally die-hard endurance and resolve.
Submitted by: skiboydoggy

THE NEZUMI! (http://www.pokemonelite2000.com/forum/showpost.php?p=1953179&postcount=12) (Part 2 of 3)
Short Description: A fast and agile race of half human, half rat humanoids. People, it just doesn't get better than this.
Submitted by: skiboydoggy

THE DRAGONKIN (http://www.pokemonelite2000.com/forum/showpost.php?p=1953179&postcount=12) (Part 3 of 3)
Short Description: A diverse race of draconic humanoids armed with wings and vicious breath weapons.
Submitted by: skiboydoggy

THE SUBPOKÉMON (http://www.pokemonelite2000.com/forum/showpost.php?p=1952490&postcount=10)
Short Description: A race of humanoids that have the ability to take on the form and being of a pre-selected Pokémon.
Submitted by: Hoshika

THE MERMAIDS/MERMEN (http://www.pokemonelite2000.com/forum/showpost.php?p=1954466&postcount=15)
Short Description: A race of half human, half fish humanoids with underwater swimming ability, and have the disguise of a human on land.
Submitted by: KittenGirl2000

THE KIEVL (http://www.pokemonelite2000.com/forum/showpost.php?p=1956679&postcount=17) (Part 1 of 2)
Short Description: A foreboding race of intelligent humanoids with dark and secretive powers.
Submitted by: CAPTAIN GLIGAR

THE KRELLEN (http://www.pokemonelite2000.com/forum/showpost.php?p=1956679&postcount=17) (Part 2 of 2)
Short Description: A feral breed of humanoids with claws, horns and breath as weapons, along with a melee weapon called the Koi-Staff.
Submitted by: CAPTAIN GLIGAR

THE MON CALAMARI (http://www.pokemonelite2000.com/forum/showpost.php?p=1960187&postcount=26) (Part 1 of 2)
Short Description: A brown-skinned, aquatic race that has the ability to live both underwater and on land. Has tensions with the Quarren.
Submitted by: rust

THE QUARREN (http://www.pokemonelite2000.com/forum/showpost.php?p=1960187&postcount=26) (Part 2 of 2)
Short Description: A near-reptilian underwater-dwelling race that is armed with strength and agility. Has tensions with the Mon Calamari.
Submitted by: rust

THE VIERA (http://www.pokemonelite2000.com/forum/showpost.php?p=1958451&postcount=20)
Short Description: A mysterious race of female humanoids with rabbit ears that come armed with a variety of abilities and powers.
Submitted by: bronislav84

THE MINOTAURS (http://www.pokemonelite2000.com/forum/showpost.php?p=1961568&postcount=29) (Part 1 of 2)
Short Description: A strong race of half man, half bull creatures that highly favors melee weapons.
Submitted by: rust

THE MAREMEN (http://www.pokemonelite2000.com/forum/showpost.php?p=1961568&postcount=29) (Part 2 of 2)
Short Description: Another aquatic squid-like humanoid race that can survive both in water and on land for a limited time.
Submitted by: rust

THE NAGA (http://www.pokemonelite2000.com/forum/showpost.php?p=1962160&postcount=36)
Short Description: A race of half human, half snake humanoids with high charisma.
Submitted by: Shuricel

THE FORCE GOBLINS (http://www.pokemonelite2000.com/forum/showpost.php?p=1963276&postcount=43)
Short Description: A race of green humanoids with a strong specialty in hand to hand combat, as well as fire magic.
Submitted by: Ali the Dark One

THE NAYIOGA (http://www.pokemonelite2000.com/forum/showpost.php?p=1964313&postcount=45)
Short Description: A race of winged humanoids with a unique stat-boosting singing ability.
Submitted by: Larvinator

THE SUCCUBUSES (http://www.pokemonelite2000.com/forum/showpost.php?p=1966217&postcount=49)
Short Description: A demonic female race of humanoids with bat-like wings, horns, and hand-to-hand combat skills.
Submitted by: Larvinator

THE CHELEMITES (http://www.pokemonelite2000.com/forum/showpost.php?p=1975127&postcount=50)
Short Description: A unusual race of humanoids imbued with the power and properties of a single element.
Submitted by: sonickid01

THE CHERUBS (http://www.pokemonelite2000.com/forum/showpost.php?p=1978553&postcount=51)
Short Description: A small, angelic race of winged humanoids with very high charisma and agility.
Submitted by: TheScottMan

bronislav84
01-06-2008, 05:10 AM
Name
Cat Demon(s) AKA Neko (Plural of Neko is Neko)

SPECIAL Allocation
Female
Strength: 6
Perception: 6
Endurance: 4
Charisma: 7
Intelligence: 5
Agility: 8
Luck: 4

Male
Strength: 4
Perception: 6
Endurance: 4
Charisma: 7
Intelligence: 5
Agility: 8
Luck: 6

Both change to this in Feral Mode:
Strength: 7
Perception: 7
Endurance: 6
Charisma: 2
Intelligence: 4
Agility: 10
Luck: 4

Description
A race of humanoids with cat ears on their heads, extendable claws on their hands (Up to 2"), and tails. They don't usually wear shoes because they also have claws on their feet, which can extend to a length of 1". Their feet are padded for silent movement at any speed. They make absolutely no sound when moving, no matter how fast they move, as long as they don't wear footwear. Their foot soles are padded like cats, but that doesn't mean the soles are any easier to scratch by environment. Some members also have whiskers on their faces. The muscles of the female, although they look normal, are comparable to the average human male, while the male is comparable to the average human female.

Neko are a primarily female race, with the females being quite stronger than the males. There are very few males. The ratio of females to males is 10:1, so it's rare that males are transformed into a Neko, but it happens.

Neko can pretty easily pass for human by hiding the tail, wearing a hat, and not drawing attention to the slightly longer than average “nails” on their fingers. They can be identified by some things a cat does, like enjoying milk and fish.

Combat
Neko have quick reflexes, good senses, intelligence comparable to that of an average human, and are very fast. They have durable claws on their hands, just like cats. They usually fight with acrobatics similar to ninjutsu, jumping around and scratching their enemy with both sets of claws. Their claws are not easy to break, but when they are broken, they usually grow back in a matter of hours.

They have the ability to channel the demon energies into their claws to make the claws on their hands and feet especially deadly by increasing their size, and making them razor sharp to touch on any part of the claw, not just the tip. The durability on this kind of claw makes them especially hard to break, and they glow.

The other ability granted to them as part demon is to jump incredibly high, max of 20'. This works very well with the Neko fighting style. They always land on their feet, no matter how high they jump, or from what height they fall.

When their adrenaline goes too high, or their stress builds, they lose control of their minds for a period of time. A mysterious magic allows their clothes and possessions to not be left behind after changing forms. It vanishes as soon as the transformation begins. Their bodies mutate on their own, and they enter what is called Feral Mode. In Feral Mode, a Neko will stand on all fours and be covered in fur, looking far less humanoid all together.

Feral Mode is where their power is at it's finest, and their speed tops off. They move really fast, as if possessed. They can further increase the size of their claws, and slice things to shreds in a matter of moments. They grow really large fangs in their mouth, which are used for biting their enemies. Feral Mode wears off when the Neko calms down.

Feral Mode Neko can tap into their demon abilities much more freely, and have access to more damaging attacks.

They can channel their demon energies into both of their forearms to create two twin blades that are similar in shape to a shark’s fin. Each blade is located on the back of their forearms and is used to cut into one’s opponent. For example if a Neko wished to decapitate an enemy they would use a swinging punch that is actually aimed just to the side of the opponent’s head. The blades only last for up to a minute.

The other ability is being able to grow sharp quills all over their body and roll into a ball, which looks like a giant hairy and spiked mace, but not metal. They can then roll into the enemy to impale them, or roll by and let the quills do the slashing when making a pass. This lasts for a lot longer than the blades.

+’s and –‘s
Positives
Neko are very fast, above average on beauty, have good senses, and good reflexes.
They have a Feral Mode that turns them from already a pretty formidable force into a stronger formidable force.

Negatives
Their Strength is pretty average, they have lower than normal Endurance, and their luck is below average.
Feral Mode cannot be controlled, and happens on it's own. This may lead to situations where it activates when not needed, so Neko need to keep their emotions pretty steady.

Images of the Race
Normal
http://i17.photobucket.com/albums/b70/Gun6/Catgirl5.png A sprite by gun6. Thanks dood.
http://img201.imageshack.us/img201/1782/catgirlxn3.gif
http://i150.photobucket.com/albums/s86/u2dum2liv/Nekogirl20.jpg This is actually an edit of the above image, which was also found on Photobucket.

Feral
http://i17.photobucket.com/albums/b70/Gun6/CatgirlferalFIN3.png Feral Mode sprite, by gun6. Thanks.
http://www.smh.com.au/ffximage/2006/08/04/snowleopard_narrowweb__300x344,0.jpg An idea of the size of the fangs on Feral Mode, except still slightly bigger.
http://imagecache2.allposters.com/images/pic/RIC/2400-4393~Black-Panther-Posters.jpg another one showing fangs.
https://epedia.pbwiki.com/f/snowleopard.png
http://homepage.mac.com/wildlifeweb/mammal/snow_leopard/snowleopard05.jpg
http://www.ri.net/schools/North_Providence/Birchwood/Bobcat2042017.jpg
http://content.answers.com/main/content/wp/en/f/f0/Bobcat_sitting.jpg
Note that these pics are only for an idea of what it looks like. Feral Mode is actually bigger than these cats, and is comparable to an average sized adult human standing on all fours.


Also requesting a reserve on Viera. Sory Ken, but I'd like to make all the Viera types available, in one way or another. I'm sure as hell gonna try.

Third, requesting a reserve on a race called Elementals, humans that can change into a pure form of one of the Pokemon types.

Neo Emolga
01-08-2008, 05:57 AM
OOC: The Neko are good to go. Nice job, man.


Name – Harpy (Harpies pluralized)

SPECIAL Allocation

Strength – 4
Perception – 7
Endurance - 3
Charisma – 9
Intelligence – 5
Agility – 8
Luck - 4

Description: Harpies are essentially creatures that are half human, half bird, standing around six feet tall. When it comes to feather plumage, Harpies have very colorful feathers like those of a parrot or a bird of paradise. Females generally have lighter and brighter colors, such as pink, yellow, orange, bright red, and light purple, while males tend to have darker, cooler colors such as turquoise, blue, purple, red, and black.

Harpies have the head, torso, and arms of a human, while having wings and legs like those of a bird. The Harpy has a normal human face (though their eyes sometimes appear to be colors that a human’s eyes would never be, such as a bright orange, yellow, emerald green, sapphire blue, or violet color), but on their head is a combination of colored hair and a feathered crest with the upper half being feathers while the lower half is colored hair very close to the color of the feathers. As for the torso, the front is usually bare skin like the chest of a human, while the back is covered with feathers, along with the most predominant feature, the large, feathered wings on the back of the Harpy. Also on the back of the Harpy, right above the rear is a large series of tail feathers, usually the same color as the wings. Meanwhile, the thighs of the Harpy are covered with feathered down the same color of feathers as their wings, while the lower half of the legs are talons like those of a bird. If the Harpy does wear clothing, usually it has to be very loose. Also, its usually the Harpy themselves that has to provide the holes in the clothing to make way for the wings and tail feathers.

The most predominant features of a Harpy are their agility, perception, and their very attractive and charismatic appearance. Meanwhile, they are very light in weight and can fly very quickly.

Combat: In combat, Harpies will almost always use their wings to fly into the air unless they are entrapped in a closed in space or have a good reason not to take flight. Meanwhile, distance attacks are generally favored, whether it be used by magic, projectiles, or thrown weapons. Swooping and striking is also a preferred hit and run tactic, whether it is with a melee weapon or with their claws.

Harpies can use firearms, but the most they can carry and still fly with is a rifle.

+’s and –‘s:

Advantages

+ Harpies have wings, which allow them to fly outdoors or in large enclosures, often using them both for pleasure, purpose, accessibility, and also combat.
+ Harpies often rely on agility more than strength. Though Harpies aren’t as strong as humans are, they make up for it with speed and agility.
+ Also, Harpies are much more charismatic and sexually enticing. Other races can’t help but admire the colorful feathers and optimism of a Harpy, and they can also be easily persuaded from a Harpy’s charisma.
+ Harpies also have sharp talons, which make for formidable, natural weapons. Also, they prove a very strong grip when clasping on to branches or poles.

Disadvantages:

- Harpies absolutely hate water, can not swim at all, and its impossible for them to dive underwater. They also look forward toward taking a shower or bathing as much as someone looks forward to going to the dentist, but they know it needs to be done, especially if they want to keep their good looks. Hitting a Harpy with a water attack is a pure insult to them since they know others are aware they hate it.
- In order to allow for flight, Harpies need to be less in weight and have hallowed bones like a bird. This also means their endurance is cut down, making each attack they’re hit with a little more painful. Blunt weapons especially kill.
- Harpies also aren’t as physically strong as humans are. Weightlifting and body building is something they just can’t do.
- Like Flying type Pokémon, Harpies are easily hurt by rocks, ice, and electrical attacks.
- Harpies are also pretty loyal to their Pokémon. If their Pokémon can’t float or fly like they can, they will not hesitate to stay on the ground to keep closer to them.

Images:

Some pretty close images to what I have in mind are:

http://tn3-1.deviantart.com/300W/fs7.deviantart.com/i/2005/173/5/e/Lavender_Wings_by_cuteskittles4u.jpg
Lavender Wings by cuteskittles4u, DeviantArt

http://tn3-1.deviantart.com/fs5/300W/i/2004/359/9/8/Jerendyr_by_chexmixx.jpg
Jerendyr by chexxmix, DeviantArt

Deathspector
01-08-2008, 12:47 PM
Name
Elf (Singular)
Elves (Plural)

SPECIAL Allocation
Strength – 3
Perception – 8
Endurance – 3
Charisma – 5
Intelligence – 10
Agility – 8
Luck – 3

Description
Basically imagine elves from Lord of the Rings, or any other fantasy-related book, movie or game. However, I have made some slight changes.

In general, elves are slender, and built like athletes, and you never find a big-boned elf. Why is unknown, and attributed only to the fact that the elven way of life is different, and requires a lot of movement, so if you were big you would not do very well as an elf. Apart from being thin, they are also shorter than most, having an average height of one metre. The tallest elf recorded was a record breaking one metre ten centimetres, but no one has achieved that since then. Probably one of the more prominent features of the elves are their ears, which are elongated and pointy. This helps for enhanced hearing, as well ad being considered attractive in elven culture. The longer and pointier, the hotter.

Their hair colour is very limited, as elves nearly always have blonde hair, or black hair. Of course like any other species, as they grow old, their hair begins to turn silver, and can sometimes become completely silver, but that’s only if an elf lives its full life-span of ten thousand years. Their eyes, also, are very limited in colour, being only various shades of brown, from water light brown, to an almost black, dark brown.

Combat
Elves are, in general, a peaceful race, who detests open warfare. However, they will fight if given the right incentive, which can vary from gold to family honour.

Their fighting style relies heavily on their technique with weapons, and their magic. When it comes down to physical fighting, they are both weak, and inexperienced. However, as a magical race, they far outstrip many others. They are born with an innate magical ability, which only grows and develops as time passes. They use magic very effectively during combat, although each elf specialises in different aspects of magic. And those who are wary of magic, and its obvious powers, turn to two forms of weaponry that elves are very good at using. Archery and throwing weapons (hatchets and small knives).

Because of being rather varied, they fight in small groups of five to six, where each person specialises in a different thing. The various forms of magic, and weaponry. This fighting as a group has proved to be exceptionally good, as they’re small enough (both in number and in size) to sneak in and out of secure places, and volatile enough to protect themselves from too much harm.

+s and -s

+s
Elves are incredibly intelligent, and have an acute understanding of how things work. After dismantling a computer once, they could figure out how it works down to the last screw.
Elves are rather light-footed, and can actually walk on top of snow, rather than wading through it. That, however, is where it stops, as they cannot walk on water, or anything of a lighter density than snow.
Elves can live for up to ten thousand years, and so hardly ever die of old age. However, this could also be considered a disadvantage
Very rarely do you find a clumsy elf.

-s
Elves are, for all their glamour, physically very weak; one solid punch to their face, and they could be knocked out for several long hours. This is why you never see elves brawl. Well, physically, anyhow.
Elves tire very easily, and cannot run very fast, or for a very long time.
Because they live for such a long time, some elves actually wish to die soon, and commit suicide. This can happen for various reasons, the most common being that a love was killed, or died of an unnatural cause before their time was up.
They do not work well alone, although there have been a few exceptions

Images of the Race

A sketch of the shape and weaponry of a male elf (Legolas from Lord Of The Rings) (http://img-fan.theonering.net/rolozo/images/tanhueco/legolas1.jpg)
The basic appearance of a female elf (Galadriel from Lord Of The Rings) (http://elven.the3rdage.net/Images/galadriel8.jpg)
A slightly more intimidating female elf (Arya from Eragon)
(http://www.cardboardstandups.com/images/Standups/662Arya.jpg)

Deathspector

Kenny_C.002
01-09-2008, 06:21 AM
Name: Gareth'ar

S - 1
P - 5
E - 3
C - 7
I - 10
A -10
L - 4

Description: These creatures are humanoid to the point that they have arms and legs and move on their legs. However, they differ from humans in how they look generally like a cross between a squid and a human for their heads, while carrying that same slimey outlook for the rest of their bodies. They do have thumbs, hands, fingers, etc. like a normal human, though.

Gareth'ar are also themselves very much magically oriented creatures, deriving their magic usually from nature.

Combat:
Gareth'ar do not tend to fight often due to their physique (lack of strength and endurance). However, a large number of them do train in their magic, and attack using these magics. They also have a special task forces that do not follow traditional "cast spell" mage types. These task forces tend to specialize in hit-and-run tactics.

Flash Mage (some flash mages lose 2 points in endurance to increase preception to 7)
The flash mage is a physically oriented mage. Flash mages are trained under the arts of augmentic magic, and have a very powerful single offense. This offense is when they charge their arm (usually just one) with hyper-intensive raw mana, usually linking the arm directly from their mana cores into their arms. The result is that the arm becomes powerfully dangerous, and can vaporize things just by palming them (a la Kent Tousaka). Of course, this is simply a method to compensate for their lack of strength, and taking advantage of their natural speed. They are the ultimate all-or-nothing mages.

Cardmancer
Cardmancers are typical "cast spell" mages, with a twist. They actually cannot cast spells on their own, but require the assistance of their own specially made "spell cards", essentially blank mana containers. Cardmancers charge cards with mana, and then use these cards to produce spells. The difference between Cardmancers and typical "cast spell" mages are that cardmancers do NOT have "casting time" due to the medium being the containers that actually does the casting. This means that they can move and cast spells at the same time, and can cast multiple spells by charging more than a single container with mana. The downside is that they are unable to cast spells without cards, due to their training to learn how to charge the appropriate mana into a single container, and that the size of their spells are limited by the amount of mana that can be charged into a container, so they will have very few very powerful spells at their disposal.

Auramancer
Auramancers are rather awkward mages in general. They by themselves do absolutely nothing. They really only stand around in crowds and are generally harmless to the enemy in general, save for a couple of healing spells there and there. The major power of the auramancer is not in their healing arts, but in their augmentation arts. The auramancers actually emit a light aura of mana around themselves (so when they are on, it's a slow drain on their mana), which augment the magic of basically anyone who use similar types of mana, friend or foe alike. Plant a couple amongst a group of spellcasters, and that force becomes one that can be enormously dangerous. Since Auramancers' abilities tend to be second nature, they CAN run around with the non-standing mages, as well.

Enchanters
Enchanters are different from Auramancers in it that they do not possess a continuous ability. Rather, they are capable of enchanting weapons and spells (yes, they can enchant spells on the go). They are incapable of doing any other sort of magic, other than some support spells here and there. Not offensive. They are advised to just run if the going gets too tough, like the auramancer.

Swing Mage
A swing mage fights dirty with their ability to cast spells while flinging their nunchucks (lacking one handle, so it's just chain + a handle, and the weapon is held from the chain). All spells they do are based off circles, and thus is the most efficient mage type there is. Their specialty comes from "magic missle" attacks that stem from these circular movements. Interruptions in the circular movements cut off their mana circulation, and severely drops their mana reserve. Expert swing mages can adopt an offensive tactic that involves attacking with the 2/3 nunchuck while casting spells, and it deals mainly with learning how to control mana flow in the nunchuck.

Counter Mage
Counter mages are the special task forces imposed by the Gareth'ar. They do not do anything on their own, but have the unique ability to nullify magic attacks within a small radius, trading exactly twice the amount of mana required to cast the spell to nullify it. They are not offensive units.

+'s Fast, agile on land and moreso in water, can communicate over long distances in water via a squid ability (cannot be intercepted due to strange encription using mana). Incredibly diverse, with three different offensive classes and three different defensive classes.

-'s lack of anything once mana pool is gone. For flash mages, that's quite quick, but less so for the other kinds. Lack of endurance, have to be augmented to do any real damage.

skiboydoggy
01-09-2008, 11:16 AM
I have returned! With my army of races!

Wolfman

I'm going to smack you if you don't know what I'm talking about.

They're SPESHUL!

Strength- 7
Perception- 9
Endurance- 7
Charisma- 2
Intelligence- 4
Agility- 7
Luck- 4

Wolfmen are strong, though not quite on par with say, a Minotaur. A swipe from then can tear straight through bone however, and their jaw power is frightening, to say the least. Their ability in perception is almost unmatched, with the slight exception of their inability to see objects with proper clarity. However, even with their weaker than average eyesight, they are still perfectly capable of catching even the smallest movement that whatever it is makes.
They are not untiring, and their ability to take damage is about the same as a normal well-built human, but they have a legendary ability to never succumb to pain due to their incredible focus, as they will never willingly fall before an enemy is defeated. To be fair, they do need sleep, but adrenaline wakes them up faster than a triple espresso with a large bar of bitter chocolate.
Wolfmen tend to be a little rough, and are incapable of properly expressing themselves, as the shape of their face, teeth, and tongue, tend to get in the way of perfect articulation. Although they are capable leaders in a crisis, based on pure guts, whether one can put one's trust in a wolfman is questionable. Besides, to be honest, they kinda smell.
Intelligence-wise, wolfmen are perfectly capable thinkers, although their instincts tend to get in the way of proper thought processes. As such, though a well trained wolfman is capable of writing a university thesis like a normal human, in difficult situations their cognitive ability is heavily compromised.
A wolf is fast, neh?
And their luck is pretty average, though trees do get in their way a bit more than they do other races.

Description: You know, like a werewolf. Slightly larger than a normal human being, and furry, along with elongated snout and all. Fundamentally similar to putting a Mightyena on its hind legs and giving it opposable thumbs, except with different colours. As far as clothes go, different wolfmen have different preferences, some are fully clothed in generally simple clothes, some wear a loincloth so nothing hangs out, and some run around in the buff. A wolfman in huge robes and all sorts of expensive clothing is not only unheard of, but the very topic of a rich wolfman is considered bad manners in their society.
Wolfman! (http://i20.photobucket.com/albums/b204/Skiboydoggy/werewolf-11.jpg)

Combat: Wolfmen are born warriors through and through, relying on instinct and brute force to get through all combat situations. With roughly matted fur that can even tangle the occasional dagger and tooth and claw, they are the perfect brawlers, and have been known to take down trolls on their own with not too much difficulty. Of course, they can also use weapons, such as spears and knives, the latter of which they always carry out with them, as skinning an animal with only claws is considered barbaric, even for them. Magically, they are capable of casting spells, but are generally not considered made for it, but there have been very successful wolfman mages, though any that specialise in a field other than offensive magic is unheard of.

+'s and -'s: Wolfmen have claws, and good strong teeth and jaws. Their hide is also far tougher than a human's, and their instinctive nature ensures that they are never at a lost except in very, very, extreme circumstances. To find a depressed wolfman is to find a hopeless situation.
On the other hand, this nature is also their greatest bane, as for all of the individual's intellect, when faced with fear or whatever else it is, they tend to revert to a near primal state, and provoking them will more often than not cause a large part of your flesh to fly somewhere else. Also, their extremely strong senses make them seem rather distracted at times, although when faced with a proper enemy, all such notions are put to rest. Although it still makes them much more susceptible to sound based weapons, and Muk.

---

Dwarf!

As in like, Dwarf, Dwarves, short people.

Fear the SPECIAL, lest you want to be Fallout'd.

Strength - 7
Perception - 5
Endurance - 8
Charisma - 4
Intelligence - 4
Agility - 4
Luck - 8

Quite an oddity amongst the other small(er) folk, the Dwarves are one of the stronger races around, albeit one of the slower ones. They tend to be lethal with a blade of any kind, and have been said to be able to take down even creatures ten times their size due to a mix of ingenuity, luck, and sheer force of will.
As far as their senses go, due to the origin of the dwarvish folk, they tend to have exceptionally good hearing when compared to that of humans, though they are also a little shorter on sight for the same reasons. However, a night blind dwarf is rare, unheard of even.
Dwarves are known for never backing down, and have a seemingly infinite stamina, and seem to treat sleep as something of a luxury rather than a necessity, though even they need to stop working and fighting at times. This is due partly to their tough build born to fit the hostile conditions underneath the ground, and also partly because a dwarf's pride is absolutely huge. Insult a dwarf and beware your neck, as they say, because they can, and will, go to hell and back for revenge if they need to, and backing down is a mark of shame for them huge enough to pariah them for the rest of their three hundred odd year lifespan.
A dwarf is also famous for being exceptionally lucky, and cave-ins always mysteriously occur right AFTER they leave the cave, and even if they fall all around the dwarf, that's it, a way out is even very normally present. This is why many consider it folly to challenge a dwarf, especially races like the Wreithyrs, who feel as though they might trip over their (sometimes metaphorical) feet even before the axe comes down to bore.
As for everything else, perhaps due to the smaller size of their brain or something, but their ability to charm and think is slightly below that of the average human, and their stocky limbs also prevent fast movement. That, and heavy armour, heavy armour always helps.

Description: Small, but tough, dwarves are without any exception, long haired, and for the males, large bearded. About half the height of a normal human, dwarves are known to be pale (under all that hair,) due to a lack of exposure for sunlight, for most of them at least. The surface dwelling dwarves on the other hand, are very often an odd, if not unpleasant, reddish pink in colour, as though permanently scorched by the sun.
Normally a dwarf is always donned in gear made for battle, or mining, or other dangerous adventure, and perhaps this preparedness is what makes their legendary luck, so legendary.
Dwarf! (http://i20.photobucket.com/albums/b204/Skiboydoggy/the-white-dwarf.jpg)

Combat: Dwarves are tenacious fighters, who tend to adapt quickly to any given situation and just beat it out with whatever they have at hand, though they are not above, and are in fact proud of their abilities in picking out the best tool for the job at any time and using it. Of course, most dwarves tend to take the easier route, and just carry a heavy weapon at them with all times, and due to their armoured bodies, are simply impossible to kill. In fact, Mithril, the highest grade of ore used by dwarves, is even tougher than dragon scale, and mirrored in the correct way, are even magic-reflective. This, coupled with their already tough bodies, (no wonder if they wear that suit around all day,) makes them difficult to take down, as more often than not, they tend to simply outlast you, and getting in the last smack with a club, or something like that.

+'s and -'s: Dwarves are notoriously difficult to kill, and it is often safer to burn away all the bodies individually just in case one survives and remembers your face. Also, dwarves function just as well in almost perfect darkness as in brightly lit areas, due to the special make-up of their bodies. This means that while they are about the same as humans perception-wise in the day, at night, and in caves, they are almost undefeated amongst pure humanoids.
However, dwarves have several huge weaknesses. One is that they are unable to swim, at all. While they tend to mysteriously never drop into underground rivers during their excavation trips, if one was to push them into water, they would sink like a brick, and not only because of their armour. They also tend to be very stubborn, in a way that would make a psychiatrist quit his job and go be an insurance salesman instead, less stress that way. This means that while if they chose to, and they perhaps would in ten years or so, they could easily analyse and be able to perfectly replicate human weapon technology, but they simply choose not to, feeling that magic and will is already more than enough.

---

CENTAUR

Horseman, manhorse, whatever.

They are not only SPECIAL, they are broken, too.

Strength: 7
Perception: 6
Endurance: 7
Charisma: 6
Intelligence: 7
Agility: 3
Luck: 4

The Centaur is a strong breed, and one with longbow or lance in hand is not something you would want to face. With extremely strong arms capable of snapping a human neck in seconds, and legs capable of sending even a wolfman flying without very much effort, the centaurs seemingly combine the strength of both human and horse easily.
Perceptiveness is a trait that is not very easily apparent in a centaur, as while their eyes are as sharp as an eagle's, and their hearing more than sufficient to survive in a forest environment, they are almost completely devoid of a sense of smell, and touch is limited to any form of proper sensitivity for their humanoid parts.
Centaurs are almost impossible to kill, and once they start running, they can easily keep at it for a full day. Nobody quite knows why, but the record for a centaur is exactly a hundred and seventeen arrows stuck in various parts of his body. Here's the secret, all centaurs have two sets of lungs, two hearts, and cannot die until both stop functioning. The catch is this, they are incredibly weak to blunt weapons, and a sharp blow to their legs will send them to the floor easily.
While centaurs are a polite and well-mannered lot as a whole, they have a major weakness in that they tend to appear too mysterious for their own good. Perhaps this is due to their natural penchant for divination and astronomy, but whatever it is, it tends not to appeal too much to people.
Centaurs are intelligent, not incredibly so, but they can process information much more easily than say, dwarves, and are practically geniuses compared to minotaurs. They are also naturally adept at magic, if they so choose to pick up this route, but many choose to be hunters as well, so that might not always apply.
For all their gifts, the centaur's major weakness is his agility. They have difficulty jumping straight up, cannot climb a tree, have a practically non-existent dexterity, and even have difficulty turning around. (Although their humanoid waist allows them to turn a hundred and eighty-degrees around. Quite creepy really.) They are fast, as far as running is concerned, and very much so, but expect them to do twists, flips, and turns, and you will find yourself sorely disappointed.
The karmic balance does not particularly favour centaurs, who often find themselves in situations where their expertise is needed, no matter how much they try to stay away from it. Of course, it is not so much that centaurs trip and fall on a regular basis, but they do meet unfortunate incidents a bit more than the average human being.

Description: Half horse, half man, centaurs are larger than both and tend to, without a doubt, have far tougher muscles than either. They tend to have long, wild, hair reminiscent of a horse's mane, along with generally more horselike features such as a slightly elongated nose, and larger molars than humans. For the most part, centaurs go unclothed, including females, but in colder climates or when in the presence of many other races, they do not have trouble wearing tops.

Combat: A centaur's style varies, with some being magicians, some being fighters, and some choosing to be archers. Whatever they are, they tend to excel in it, and more often than not, another field of combat as well. As magi, they generally make use of superior speed to get around enemies and cast precise and powerful magic, unless they are supported by many allies, whereupon they tend to simply let loose. Fighters are generally users of spears, lances, and one or two might use halberds. Long weapons are preferred, as they allow the centaur to hit in a wide arc, including below and behind them, though it is not recommended to get behind a centaur. A kick from them is as painful as a blow from a dwarf's warhammer, if a bit less permanent. Also, long weapons allow them to charge in from a distance away, maximising their natural gifts, although many are also adept in swords to enhance versatility after the initial charge. Archers are more simple, they stand there, and they let loose with frightening accuracy and strength.

+'s and -'s: Centaurs are fast, running at the speed of a prized racehorse with ease. At the same time, they are also incredibly difficult to kill, and it always requires at least two strikes to take them down, unless one happens to be both tall, smart, and strong enough to land a heavy blow on their skulls; or legs, which topples them almost instantly, but does not kill them, although trying does tend to leave the attacker open to a good tough kick to the chin. Their running is also exceptionally silent on dirt and grass, with almost nothing audible to suggest that a centaur is there.
On the other hand, due to having four legs and a non-centralised upper body, centaurs have almost no ability to climb, and swimming tends to be a slow, if safe process for them. They are also exceptionally loud on concrete, and are easily recognisable by anyone with half a brain.

...

Three for now. Yup.

Neo Emolga
01-09-2008, 06:16 PM
And we’re on. Good to see these guys back.

Deathspector:
The Elves

The Elves are good to go for another round. Approv’d.

Accepted

-------------------------------------------------------------------------------------------------------------------------

Kenny C
The Gareth'ar

The second paragraph for Habitat and Society (Had to chop that out since all of the races in the RP are totally new, and didn’t exist before) need to be cut out, but I’m okay with the rest of that. Other than that, the rest of it is fine. So if that condition is okay with you, its okay with me.

Accepted

-------------------------------------------------------------------------------------------------------------------------

skiboydoggy
The Wolfmen

And they return! Look good, no problems here. Approv’d.

Accepted

-------------------------------------------------------------------------------------------------------------------------

skiboydoggy
The Dwarves

Hey, I should know who these guys are considering I have one as a WoW character. Looks good, these guys get the green light. Approv’d.

Accepted

-------------------------------------------------------------------------------------------------------------------------

skiboydoggy
The Centaur

Good to see you’re nicely covering all the classics. Looks good, these guys are set.

Accepted

Kenny_C.002
01-09-2008, 11:04 PM
Yeah, you caught me copypastaing myself. XD

Elrond
01-10-2008, 12:13 AM
I created a race of Metorians, but I wanted to get a bit of input on them before I actually submitted them. I was shooting for creativity when I made them up, even though it sounds at first like they don't differ much from humans...

Name – Corpus homos. More commonly known as the Humanids (single: humanid) The scientific classification means “same body.” (badly translated, I know…)

SPECIAL Allocation –
Strength 4
Perception 8
Endurance 4
Charisma 6
Intelligence 9
Agility 7
Luck 2

Description – The main disitinguishing feature of the Humanids is the fact that they are the least physically changed Metorian race; in other words, they still very closely resemble humans, and in that lies their incredible advantage over the humans. Nonetheless, the Humanids do have certain traits that differentiate them from the humans.

Firstly, the common eye colors of Humanids are not blue or brown. Rather, most Humanids have irises ranging from hot pink and red, to fuschia, to pale purples, and even oranges. To deal with this problem, undercover Humanids wear sunglasses, even in gloomy weather. Male Humanids do not possess nipples, though the females don’t seem to mind… Also, these Metorians generally possess longer, thinner fingers than humans, as well as growing much less hair, i.e. the hair on their heads generally does not go past the ears, and hair grows very sparsely (and often blonde) on certain other parts of their bodies, such as the armpits and… the other places… Their hair is generally a sandy brown color, with natural highlights in shades of green or blue.

Humanid bodies metabolize food very quickly, which prevents them from growing more fat than necessary, and yet, a hormone in that same grain also prevents these creatures to obtain large muscle masses. As a result, most Humanids have thin body compositions, with their natural muscles fairly prominent (because there is very little fat to cover them up). The lack of athletic-quality muscle does not seem to bother the Humanids, however, as they prefer not to take part in physical labor, other than work that is necessary for survival (they have a strong work ethic when it comes to important tasks like gathering firewood in winter or growing food); they instead prefer to enhance their intelligence and understanding of the magical powers they have been endowed with.

The most distinctive feature that Humanids possess is the lack of fingernails.

Combat – Martial arts do not generally figure into the Humanids’ battle strategies. They use their magic to fight instead, and generally from a long distance. Their most powerful weapon is not sheer power, however. It is rather their incredibly stealthy abilities. Humanids have perfected their magic in a way that allows them to move as though by teleportation. This tactic is most commonly known as shadow-walking. They seem to almost disappear, save for the ‘hazy mist’ that is left behind. It is possible to hit a Humanid while it is shadow-walking, and, unfortunately, this tactic also is very draining on the Humanids. Because it is such a valuable ability, this contributes to the lack of endurance.

The magical abilities Humanids possess are generally centered around nature, rather than the arbitrary slinging of spells advocated by Harry Potter and his friends (JK Rowling, in writing her stories, had promised the Humanids she studied that she would not reveal the nature of their abilities). XD The Humanids have an uncanny ability to control the wind and weather, as well as nearby plants. Because of their bond with nature, Humanids also have a strong, magical bond to their Pokemon, though they generally own a maximum of one or two. When it comes to physical combat, the Humanids' Pokemon are their best weapons.

+’s and –‘s –

Pros-
1. As described, Humanids have the ability to be incredibly stealthy and nearly indetectable among humans.
2. Humanid skin heals very quickly, though healing large cuts is very draining upon their power.
3. Very advanced Humanids can control the air around them in a way that allows them to fly short distances.

Cons-
1. Humanids are very dependant on food, and eat five meals a day due to their rapid metabolism.
2. Humanids are also dependant on oxygen. Even SCUBA gear, if the Humanids possessed it, would not provide enough oxygen. It takes very skilled Humanids to manipulate water in a way that will allow these Metorians to swim long distances. Humanids also cannot spend much time to close to a fire, as it eats up large amounts of oxygen.

Hoshika
01-10-2008, 01:12 AM
This is probably not going to work, but let's see what you say. =P

Name: SubPokémon (SubPoké for short, plural is the same as singular.)

SPECIAL Allocation:
["SPECIAL" note: First number is SPECIAL compared to a human, second number is SPECIAL compared to a Pokémon.]

Strength: 7 / 5
Perception: 6 / 4
Endurance: 9 / 6
Charisma: 1 / 6
Intelligence: 5 / 8
Agility: 8 / 5
Luck: 4 / 6

Important information: The species a SubPoké changes depending on the area. For example, if the person was in the Petalburg Woods, the person would become a Zigzagoon, Wurmple, Taillow, or any other wild Pokémon there. Age also affects it, too; the person is most likely to be in the second stage if they're middle-aged or somewhere around that. Pokémon that must evolve by trade or item, though, cannot be a possible SubPoké under normal conditions. SubPoké also evolve very, very slowly. Did I mention that already?

Description: SubPokémon look just like ordinary Pokémon, but some human characteristics are kept, such as eye, hair, and skin color. Appearances differ depending on where the person was transformed. The person is never given the appearance of a rare or powerful Pokémon, and is usually left at the evolution chain's first stage.

Combat: SubPoké fight just the same as regular Pokémon, but have to learn skills on their own, unlike ordinary Pokémon. An example of this would be a SubPoké Totodile figuring out how to use Water Gun properly. Fighting styles of SubPoké end up being different than regular Pokémon's style, usually on the better side.

Pros:
They are much more physically capable than humans. The abilities that are enhanced depend on the Pokémon.
They can understand and speak the human language they spoke before, and just as well as before they were transformed. (That means they talk.)
They can perform basic communication with ordinary Pokémon in the Pokémon language.
They cannot be caught in a Poké Ball.
Their intelligence is kept the same from being human to being a SubPoké.


Cons:
SubPoké are found to be weaker at start than their wild counterparts.
They do not fully understand the Pokémon language.
They can't be caught in a Poké Ball. No safety for you!
SubPoké take a long, long, long, long, long time to evolve.
They can't transform into any other Pokémon. Once they've been changed fropm their human form to their SubPoké form, there's no changing into anything else except for anything in ahead of them in their evolution line.
SubPoké cannot be uber. SubPoké cannot be uber. SubPoké cannot be uber. SUBPOKé CANNOT BE UBER. SUBPOKé CANNOT BE UBER!!

Images of the Race: Uh... they're just "enhanced" Pokémon, appearance-wise. >_>

Stinky
01-10-2008, 10:35 AM
Name – Pokemorph (Pokemorphs)
SPECIAL Allocation –
ATTACK````````````DEFENSE````````````BALANCED

Strength- 9```````````` Strength- 5```````````` Strength- 7
Perception- 6``````````` Perception- 6`````````` Perception- 6
Endurance- 4``````````` Endurance- 10````````` Endurance- 7
Charisma- 4```````````` Charisma- 5``````````` Charisma- 5
Intelligence- 6`````````` Intelligence- 7````````` Intelligence- 6
Agility- 7`````````````` Agility- 3`````````````` Agility- 6
Luck- 4``````````````` Luck- 4```````````````` Luck- 4


Description – Pokemorphs appearance generally depends on what Pokemon the human was morphed with, as Pokemorphs were formed when a human was making contact with a Pokemon when the EMP-like pulse passed over them. In some cases, the Pokemon genes are dominant, changing the human’s DNA to become more like the Pokemon’s, and in doing so changes the shape of the human. In other cases, the human gene is dominant, and they keep the same shape, although parts may be altered slightly. (like skin tone, hair color, and growth of wings and claws) Pokemorphs are generally stronger than their human forms, having gained the abilities of a Pokemon. There are very few personality changes, although when a human becomes a Pokeporph, and they morph with a more aggressive Pokemon (like Aggron or Salamence) they tend to become a little more aggressive. When a human morphs wiht a legendary Pokemon, the result is an extremely powerful Pokemorph that shares the mind of the human and the legend.

It is difficult for certain breeds of Pokemorphs to pass as a human, as they may have strong similarities to a Pokemon. Some Pokemorphs that come from a humanshape Pokemon(like Jynx, Alakazam, and Hitmonlee) are able to easily disguise themselves as a human.

Combat – Pokemorphs have the ability to use any move known by the species of Pokemon they were before. They are not controlled by humans (in most cases), and can attack for themselves without a trainer calling out commands. Pokemorphs can use weapons, although most have trouble firing a gun (lack of opposable thumbs). Pokemorphs can use their natural body parts to attack foes, like slamming with a tail, or attacking with claws.

+’s and –‘s –
Advantages:
+Can use Pokemon attacks
+Become stronger and gain characteristics unlike a human.
+Some gain the ability to fly, some to swim.
+Are generally a very balanced breed
+Pokemorphs, to some extent, can translate Pokemon speech.

-They can be captured in a Pokeball, although their obedience will be hard to gain
-They have below average luck.
-Defensive Pokemorphs are very heavy, making it hard for them to move.
-Pokemorphs based around attack can’t take as much damage, so they tend not to last nearly as long in battle.
-Most Pokemorphs lack opposable thumbs, which limits the activities that they do.
-Pokemorphs cannot evolve.

Images of the Race –
http://i200.photobucket.com/albums/aa186/ShinyStunky/Goofingoff.png
^Made by me^
http://tn3-2.deviantart.com/fs15/300W/i/2007/079/5/8/Pokemorph__Commissioned_team_by_Ebonyleopard.jpg
^Made by Ebonyleopard of DeviantArt

skiboydoggy
01-10-2008, 01:21 PM
Troll
This is for all you sad godmodders out there. The undying race.

So SPECIAL, they break limits too.

Strength: 7
Perception: 6
Endurance: 10
Charisma: 2
Intelligence: 4
Agility: 7
Luck: 4

Trolls are pretty strong, although not so much as say, Minotaurs, Giants, and the like, and are in fact closer to the strength of dwarves and centaurs, although their generally longer limbs make their strikes seem much harder than they should be, but they, as a rule, will lose to the above mentioned races in an arm wrestling competition.
Trolls are pretty much like humans with respect to their sensory capabilities, with their small beady eyes and unobservant nature. They have little need for great senses honestly, as enemies tend to seek them out rather than be the other way round, and backstabbing a Troll is generally not going to be much use.
What is truly frightening about trolls is that they do not, freaking, ever, die. Nothing kills them, at all, at least, nothing short of chopping off their head, and doing an odd dance around the fallen head to stop its ghost from biting you in the rear. Yes, I was kidding about that last part, but they are so tough that in fact, limbs can be reattached with enough effort. As far as humans can tell, their nervous systems are endlessly regenerating, and any non-fatal injury can be healed up with enough effort. If it does not kill them almost instantly, it will not stop them.
Trolls are, as expected, not a very welcome lot anywhere. Most people are scared of them, and those that are not tend to be either very brave, or very stupid. Besides, the smell like blood and bile most of the time anyway, which is pretty much an automatic turn off for anyone.
These trolls are also unexpectedly intelligent, and in fact have a penchant for shamanistic magic if they choose to pursue it. So if some poor uninformed sod tries to take on a troll through wits alone, they tend to be taken down through sheer force of will, as a troll will never forget the person who last wounded them, and will never stop chasing revenge.
Trolls are also, naturally, an agile lot, capable of climbing trees with ease and doing up to double backflips from a standing position if they need to. This is mostly due to their disproportionately long limbs, but also due to their tough jungle habitat that more often than not, puts them at odds with other races.
Luck-wise, Trolls are pretty normal, although things like stones tend to stub them a fair bit. Not that they care, at any rate.

Description: Trolls are about seven foot tall, and have skin tones that range from green to blue, depending on their habitat. Green is generally for forest trolls that hunt in the day, and blue is more common in mountain trolls, or any family that usually acts nocturnally. There is no mistaking a troll, as they tend to be big, rough, and smelly, and are normally adorned with all sorts of tattoos that at first glance, appear to be voodoo, and upon second glance, still appear to be voodoo in origin. These supposedly prove their allegiance to their shamanistic gods, the spirits that dwell well, everywhere. They also tend to move in a half-crouch, something like a frog, which brings them down to about level which smaller sized humans, although they still are far more intimidating.
As a rule, trolls tend to carry skulls around wherever they go, whether they be strung into a necklace, stuck on top of a staff, or any other way, depends on the troll himself.

Troll! (http://i20.photobucket.com/albums/b204/Skiboydoggy/wow-troll.jpg)

Combat: Trolls generally prefer throwing weapons, and fight as though they were hunting deer, or something similar. This allows them to chase down running enemies without too much effort, and if anything goes wrong, picking up the tossed spears of aces is simple for them, and then they proceed to maul any person who gets to close with wide strokes of whatever weapon they are using. For the most part, trolls are unskilled, if deadly accurate with throwing weapons, and simply rely on being tougher than their enemy to survive.
The exception is of course, the troll priest, who casts spells as any other mage would, except that their spells tend to be a fair bit more exotic than most, and appear not to follow the traditional elements, but rather, invoke spirits to do their bidding. More often than not, said spirits tend to be huge snakes that may choose to spit poison at enemies, or perhaps just to bite and maim.

+'s and -'s: First off, trolls just refuse to die. They are, by nature, fierce and spirited, and it is impossible to tear them away from the fight unless something very, very, big happens.

But erm... They smell? And they tend to be ostracised by any other race, mostly due to fear of their supposed immortality. As such, more often than not, unless accompanied by other trolls, a troll is generally alone to fend off whatever comes his way, and are generally disliked even by Pokemon on principle.

---


Nezumi!

Plural is still Nezumi.

So SPECIAL, because they aren't stock races.

Strength: 4
Perception: 7
Endurance: 3
Charisma: 5
Intelligence: 7
Agility: 8
Luck: 6

The Nezumi, or ratfolk, are far from strong, although they are tough enough to wield weapons, wear armour, and still maintain an extremely high level of agility. Of course, that pretty much takes up most of their stamina, so they usually tend to eschew the armour.
Nezumi, being what they are, are a very perceptive lot, so much so that they can tell danger from extremely far away. However, they are generally incapable of telling the precise nature of this danger until it is right next to them, which usually forces them to run quite madly to avoid any of ten thousand possible dangers.
And why do they run so madly? Because they take hits like wet paper, and one or two strikes will usually bring them down. Although they do have the ability to hold up in terms of stamina for a rather long time, but that's all that can be said of their endurance.
When the Nezumi are not being backstabbing mercenary asses, they are actually a rather pleasant lot, once they clean up and stop smelling like a mix of sewer and blood that is. Which they will, in time, since they themselves take no pride in crawling around the armpit of the world.
As many would expect of a race based on rats and humans, they are a very cunning bunch of people, more than capable of trapping and baiting their prey before taking them down from behind. In fact, their cunning is matched only by their greed and their speed, which are both very great.
So, lyk duh, they are really fast, really dexterous, and really generally agile, reaching jump heights of twice their body height with ease, and three to four times if they put in enough heart into it. They can also climb trees in seconds, and always seem to be able to miraculously squeeze themselves into any hole. Though that's not really agility, is it?
The Nezumi are luckier than most, and they have to be, considering the lifestyles they adopt. Because if their luck was like say, the Vieras', they would have died out by now.

Description: Like a rat standing on its hind legs, is the very obvious answer to what Nezumi look like. Although their limbs are a fair bit longer than a simple rat on hind legs. However, apart from the fact that they are all rats on hind legs, Nezumi appearances vary wildly, some choosing to shave, some choosing to grow out their fur, some choosing to wear clothes, some not.
However, you cannot mistake a Nezumi for anything else, with their skittering and penchant for running on all their limbs when it suits them. Then there's the fact that their tails are really, freakin', long.

It's a Nezumi SAMURAI! Ain't that awesome? (http://i20.photobucket.com/albums/b204/Skiboydoggy/nezumironin.jpg)

Combat: The Nezumi usually wield short swords, daggers, short spears, or magic to fight. Armour is generally not a necessity, and their style of combat tends to involve a lot of random flipping and misleading, trying to take advantage of any opening that an opponent makes. Nezumi without weapons usually use their tails to cheapshot opponents, but when armed, they try not to expose this sensitive part too much.

+'s and -'s: Nezumi have the miraculous ability to fit into any small hole anywhere, as though there are no bones in any part of their body. Quite grotesque, and quite amazing at the same time.
On the other hand, Nezumi are normally incapable of healing magic, as though they have been forsaken by God. (The Oni on the other hand, are completely in love with them, which probably explains their slightly enhanced luck.)

---

Dragonkin


Plural is still Dragonkin.

SPECIAL, need I say more?


Red {Fire} Dragonkin

Strength: 8
Perception: 7
Endurance: 8
Charisma: 3
Intelligence: 7
Agility: 5
Luck: 2

Blue {Ice} Dragonkin

Strength: 7
Perception: 7
Endurance: 7
Charisma: 4
Intelligence: 7
Agility: 6
Luck: 2

Green {Earth} Dragonkin

Strength: 7
Perception: 8
Endurance: 9
Charisma: 2
Intelligence: 8
Agility: 4
Luck: 2

Bronze {Air} Dragonkin

Strength: 7
Perception: 6
Endurance: 7
Charisma: 4
Intelligence: 6
Agility: 7
Luck: 3

Black {Death} Dragonkin

Strength: 8
Perception: 7
Endurance: 7
Charisma: 2
Intelligence: 7
Agility: 7
Luck: 2

These are the more traditional of the dragonkin, possessing large strength, high perception, and having huge staying power. As a rule, they are all a terribly misunderstood lot that tend to come off as arrogant and bloodthirsty, along with a horrible lack of manners and an incapability to sit down in the normal way, breaking chairs by accident a fair bit. Luck is also against them, but it's not as though they need it, considering their power.

Faerie {Magic} Dragonkin

Strength: 5
Perception: 6
Endurance: 5
Charisma: 7
Intelligence: 9
Agility: 5
Luck: 3

The Faerie Dragonkin are rather different from the usual, though they are not any less powerful. Preferring exclusive use of magic where possible, the Faerie Dragonkin are highly intelligent and tend to have a way with words, though they are also naturally a fair bit weaker than their coloured brothers.

---

Description: The dragonkin are humanoid dragons, ranging from 6 foot tall, the size of a small Faerie Dragonkin, to 8 foot, that of a large Green Dragonkin, with all the other colours being somewhere in between. They are covered from top to toe in dragon scales, that are predictably, coloured according to the breed of dragonkin they each belong to.
And as humanoid dragons, it is rather obvious that each of them are in possession of a pair of huge bat-like wings, that normally can stretch to as wide as the dragonkin is tall, allowing them to take to the air just as easily as true dragons. They also have a long tail, which normally starts from their hips, and drags on for half of the dragonkin's body length. They also have elongated snouts, completely reminiscent of a dragon's face, filled with all the necessary fangs and serpentine tongue. Speaking of fangs, they are also clawed on their four fingered hands, wickedly sharp claws that can tear through anything short of dwarf-crafted mail with ease.

No piccies. D=

Combat: The dragonkin use varied styles of attack, and how they fight is determined solely by the dragonkin himself.
Some choose to fight with tooth and claw, slashing away with strength and grace. More strength than grace really. All dragonkin are adept at this form of combat, even if some are better than others, it's just that many prefer to use something else instead as long as they still can do so.
Another style is to fight from a distance away using breath attacks, with the Red Dragonkin breathing fire, Blue balls of liquid carbon dioxide, Green a noxious poisonous gas that all dragonkin are immune to, Bronze a bolt of lightning, Black deadly acid, and Faerie a beam of what appears to be similar in nature to Psychic attacks. Every one of them are just as deadly, and pack about the same power as a Charizard's Flamethrower and its other typed counterparts.
The third is magic, though this is generally used by the Faerie Dragonkin more than the other colours. When they do so, they tend to be naturally predisposed to using the element of magic most closely associated with their colour, Fire, Frost, Earth, Air, Shadow, and Divine. Slightly different from traditional magic, but dragon magicks are quite non-traditional in themselves.
All dragonkin show an obvious disdain towards using forged weapons, even though some are collectors of this particular form of art. This is for good reason too, as their claws are generally considered tougher than any but the best dwarf-smithed blade, and their scales are likewise, second only to mithril in strength. Also, they tend not to rely overly on Pokemon, as dragonkin firstly, only attract danger wherever they go, and secondly, because they prefer to rely on their own power instead.

+'s and -s: Dragonkin are all hatched with claws, fangs, and scales equal in strength, if not size, to that of a true dragon in itself. This makes them incredibly tough, be it in terms of strength, or in terms of trying to kill them. All dragonkin can also fly, courtesy of the huge wings growing out of their back. Their tails also function as weapons if the need arises. Oh, and breath weapons too, can't forget those.
On the other hand, a dragonkin's wings are extremely fragile, and if the wings are punctured and torn apart while the dragonkin is in flight, they will immediately plummet to the ground, usually to their death. Also, all dragonkin have horrible luck, and the non-Faerie ones are not exactly charismatic either, this makes it easy for a dragonkin to gain enemies, and often find themselves needing to soak their claws in blood unnecessarily. This is also what gives them their reputation for bloodlust, which is totally untrue. They also share the weaknesses of their Dragon Pokemon cousins on Maridia, with the slight exception of Black Dragonkin not being weak to Fighting attacks, as more likely than not, the fist will hurt more than the scale. Their large size and tails also make them unable to fit in any form of human vehicles, and so cannot ever drive at all, or even sit down properly for that matter.

---

And I think the female Zangoose morph is cute. Does that make me a bad person?

Neo Emolga
01-10-2008, 03:46 PM
Nobodys_Nerd
The Humanids

Pretty interesting and deceptive race. A nice alternative for those who are on a Metorian team, but want to be at least a little more on the humane side. Looks good.

Approved
---------------------------------------------------------------------------------------------------------------------------

Hoshika
The SubPokémon

Tough call… but I’m going to have to reject it. Problem with these guys is they can escape virtually every situation. Anyone of this race could become a Tailow to fly away and avoid oppressors, a Wartortle to dive into water, a Magmar to plunge into fire, and so on, so that no matter who is trying to pursue them, they always have a way out. That, and they’d have pretty darn good disguises to use at every moment and ridiculously good scouting and infiltrating ability.

Awesome idea, I feel bad giving it the pink slip. Make an RP out of these guys, I think that would be cool. :P

Rejected
---------------------------------------------------------------------------------------------------------------------------

Canis Lupus
The Pokémorphs

Oh yeah, these guys remind me of the hybrids from War Season 5. Read them over, they’re good to go in my book.

Approved
---------------------------------------------------------------------------------------------------------------------------

skiboydoggy
The Trolls

You forgot the part with the Jamaican accents! j/k

Yep, they’re good to go in my book. Approv’d.

Approved
---------------------------------------------------------------------------------------------------------------------------

skiboydoggy
The Nezumi!

Ha ha, these guys are awesome. Hope to see more people RPing these guys, cause they’re just pure hilarity.

Approved
---------------------------------------------------------------------------------------------------------------------------

skiboydoggy
The Dragonkin

‘Cause everyone luvs dragons.

No qualms with these guys, they get the green light too. Great stuff again.

Hoshika
01-10-2008, 11:44 PM
Hoshika
The SubPokémon

Tough call… but I’m going to have to reject it. Problem with these guys is they can escape virtually every situation. Anyone of this race could become a Tailow to fly away and avoid oppressors, a Wartortle to dive into water, a Magmar to plunge into fire, and so on, so that no matter who is trying to pursue them, they always have a way out. That, and they’d have pretty darn good disguises to use at every moment and ridiculously good scouting and infiltrating ability.

Awesome idea, I feel bad giving it the pink slip. Make an RP out of these guys, I think that would be cool. :P

Rejected


I forgot that they can't transform. Let me edit it, I'll bold and italicize the changes. @_@

EDIT: They can't transform into any other Pokémon. Once they've been changed fropm their human form to their SubPoké form, there's no changing into anything else except for anything in ahead of them in their evolution line.

BA-DA-DA-DAAAAAAH! [/fail]

Realityxxx
01-11-2008, 05:43 AM
Name – Mermaid
SPECIAL Allocation –
Strength: 5
Perception: 5
Endurance: 5
Charisma: 5
Intelligence: 7
Agility: 7
Luck: 6

Mermaids are usually very kind and caring, and are well known to save drowning boys and girls of their age. They leave humans once the human is lain on land. They are well known, and, sometimes get captured. However, this is very rare as Mermaids are very careful and know whats in their surroundings. However, they usually never know of humans in their surroundings.
Description –
A female mermaid has long hair that goes to the middle of her shiny tail, as well as sea blue or green eyes. Their tail can be any colour, and around her Breasts/ chest is a beautiful bra made out of small round shells, and two big shells. around their neck is a necklace, which is a Clam of their tail colour, and inside, a shiny pearl of the same colour as the tail also. This pearl gives the mermaids power. Males have a long, swift tail that is green or blue. They have hair of any length, and green eyes. They have seaweed around their stomachs, and in their hair.

In human form, they look like humans, with the necklaces around their necks. They wear normal clothes, however, if they touch water, they become mermaids once again.
Combat – Mermaids usually attack full on, or if their pearl has enough power, spout water balls. Men, however, attack full on with sharp, slender swords. They don't evade unless they are in water.
+’s and –‘s –
+'s: Swift Swimming, Avaliblitity to breathe underwater, ability to save humans, able to turn back human once on land.
-'s: Disability to grass pokemon, they turn mermaids in water, not very sure if a human aura is nearby.
Images of the Race –
http://www.quizfarm.com/images/1172441414kaocat_mermaid_melody.jpg- Mermaid female
http://img440.imageshack.us/img440/738/cd160zx.jpg- Human Mermaids all female
http://mermaid.hachiyou.com/images/lina_1.jpg- Male Mermaid as Human
http://i154.photobucket.com/albums/s251/KittenGirl2000/nya-3.png- Male Mermaid

Neo Emolga
01-11-2008, 05:55 PM
Hoshika
The SubPokémon

Alright, I’ll approve of those changes. Its set to go then.

Approved
------------------------------------------------------------------------------------------------------------------------

KittenGirl2000
The Mermaids/Mermen

I was surprised no one submitted these guys in the last Team RP.

First point being, you only have 34 points assigned to the SPECIAL. You’ve got six points more to spend there, spend them however you like.

I’m fine with the necklace being the main source of their powers, and if it becomes broken, stolen, or lost during the RP, I’m okay with the idea that magic could be used to create another one to replace the last, as long as other races or beings don’t stand to benefit from using them. As for the becoming bubbles thing upon revealing identity… I’d delete that. That’s one heck of a deadly consequence for just revealing identity.

Just finish it up, but its looking good.

Pending

CAPTAIN GLIGAR
01-12-2008, 02:52 PM
Name – Kievl (Same for plural.)

SPECIAL Allocation –

Strength: 5
Perception: 5
Endurance: 7
Charisma: 1
Intelligence: 9
Agility: 8
Luck: 5

Description – Dark and foreboding is the Kievl race, their shadowy presence among the other races leads to much girly screaming, especialy when they "sneak up on them". No one isn't afraid of the Kievl when they first meet one, but some have made friends with them, and once you have they're your friend forever.

Kievl have Y shaped bodies with horns coming from the Y toppy thingy. =P
Big, round shoulders begin their thin arms which go into glove like hands.
Knife like tails come from the bottom of the Y, along with raptor-like legs. From their backs come tentacles which can be extended.

Combat – The Kievl use their fists, a wide variety of swords and blades, and use thier tentacles. Instead of catching Pokemon in balls they fight them and take control of them in battle with shards of star of Oblivion.

+’s and –‘s -

Pros -
*Kievl are very inteligent, using this to their advantage in combat and other places.
*They know most Pokemon spake.
*Once a Kievl makes a friend they're friends for life.
*They can see in the dark.

Cons-
*Kievl are shunned for being scary, and creepy, their Intelegence is also hated by most humans and other unintelegent species.
*They can't catch Pokemon because when they touch a Pokeball it shorts out and explodes.
*Its hard for a Kievl to make friends.
*Kievl are blinded for an hour after they get out in the sun. (There are remedies for this but Kievl are in short supply)

Images of the Race –
http://www.ffcompendium.com/EspMon/golem11.jpg
http://www.ffcompendium.com/EspMon/golem11-2.jpg


---------------------------------------------------------------------------------------------------------------------------------


Name – Krell, Krellen

SPECIAL Allocation –

Strength: 8
Perception: 3
Endurance: 7
Charisma: 4
Intelligence: 4
Agility: 5
Luck: 9

Description – Krellen are horned beasts with muscles that make people quake with fear. Usually clad in animal skin loin cloths, robes, capes, and kilts, storm into battle wielding their Koi-Staff's with honor, and the want to get the most kills. Their red hair is done in exotic styles in alignment of their war traditions. (Not very old ones.=P) Though they walk on their feet they sometimes drop their hands to the ground and walk like a feral beast.

Combat – Claws, Flame Breath, and Horns are all in their arsenal, and they also use a type of double headed spear called a Koi-Staff.

Description of the Koi-Staff - The Koi-Staff is a spear like weapon that has two heads, one a wide blade type, the other, a more needle like type. The shaft is pure metal with a cloth tightly wrapped around the middle, making a handle.

+’s and –‘s –
Pros -
*Krellen have incredible strength.
*They can stiggin' breath fire, how cool is that?
*Their luck is very high.
*They cook better than humans.

Cons -
*They have low intellegence.
*They can't swim, at all.
*They can't grow vegetables.
*When handling Pokemon, the Pokemon usually go into a berserk state, where they will have little control over them.

Images of the Race –
http://www.ffcompendium.com/EspMon/ifrit10-a.jpg
http://www.ffcompendium.com/EspMon/ifrit10.jpg

Realityxxx
01-12-2008, 11:32 PM
------------------------------------------------------------------------------------------------------------------------

KittenGirl2000
The Mermaids/Mermen

I was surprised no one submitted these guys in the last Team RP.

First point being, you only have 34 points assigned to the SPECIAL. You’ve got six points more to spend there, spend them however you like.

I’m fine with the necklace being the main source of their powers, and if it becomes broken, stolen, or lost during the RP, I’m okay with the idea that magic could be used to create another one to replace the last, as long as other races or beings don’t stand to benefit from using them. As for the becoming bubbles thing upon revealing identity… I’d delete that. That’s one heck of a deadly consequence for just revealing identity.

Just finish it up, but its looking good.

Pending

Nya, edited. What do 'ya think?

theEND
01-13-2008, 03:38 AM
Mind if I submit the Lisktes again? If there are any references to the past term "Zaradar", please ignore it, or tell me immediately.

Name
Lisktes (Also used as a reference to the species)
(K = Silent) (Liht - Stehs) (Lisktelians for racial reference)
(Lisktes and Lisktelians can be used for the same references, as they aren't words that are too different.)

SPECIAL Allocation
Strength - 10
Perception - 8
Endurance - 1
Charisma - 3
Intelligence - 4
Agility - 10
Luck - 4


Description: The Lisktes race is composed of several organic strains of deadly, physical combat fighters that have been assimilated into the group as the original species went. Over millenniums of time, the Lisktelians have evolved, and altered
many of their weak points. One unique variable about the Lisktelians is the variety in the entire race. Unlike how the majority of other races consist of different color variations or genetic variations of their sole, main base species, the Lisktelians have assimilated around 6-7 different, altered versions of extinct races in the past.

The Lisktelian race is said that for the members of the race to possess intellect that can be compared to that of a fly constantly banging on a window, trying to get out, not knowing that there is an "invisible wall" between it and the outside world. However, one scientific notice that keeps high regards for this brain-dead race is how members of the race never give up on their mission, and will keep on attacking their target at all costs. Scientists can still not describe in full detail of how this type of thought is processed on and on inside the "mind" and "ego" of the Lisktelian, but it is for sure that all members of this race possesses such a thought process. However, there have been reports that several "commander" Lisktelians have been seen in "bird's eye view points" "commanding" their forces, speaking some language similar to human language.

Originally starting out as small, toxic, genetically unstable hounds that have been mutated from their original set off, the Lisktelians began ferociously consuming and assimilating other species as they traveled throughout space. There are different color variations within the race itself, along with genetic variations, but the one difference that differs this race from others is the ability of how the race can allow variety among its society. (More detailed sketches of the race in the Images section later on.)

Combat: The most common type of Combat found in the military society of the Lisktes is physical combat displayed through a variety of armaments, such as claws, crescent moon scythes, spines, and etc. Going along with the aforementioned background of the race, the Lisktes assimilate those of the race who they find worthy by overwhelming them in terms of numbers. One thing worth of mentioning is the way of how the Lisktes fight in groups. Due to the fact that the Lisktes are weak in body structure, they always come prepared to fight their enemies in groups, overwhelming the enemy by a milestone or so.

It is rather easy for the Lisktelians to mass their soldiers, as it takes around about 12-18 minutes in real time perspective for a generation of Lisktes to hatch, and around 5-6 for every phase in its metamorphosis to finish. It is said that the weak body structuring of all Lisktes comes from the fact that the original species passed down its genetic defect for the body's bones, limbs, organs, and etc. This gives all members of Lisktes a general weakness for highly powerful assaults against them, but this weakness is usually covered by the swarming numbers of Lisktes sent out at one time during an attack.

Depending on the type of Lisktes, those who fight for their race will assault enemies vary in many ways. There are Lisktes that use Territorial Void (An ability that can be deployed by Spiegels), slither on the ground, making no sounds, and much more. Despite how the Lisktes race lack intelligence in terms of technology, partially on tactics, and some other habits that are common among many races, their ability to adapt to the environment, rejuvenate their wounds, and create in-battle tactical signals without the need to really point themselves out in the large crowd astounds most of the advanced races that, by far, are by milestones, highly advanced in technology and military tactics. The Lisktes race is said to have incredible synchronization with all of Lisktes, as if their minds were all thinking a similiar, if not the same (Highly possible), thing. This, along with battle tactics and complication in their history, still astounds scientists of all races that study the Lisktes.

Habitat/Society: Lisktelians usually group themselves in large packs when going on expeditions to expand their race's territory. It is said that all of their lower chains of societies lead to the citadel where all the main Lisktelian leaders govern over their empire. The habitat that suits the Lisktelian race the most is a swamp or jungle that provides evasion for fast soldiers, darkness for Vydre Hunters to capture prey with one grasp, and much more that is required to meet the standards of behavior of most, if not all, Lisktes.

It is said that Lisktes have taking a liking to several captivators of other races, and, after having chosen to cut themselves off from the leaders of the race, chose to become "pet and guard" to these captivators, referring to them as "Guardians". Rumor has it that these "Guardians" have been located in large groups spread out on several planets. These groups house themselves in huge, yet easily disguised facilities, undergoing the process of trying to understand, breed, and teach their Lisktes under their captivity. Another rumor has it that a new strain of improved, more intelligent Lisktelians have been bred after careful choosing of Lisktes and gene reconstructing. To the point where they are comprehensible of human speech and context, the Lisktes are still undergoing changes.

It was told that in the history of the Lisktes, there were an abundant amount of difficult times that have set back the Lisktes several changes back. As recorded by the first Lisktes, there was a description of "gigantic monsters that took the lives of many Lisktes that risked their lives to assimilate these behemoths into their race, hoping for a larger chance of the future of the Lisktes to thrive".

+’s and –‘s
+'s

Lisktes possess incredible vitality, agility, and reflexes.
Lisktes display a huge amount of "team work", or the ability to act together in tough situations of the battle, if it goes for the wrong turn. It is also very easy for Lisktes to turn the tide of the battle with one tactic that is given through a rather unobvious signaling.
Due to the fact that only very, very special, and rare members of the Lisktes possess an intellect of that slightly over the smartest Human being, the Lisktes Leaders do not have a hard time governing over their race.
Lisktes possess a brain wave, or a mental trait, that drives them on to finish their given job. This trait was passed down from the first Lisktelian, a Lisktelian that naturally developed such a feeling after trying to allow its race to thrive abundantly.


-'s

Unfortunately, a set back for their incredible vitality, agility, and reflexes is the fact that all Lisktes possess a body structure, both internally and genetically weak. This is due to the genetic defects that were shaped around inside the chromosome strands of the first Lisktelian. Although there is currently no specified, entirely detailed scientific reason for such a defect, it has been confirmed that the defect was created in the first Lisktelian, which may have been created of some breed itself. Some "first Lisktelian" it is.
Despite how the Lisktes race possesses an ability of to work as a team, usually "team work tactics" are given when the Lisktes notice that their side is taking the loss, which is usually around when there are a few 10-15 Lisktes left.
The majority of the Lisktes population are stupid (Does not apply for the few Listoids).
The Lisktes usually display a big ego along with the brainwave, and often, do not know when to stop (In the bad sense).


Images of the Race
- Note: Only Listoid units are RP-able, if you want a standard model of a Lisktes looking humanoid. It is decided by Neo and the other authorities if you are able to RP as others. Also, one exhibits blood, so please note that if you find blood offensive in any manner.
--------------------------------------------

Toller (http://urlcut.com/1krds)
- The Toller is the lowest tier warrior of the entire Lisktes race. It is also the fastest in terms of mass producing in battles. It is weak, although in numbers, it is considered to devastate its enemies faster than a swarm of mutant locusts. It is not as unique as other Lisktes forces, and is considered simple. Regardless, it is still a vital part of the Lisktes military.

Tollers are often seen on patrol with Suppressors, usually in packs of 5 Tollers and 2 Suppressors.

Spine Spiegel (http://urlcut.com/1krdv)
- The Spine Spiegel is an R-Class Assassin, as classified by early military forces that discovered and studied it. Spine Spiegels are armed with razor sharp claws. The Spine Spiegel is, without a doubt, the quickest killer in the Lisktes empire. The internal structure of the Spiegel's arm houses many retractable muscles that retract and contract in patterns depending on the movements and angles of which the arm, hand, and the fingers. With muscles that react fast and multiple capable arm rotations, the Spiegel is able to quickly take out an enemy even if in a position that does not favor such arm movement.

The most unique attribute of the Spine Spiegel is their means of transportation. It has been reported that Spine Spiegels are always extending their upper body out of "White Holes", which appear to created by the Spiegel. The White Hole does not provide locomotion, but the way a Spiegel moves is by tucking itself back into the hole, closing the hole, and reopening it at another spot. Although it appears to be impossible to bring down a Spiegel, it has been confirmed that the Spiegel generates this Hole with electricity that it builds up internally. If an EMP mine/bomb/missile/or shell were to have hit the Spiegel, it would be unable to generate the White Hole for approximately 5 minutes. The Spiegel's lower body half is rather normal, just being two legs, and a continued blue stomach skin plan.

Due to the fact that Spiegels can generate a White Hole, which is quite complex, it is assumed that they are similar in much more intelligent than most of the Lisktes forces.

Kayderliskte - Acildyte (http://urlcut.com/1krdu)
- The Kayderliskte, codenamed Acildyte, is a ranged assaulter that supports physical attacker forces such as the Toller and Seeker. With a Triceratops head-like design, the Acildyte holds many spikes in the openings where, most of the time, spikes are already prepared, ready to be shot. Out of the Lisktes empire, the Acildyte is the most precise when it comes to targeting. There is a theory that the Acildyte is capable of projecting a mental laser trajectory image that locks onto the target, and replaces the current sight of the Acildyte. The laser trajectory follows the target if it moves, so the Acildyte is capable of hitting it everytime. However, this is only a theory. If it is not true, it could be said that the Acildyte has incredibly developed vision.

It is capable of shooting 10 spikes at a time, all of which are sharp, and, with the momentum given to it after being forced out with a considerable amount of power, continues to dig into the target's skin/hull for a few seconds.

Listoid Bladeer (http://urlcut.com/1krdw)
- The Listoid Bladeer is simply a Listoid that has trained in the arts of using the "Arch Blade", a blade that does not live up to its name due to the fact that it does not look like an arch. Jokes aside, the Listoid Bladeer is capable of doing a considerable amount of damage. Bladeers are trained to move swiftly throughout the battle field, avoiding enemy fire or attacks at it by about 3 feet. This is due to the fact that the Bladeer is capable of thrusting out enough energy to move it farther in a space, literally distorting the phase space around it, making the space force the Bladeer 3 feet in the direction he is facing.

However, to do this, it takes a considerable amount of training and energy to accomplish. The loss of every Bladeer is keenly felt among the Lisktes military, as the arts of the "Arch Blade" is dying out.

Listoid (http://urlcut.com/1krdx)
- The Listoid are the first of the Lisktes race to be have evolved from the descendants of the first Lisktes. The name "Listoid" is a portmanteau of the name "Lisktes" and the word "humanoid". Being the counterparts of humans in the Lisktes race, they are capable of what most humans can do, and like humans, are intelligent. Despite how there are only a couple thousand Listoid in the Lisktes race, they make most use of their abilities by volunteering in service to accomplish more and more for the race. They are eventually trained to be armed with knives and blades, but the most common path for a Listoid to take if they join the Lisktes Military is the path of a Listoid Bladeer.

One important note about the Listoid are its flaps near its chest and stomach area. If the Listoid is severely wounded in a conflict, it is capable of restoring itself by the excess intake of nutrients supplied in the atmosphere.

Seeker (http://urlcut.com/1krdy)
- The Seeker is a heavy physical assaulter that is the most ferocious and powerful of the Lisktes forces. Standing at 9 1/2 feet tall, the Seeker is an intimidating sight that leaves many enemy troops running back to base. The Seeker also lives up to its name because of its unique sensitivity to a certain chemical pattern that is found on all living organisms. This makes the Seeker adept at finding and taking down enemy forces that exhibit such an organism. However, the only purpose of this unique sensitivity does not only serve for the purpose of the Seeker's assaults. Because of how the Seeker is blind, it must be led into battle by those around it. The Seeker is only capable of intentionally attacking organic enemies, and can be seen as a threat, as it is capable of destroying buildings and things it cannot see.

Most of the time, the Seeker is crouched down in a position ready for chasing. Despite how intimidating and strong the Seeker appears to be, it may be as unstable as any other Lisktes force. The Seeker, unfortunately, possesses the weakest body structuring of all Lisktelians. The skin and flesh of the Seeker is easily erodible, and to significant firepower, collapse along with the bones and internal structuring of the Seeker, literally making it collapse into itself after a power assault from tanks. Thus, the Seeker is said to be employed only if the enemy forces do not expect it to be coming. Regarding its weak body structuring, the Seeker is, with no doubt, pretty capable of overwhelming the enemy. It is not so common to be seen taking down Seekers when they are employed into the assault.

Suppressor (http://urlcut.com/1krdz)
- Among the Lisktes forces, there only is one strain of Lisktes that is incapable of physically assaulting its targets, but is heavily capable of employing deadly toxins and abilities that eat away the enemy. The Suppressor is a blind snake like creature that slithers around quickly. The Suppressor has a segmented body that, with every segment on its snake-like body, holds a dozen toxins and spores in each blood red capsule. The Suppressor also possesses segmented arms that differ each other in length, and more importantly, use. The Suppressor launches several toxins and diseases by waving around its arms at the enemy. Its right hand side is meant for long distance tosses, but it holds the lesser toxins. Its left hand side is meant for closer distance spreading, however, it is, of the two arms, the one that holds the most deadliest toxins. Toxins and spores on its segmented body are released by shaking the toxins and spores out rapidly after opening the capsules.

As said before, the Suppressor is a blind creature that only has two linear nostrils as a facial feature. This nostrils are used to inhale in the atmosphere's air, and then exhale a certain chemical that leads the Suppressor in the direction that it desires. If there are other Lisktes forces around, the chemicals will latch onto their bodies, and the Suppressor will follow.

^ All pictures above are drawn by ChronoPika, a.k.a, me. Do not use without permission, and if you do, please give credit.

bronislav84
01-13-2008, 08:07 AM
I dunno, but the rest times seem a little long. I can't decide on them. Neo if you think I can lower the times, let me know to how much please. It just seems a little long, but I can't decide on how to change it.

Name – Viera (The Plural of Viera is Viera)
SPECIAL Allocation– Viera have multiple breeds with different SPECIALs, outlined below.

Spiritualist
S - 2
P - 5
E - 3
C - 8
I - 10
A - 6
L - 6

Scout
S - 4
P - 10
E - 3
C - 8
I - 5
A - 5
L - 5

Shadow
S - 2
P - 7
E - 3
C - 8
I - 5
A - 8
L - 7

Description – They're basically pretty girls who have bunny ears on their heads, instead of normal ears in the usual places. They have long, snow white hair. They usually have a skin color darker than usual caucasian humans. Most members of the Viera race have long, gray colored fingers. They look like claws, but they're not. The feet share this coloring too.

Viera are always female. Always. No exceptions. They can breed with a male of any humanoid species, but Y chromosomes are just not compatible with Viera. Also, Viera children mysteriously show no DNA from the father, which really makes you wonder if the male actually does anything in the Viera reproductive process.

Combat – All Viera breeds have two things in common. They're very pretty looking, and they can barely take a hit. Not good for the front lines.

Viera Spiritualists are mentally gifted. They have really high intelligence, which is good for casting deadly spells. They also make good scientists, advisors, or politicians because they're smart. Their special ability allows them to speak mind to mind with others near them (Both ways as long as the connection is maintained by the Spiritualist), to a max of about a radius of ten feet. No long range thought speak allowed. Maintaining a link tires them over time, and eventually they become unable to keep it up. Use your discretion on how long, as long as it isn't indefinitely. This ability tires them out and is unusable again until they rest for at least eight hours nonstop (Real RP time, no speedups by making it just one line and then you're suddenly awake again and missed nothing). Use with discretion.

Viera Scouts can spot a bug a long distance away, and a piece of lint on a shirt that wouldn't usually be seen from far off distance. This makes them good reconnaissance and ranged snipers. Good luck sneaking up on one of these.
Their special ability allows them to gain faster reaction time due to being able to sense oncoming attacks well, by using a form of Bullet Time, but just making them have an extra five seconds to react to a couple of attacks. Does not slow down others, just gives more time to react to attacks over a period of ten seconds by decreasing their reaction time, and making them move faster than things around them. Using this tires them out a lot, making it unusable again unless they sleep twelve hours nonstop (Real RP time, no speedups by making it just one line and then you're suddenly awake again and missed nothing). Use with discretion. Bullet Time is NOT to be abused, which is why it has such a long rest requirement. Activated by concentrating the senses as an attack is coming.

Shadow Viera are made for infiltration and sneaking. The perfect ninja assassin, you wouldn't see them coming until it was too late. Pretty high agility, pretty good luck, and pretty good senses make them kinda hard to hit. If she doesn't sense you doing the attack, you'll probably miss, or she'll just quickly move out of the way. Shadow Viera are very acrobatic. They make absolutely no sound when moving, no matter how fast they move, as long as they don't wear footwear. The foot soles of this breed are padded like cats, but that doesn't mean the soles are any easier to scratch by environment.
Their special ability allows them to clap their hands together, and become invisible for a period of ten seconds, after which period they feel drowsy for a period of time after, making it hard to do things that require balance. This ability tires them out and is unusable again until they rest for at least five hours nonstop (Real RP time, no speedups by making it just one line and then you're suddenly awake again and missed nothing). Use with discretion.

+’s and –‘s
Positives –
Depending on breed, Viera can be good casters, snipers, or infiltrators.
They're not exactly strong, but mostly because you don't need very much strength if you use magic, or knives. Low strength isn't a liability here. The Scout is the strongest of the three, but that's just so she can use all guns classified under Small.
Viera are close to Pokemon, and can understand about a quarter of what their Pokemon say.

Negatives –
Pretty much can't take a hit. Never send a Viera as a front line fighter. You'll only get her killed, or she will probably just object to it and call you crazy. Really easy to tell who's made for close quarters combat and who's not. Shadow Viera usually just kill or otherwise incapacitate their victims, but that still doesn't mean they can actually fight, because they mostly rely on the element of surprise to get their job done.
They can't speak to Pokemon, just the standard trainer commands that all Pokemon somehow understand.
Special abilities require rest time before reuse.
The three breeds are impossible to distinguish from each other by looks, behavior, food preference, speech, actions, etc. So until a Viera realizes what she's good at, there's no way for anybody (Including herself) to know what breed she is (NOTE: Just because the character isn't supposed to know what kind she is when just transformed (Or born eventually), when choosing to use one either as an NPC or player character, you should still state it). They might as well be copies of each other to the untrained eye, but they're really not. It's a racial trait that even ways of checking genes come up about 99% same (Looking closely reveals slight difference in looks, like slightly lighter or darker skin color, ear length, eye color, hair color, eye shape, etc. Any attempts to use these slight differences as distinguishing factors will prove false, and are just there to provide individuality for each Viera. They come up randomly. Otherwise all members of the species would look completely identical, like mass produced dolls, which wouldn't be fun). The stats shown are after self realization, and are magical in origin. Not in the sense that the stats come from magic, or a spell is self cast after realization. The abilities that define each breed are a unique racial trait exclusive to each breed, cannot be explained by science, and were probably caused by three different Viera transformation energies inherent in the meteor.

Images of the Race –
http://img182.imageshack.us/img182/5847/vierascanea6.jpg (I made this scan from the Guide I have. Quality came out kinda bleh)

http://images2.wikia.com/finalfantasy/images/6/68/Wall_FFTA2_09.jpg (Credit to Neo for finding this one. Thanks. Second generation of the one above, supposed to appear in the FFTA2. Notice the similarities) <--Happy now, CP? ^_^

http://img182.imageshack.us/img182/2304/vieraartnb8.jpg (Yea, I admit I borrowed this from Ken. Does that make me a bad person? This one actually looks the least like the Viera I have in mind. Chest too big, hands are normal. Not really what these look like, just that it's a Viera image. Viera are supposed to look like the two above, while this image is just here for no apparent reason but that it's just a Viera, which fits the context, and it also looks nice. :biggrin:)

Neo Emolga
01-13-2008, 05:03 PM
KittenGirl2000
The Mermaids/Mermen

Looks good now. I’d consider them ready and able.

Accepted
-----------------------------------------------------------------------------------------------------------------

CAPTAIN GLIGAR
The Kieval

Interesting race, I’ve never seen these guys before. Still, everything checks out, I’d say its good.

Accepted
-----------------------------------------------------------------------------------------------------------------

ChronoPika
The Lisktes

I caught a copy and paste. :P

Habitat and Society doesn’t exist this time around since all Metorian races were once human. That, and I can tell a lot of elements weren’t changed that would have been okay in Team RP III, but can’t really work out that well in this.

Only problem with the Lisktes is they’re not humanoids, they’re more beast-like and a lot of elements about them reflect this. The situation would be humans becoming these creatures, and judging from the race’s background and nature still set in Team RP III’s standpoint, a lot would have to be changed to make it fit for Team RP IV. Another point is they work in swarms, which wouldn’t work in this situation either.

Sorry, I know you worked hard on these, but they really don’t fit…

Pending
-------------------------------------------------------------------------------------------------------------------

bronislav84
The Viera

Ah yes, this Final Fantasy favorite. xD

Looks good, everything is fair and I agree with it. Have fun RPing one of these if you’re thinking about it.

Accepted

CAPTAIN GLIGAR
01-13-2008, 05:19 PM
What about the Krellan? Oh yes, the Kievl are Golems from FFXI, at least the pictures, and the Krellan are Ifrit from FFX. I got the pictures from here: http://www.ffcompendium.com/h/gallery.shtml

theEND
01-13-2008, 05:26 PM
ChronoPika
The Lisktes

I caught a copy and paste. :P

Habitat and Society doesn’t exist this time around since all Metorian races were once human. That, and I can tell a lot of elements weren’t changed that would have been okay in Team RP III, but can’t really work out that well in this.

Only problem with the Lisktes is they’re not humanoids, they’re more beast-like and a lot of elements about them reflect this. The situation would be humans becoming these creatures, and judging from the race’s background and nature still set in Team RP III’s standpoint, a lot would have to be changed to make it fit for Team RP IV. Another point is they work in swarms, which wouldn’t work in this situation either.

Sorry, I know you worked hard on these, but they really don’t fit…

Pending
You do have a good point here.

I'm going to retract my submission. It is a fact that the background and overall concept of the Lisktes won't fit Team RP IV well. I'm going to submit a new race, then. ^-^

EDIT: Oh yeah, can somebody edit Bron's posts? For God's sake, he's stretching the page. It wouldn't hurt to give links....

bronislav84
01-13-2008, 05:46 PM
I was waiting for somebody to compain about that. I fixed it. And it's only one post, not all. :eek:

Neo Emolga
01-13-2008, 06:14 PM
You do have a good point here.

I'm going to retract my submission. It is a fact that the background and overall concept of the Lisktes won't fit Team RP IV well. I'm going to submit a new race, then. ^-^

EDIT: Oh yeah, can somebody edit Bron's posts? For God's sake, he's stretching the page. It wouldn't hurt to give links....

No problem. Looking forward to seeing your new race, CP.

And thanks for your understanding. http://i4.photobucket.com/albums/y109/Ultradyne/Pikachu%20Emotes/smile.gif

Lord Celebi
01-14-2008, 12:28 AM
Name
Mon Calamari
Pl. Mon Calamari
AKA Mon Cal
AKA Pl. Mon Cals

SPECIAL Allocation
Strength - 2
Perception - 8
Endurance - 3
Charisma - 7
Intelligence - 10
Agility - 5
Luck - 5

Description
Their bodies are a light brown color, and have similar Aquatic skin as a fish. Their wrists are rather large and are as hard as a Kingler's claws, and cannot fit into normal sleeves. They have four fingered and thumbed webbed hands for swimming. Their heads look similar to a squids' head, but do not have tentacles.

Combat
Mon Calamari are generally very weak. They rely on their intelligence to make weapons in their territorial battles against the Quarren. If a Mon Calamari was caught without weapons, it could use its incredibly hard wrists as makeshift weapons, but Mon Calamari generally don't go through intense combat training.

+’s and –‘s
+Mon Calamari can live both on land and below water, but they prefer below water.+
+Mon Calamari are incredibly smart, seeing as how they have larger craniums than most humanoids+
-Mon Calamari are not all that talented physically, and without weapons, would almost always lose in a fight-
-Mon Calamari and Quarren both require the same kind of habitat. As such, Mon Calamari and Quarren are in a constant war over underwater territory-
-Being incredibly smart, and always on the look out for Quarren invaders, Mon Calamari are not very trusting, and will declare anything a trap if it looks the tiniest bit bad for them.-

Images of the Race (http://www.starwars.com/databank/character/admiralackbar/img/movie_bg.jpg)

Name
Quarren
Pl. Quarren

SPECIAL Allocation
Strength - 7
Perception - 6
Endurance - 6
Charisma - 5
Intelligence - 4
Agility - 7
Luck - 5

Description
Quarren are very similar to the Gareth'ar, except their entire bodies are reptilian as opposed to just their heads. Their body composition is similar to the Mon Calamari, except for their wrists and heads. Their heads are triangle shaped, with several, usually four, tentacles coming out around the mouth. Their bodies are very well built, and are incredibly strong, making up for their below average intelligence. Many can fight well without weapons or melee weapons, but have almost no aim with a gun, but they could not use a gun anyway, since they live exclusively underwater.

Combat
Quarren have brute force, and can usually win in a fist fight. Many carry tridents or knives, which they use to both fight and escape human fishnets. Their other qualities can also give them the deciding edge in the battle. Their sharp teeth can bite clean through a human's arm (this is why the Mon Calamari have incredibly strong wrists). If at close range, their tentacles can be forcibly shoved up an enemy's nose cavity, and into the brain, instantly killing them.

+’s and –‘s
+Quarren live exclusively underwater, meaning they have adapted to underwater fighting, and even though the water can slow most humanoids down, their attacks still hurt+
+Quarren's tentacles react incredibly fast, as they use them for eating food. They can catch most things with their tentacles, or in some Quarren's case, hold small knives with them.+
-Quarren live exclusively underwater, so it is possible to escape by getting above water.-
-Mon Calamari and Quarren both require the same kind of habitat. As such, Mon Calamari and Quarren are in a constant war over underwater territory-

Images of (http://www.starwars.jp/databank/organization/image/quarren_league.jpg) the Race (http://www.rpgplanet.com/starwars/screens/quarren.jpg)

Neo Emolga
01-14-2008, 04:59 AM
CAPTAIN GLIGAR
The Krellen

Ouch… sorry I didn’t see these guys before… http://i4.photobucket.com/albums/y109/Ultradyne/Pikachu%20Emotes/blush.gif

Overall, nice race though… the inability to grow veggies seems like a… bizarre weakness. http://i4.photobucket.com/albums/y109/Ultradyne/Pikachu%20Emotes/crazy.gif

Accepted
----------------------------------------------------------------------------------------------------------------

rust
The Mon Calamari

Not bad, more nice alternatives to aquatic races if someone’s not crazy for the Gareth’ar or Mermaids/Mermen.

Its good to go, Star Wars fan. http://i4.photobucket.com/albums/y109/Ultradyne/Pikachu%20Emotes/laugh.gif

Accepted
----------------------------------------------------------------------------------------------------------------

rust
The Quarren

Interesting how you made two races that don’t get along with each other. :P

Still good though, even if they seem a little creepy. http://i4.photobucket.com/albums/y109/Ultradyne/Pikachu%20Emotes/innocent.gif

Accepted

CAPTAIN GLIGAR
01-14-2008, 02:12 PM
CAPTAIN GLIGAR
The Krellen

Ouch… sorry I didn’t see these guys before… http://i4.photobucket.com/albums/y109/Ultradyne/Pikachu%20Emotes/blush.gif

Overall, nice race though… the inability to grow veggies seems like a… bizarre weakness. http://i4.photobucket.com/albums/y109/Ultradyne/Pikachu%20Emotes/crazy.gif

Accepted


Well I coudn't really think of anything else, so, I just went with whatever came to mind. I think it suits them though, them being stupid and all.

Lord Celebi
01-14-2008, 08:33 PM
Here's two I'm lifting from Zaradar. They should be okay, as they don't mention the events of Team RP III specifically :P

Name
Minotaur
Pl. Minotaurs

SPECIAL Allocation
S - 10
P - 2
E - 8
C - 3
I - 4
A - 7
L - 6

Description
Minotaurs are human shaped with bull heads. They are extremely muscular and commonly carry weapons. Their skin is a deep brown, with several Minotaurs being dark black in color. Dark black minotaurs are royalty minotaurs, only birthed from Minotaurs with Royal Blood. Minotaurs typically do not run a democratic government, but instead, the strongest minotaur clan (The clan with the royal blood) asserts their dominance over the minotaurs with their superior strength and weapons. The Royal Clan is known to murder other minotaurs to assert their dominance. Because of this unruly system, minotaur clans are constantly at war to dethrone the Royal Clan.

Combat
Minotaurs run into a fight like Sent Reglay, using their great agility and endurance to their advantage. They attack with their various melee weapons at any opening possible. When weaponless, they use their horns, teeth, hooves, and fists to fight.

+’s and –‘s
+Weapons Building and Mining+
-Politics and Negotiation-

Images of the Race (http://www.etherea-dg.com/art/minotaur.jpg)

Name
Mermen
Pl. Mermen

SPECIAL Allocation
S - 5
P - 8
E - 5
C - 3
I - 5
A - 10
L - 4
Description
Mermen are humanoid creatures that evolved from man to reside in the water. They still retain their human posture, but have grown sea creature parts like tentacles, shells, and sharp teeth. It varies from Merman to Merman. Mermen are very territorial, and frequently brawl to determine the leader. They have also been known to become involved in the Mon Calamari and Quarren war to poach Mon Cal wrist armor and Quarren meat.

Combat
Mermen can walk on land and on water, unlike mermaids, who can only swim underwater. They use their different underwater creature-esque deformaties to their advantage in battle. For example, one with tentacles on his head can use the tentacles to choke someone. This species is also extremely good with swords.

+’s and –‘s
+Above and Underwater breathing+
-Sun dries them out quicker, meaning they have to stay close to water to stay alive.-

Images of the Race (http://www.aolcdn.com/aolmovies/pirates-caribbean-worlds-end-insert-caption-400a)

Neo Emolga
01-14-2008, 11:18 PM
rust
The Minotaurs

Another classic fantasy race. Its good to go, no problems here.

Accepted
----------------------------------------------------------------------------------------------------------------------

rust
The Mermen

The only problem I have these guys is the name. You’re going to have to call them something else, since KittenGirl2000 already submitted the more classic variant of Mermen in this post (http://www.pokemonelite2000.com/forum/showpost.php?p=1954466&postcount=15).

Other than that, its good, just rename ‘em.

Pending

Lord Celebi
01-14-2008, 11:24 PM
rust
The Mermen

The only problem I have these guys is the name. You’re going to have to call them something else, since KittenGirl2000 already submitted the more classic variant of Mermen in this post (http://www.pokemonelite2000.com/forum/showpost.php?p=1954466&postcount=15).

Other than that, its good, just rename ‘em.

Pending
Well, there is a difference between Mermen and Mermaids. Mermen are humanoid fish, while Mermaids are half n' half. There have been male mermaids :P

Shen
01-14-2008, 11:56 PM
Well, rust, that's not entirely true. The term Mermaids speaks of female half human, half fish, while mermen is the male of the species. Never have I heard of a male mermaid, except for the "superhero" in Spengebob Squarepants, and when was the last time that something made snese in that show? xD

Lord Celebi
01-14-2008, 11:58 PM
Well, rust, that's not entirely true. The term Mermaids speaks of female half human, half fish, while mermen is the male of the species. Never have I heard of a male mermaid, except for the "superhero" in Spengebob Squarepants, and when was the last time that something made snese in that show? xD

There are plenty in The Little Mermaid.

Don't ask me how I know.

Shen
01-15-2008, 12:10 AM
Erm...I know there are. And they're called mermen.

CAPTAIN GLIGAR
01-15-2008, 12:17 AM
Just rename them Rust, to, like, Shadow Mermen or something, I don't know.

Shuricel
01-15-2008, 12:19 AM
Rust: You're talking about things like these, right? At least, that's what I thought of when I heard humanoid fish.
http://slifertheskydragon.deviantart.com/art/Danek-for-Feri-san-72943337
Anyway, if you're having trouble thinking if a name, just translate some stuff into latin until you find something good. Here's one: http://www.freedict.com/onldict/lat.html. Just a suggestion, though. ^^

Anyway, I'm going to start mine so far.

Name – Naga
SPECIAL Allocation –
Strength -8
Perception - 4
Endurance -6
Charisma - 10
Intelligence - 7
Agility - 4
Luck - 1
Description – You look through the woods, simply trying to get to the next town...and your eyes widen in surprise. While you've seen many Metorians, you haven't seen any of this race yet. From the waist up they look almost human, but once you get below that...all python. The tail seems to be over twelve feet long. It isn't exactly skinny either, being about three feet or more wide. The creature didn't seem to notice the tail was kind of obvious, and made an attempt to wear normal clothes anyway, wearing a loose fitting shirt and skirt. Then you notice the teeth-razor sharp. A swish of it's head later- and it's staring straight at you. Amber eyes seem to be normal, but the strange part is the iris, which seems to be a weird combination of crescent of circle. After taking time to note that the ears have a slight point to them, you decide it's time to leave.

These are only the basic features, as there are many varieties that differ. The upper body can be as varied as a human's, while the lower as varied as a snake's.
Combat – The Naga fights through strength and wit. It'll fling wit and words your way in an attempt to get you riled up. Don't get carried away, though: Get too close, and you'll soon find yourself suffering beneath it's mountainous folds, which would slowly constrict the life out of you and a python squeezes the life out of it's prey. Any life you still have at this point will be lost as a final toothy bite lands across your neck. Most Nagas would probably beat you to death with a musical instrument they had on hand first, though, as they don't prefer getting too bloody with your victims.

If you wish to defeat the naga, stay away from it's upper half. It grabs most people in with the more agile human half of their bodies with cobra quick speed, then you'll be directed to the rolls upon rolls of tail. If you get to the more bulky area of the tail first. Stab at the underside, where the scales tend to be more tender. Another thing to note is that the vital organs tend to be mainly in the same place in the upper body.
+’s and –‘s -
+Tough scales on lower half of body make it incredibly difficult to break.
+Incredibly high charisma makes it easier to gain friends.
+Upper body tends to be quickest, striking in like a serpent.
+Lower body extremely strong.
+Most nagas tend to have a talent for music.
+Once human teeth are now replaced by the dislocatable jaws of a snake.
+Talented in Enchantment, Survival, and Speech.
+Gain ability to eat raw meat.
-Get weird urges to eat raw meat, which is...kinda nasty to some other creatures.
-A lot of the eyesight is traded in for heat sensors snakes tend to use, and scales aren't exactly best for feeling, so perception isn't topnotch.
-Near Impossible to blend in normal human society.
-Due to the massive bulk of muscle, the naga isn't too quick.
-While most of the body has been reformed, they can still be killed through a stab through the heart like most humans.
-Climbing ability limited.
-They lack venom in the teeth.
-Difficult to learn Driving, Sneak and Lockpick.
Images of the Race – Credit belongs to artists who created the pictures.
http://aureath.deviantart.com/art/A-Casual-Scrying-62517573
http://gamera1985.deviantart.com/art/A-charming-naga-71353896

Lord Celebi
01-15-2008, 12:38 AM
Just rename them Rust, to, like, Shadow Mermen or something, I don't know.
What if they're a subspecies of Mermen? Eh, I'll think of a name... Gimme a bit :P
Rust: You're talking about things like these, right? At least, that's what I thought of when I heard humanoid fish.
http://slifertheskydragon.deviantart.com/art/Danek-for-Feri-san-72943337
Anyway, if you're having trouble thinking if a name, just translate some stuff into latin until you find something good. Here's one: http://www.freedict.com/onldict/lat.html. Just a suggestion, though. ^^
That translator was weird... XD And no, these are like Davey Jones' crew from POTC.

Neo Emolga
01-15-2008, 12:39 AM
Yeah rust, DT's right. Mermen do refer to the male version of a mermaid.

Just name it something else. That's all you need to do.

Lord Celebi
01-15-2008, 01:19 AM
Yeah rust, DT's right. Mermen do refer to the male version of a mermaid.

Just name it something else. That's all you need to do.

How's Maremen? Latin for Sea, and then men :P

Shen
01-15-2008, 01:31 AM
Well...when I saw that word, I honestly immediately of anthro horses, though since a mare is a female horse, that would be weird xD

Other than that, rust, that name looks fine to me. Let's see what Neo says, though.

SuperBoy
01-15-2008, 01:48 AM
There are plenty in The Little Mermaid.

Don't ask me how I know.

Heh heh. How rust? I would really like to know how you know.

Neo Emolga
01-15-2008, 03:15 AM
How's Maremen? Latin for Sea, and then men :P

Good to go with me. Consider it accepted.

Ali the Dark One
01-15-2008, 07:50 PM
Here's my race:

Name – Force Goblins

SPECIAL Allocation –

Strength 10
Perception 5
Endurance 5
Charisma 1
Intelligence 5
Agility 8
Luck 5

Description – Force Goblins are usually around seven feet tall. They are covered in huge muscle mass, and can be anywhere between teal to dark green in color. Their feet have two toes, and their hands have five fingers. They have anatomy similar to that of the Hulk. Force Goblins have small horns on their head, and their eyes are completely red. Their nose does not protrude, instead, their just have nostril slits.

Combat – Force Goblins mainly attack with their bare hands. Although their favorite way to fight is in hand to hand combat, those Force Goblins that can access shards tend to have a natural talent for learning Fire Magic rather quickly. Although Force Goblins may seem bulky, they can jump long distances with their strong legs, making them considerably agile in battle. Force Goblins never use weapons during battle.

+’s and –‘s –

+ The immense amount of muscle on their bodies
+ Natural talent for Fire Magic (If shard is obtained)
+ Jumping long distances
+ Their green color can give them camouflage in a forest
– Can’t use weapons
– Extremely low charisma
– Cannot use healing magic
– Very loud

Images of the Race –

http://img179.imageshack.us/img179/7086/uggrw7.png

^ Image belongs to IGN ^ (It's not an exact image of the race, but it looks very similar with differences being the horns, the eyes, the nose, and the feet)

~Ali the Dark One~

Shuricel
01-16-2008, 01:39 AM
My naga form has been filled out. It it good enough?

Larvinator
01-16-2008, 03:07 AM
All that is below is a rip-off of the Heron Tribe in Fire Emblem: Path of Radiance. Bewaaaare.

Name – Nayiogan (Nayioga plural)
SPECIAL Allocation

Strength: 3
Perception: 6
Endurance: 4
Charisma: 9
Intelligence: 6
Agility: 7
Luck: 5

Description – Nayioga look much like humans with huge bird wings. Their wings are nearly as tall as they are. Most of them have white wings that tend to reflect the sun, making them sparkle in strong enough light, though some of them have silver wings that are much brighter. Also, the older a Nayiogan gets, the more feathers fade from white or silver to a light grey. Many have silver markings on their face that vary from Nayiogan to Nayiogan, and no two are alike. Their skin is almost always pale. Their eyes, interestingly, can't be brown or hazel; instead, most eye colors are blue, green, or a dark grey.

Almost all Nayioga have strikingly beautiful appearances, making their charisma quite high.
Combat – Nayioga have next to no natural defenses, aside from kicking, punching, etc., and these are weak due to their low strength. They instead will stay back and aid their allies with a unique ability, which is called marilysa. This vaguely translates into English as "wind song".

Marilysa is, true to its translation, a song sung by the Nayiogan in an unknown tongue. The words have different magical powers attuned to them depending on which song is sung. The words can affect up to 4 chosen NPCs or 2 chosen RPers. There are seven different songs, one for each SPECIAL slot.

Strength: Song increases muscle amount for as long as the song is sung, increasing Strength by 2.
Perception: Song makes the targets more alert and heightens hearing and sight, increasing Perception by 2.
Endurance: Song gives the targets more willpower, allowing them to endure for longer and increasing Endurance by 2.
Charisma: Song allows the targets to pick just the right words for engaging in conversation, increasing Charisma by 2. The effect lasts for a little while even after the Nayiogan has stopped singing.
Intellect: Song gives the targets more insight and logic, increasing Intelligence by 2. Lasts a little while after the Nayiogan has stopped singing.
Agility: Song speeds up the target's reflexes, increasing Agility by 2.
Luck: Song bends Fate itself in favor of the targets, increasing their Luck by 2. Lasts for a little while after the Nayiogan has stopped singing.

The marilysa, of course, require concentration, and a lot of it unless the Nayiogan practices very often. The more targets, the more concentration required, up to the point where inexperienced Nayiogan will have to stand still and close their eyes when dealing with more than a target or two.

+’s and –‘s

+Can use marilysa to boost allies' SPECIAL traits
+Radiant beauty makes them extremely charismatic
+Can fly
+Sharper eyesight than humans have
+More intelligent and logical than a human is, though not specifically at technology
+They are more agile than the average human due to flying ability

-They are frail, and as such have low endurance and even lower strength
-Their low strength and endurance makes it so that while they can fly long distances, they can't carry much of anything heavier than a child
-Vulnerable to wind-based magic due to large wings
-Learning other magic besides marilysa takes more time and effort, as they are accustomed to using marilysa
-Marilysa is a magic and as such needs a shard from the meteor to function

Images of the Race: http://bestuff.com/images/images_of_stuff/210x600/reyson-19297.jpg
Image from Fire Emblem: Path of Radiance.

Neo Emolga
01-16-2008, 03:30 AM
Shuricel
The Naga

Sorry about the delay, I’ve been busy lately… http://i4.photobucket.com/albums/y109/Ultradyne/Pikachu%20Emotes/sleep.gif

I read it over, nice stuff. I always like seeing a good classic race get submitted to this.

Accepted
---------------------------------------------------------------------------------------------------------------------

Ali the Dark One
The Force Goblins

Interesting race, but unique in its own way. Its in, thanks for making a submission.

Accepted
---------------------------------------------------------------------------------------------------------------------

Larvinator
The Nayioga

Never played Fire Emblem, but this does look like a decent race. Very similar to Harpies, only… less color, and singing ability. :P

Accepted

Larvinator
01-16-2008, 10:40 PM
Very similar to Harpies, only… less color, and singing ability. :P
Yeah, I was a little worried about that while I was ripping them off from transferring them from Fire Emblem, but I figured that the bird-human market wasn't cornered just because of the harpies.

Unfortunately, now that I compare the stats, they're really similar. =X I may make a few adjustments. Oh, and the + and - section is done now. Thank you for the acceptance. :]

Shuricel
01-16-2008, 11:07 PM
Starting my next race. =D A flying type that isn't ripping off of harpies, but angels instead! *shot*

Also, you might want to know, you have Mareman twice on there.

Name – Angelic, Angelics
SPECIAL Allocation –
Strength: 5
Perception: 6
Endurance: 3
Charisma: 8
Intelligence: 7
Agility: 6
Luck: 5
Description –
Combat – How does the race fight, and what are their usual combative tactics? Mentioning features they have that help them in combat, such as claws, swooping attacks, or increased reaction time is recommended.
+’s and –‘s – Features that this race has that humans don’t, and features that this race can’t perform as well as humans. Things such as flight, underwater breathing/swift swimming, and resistances to elements and so on would be considered +’s, but they would need to be balanced with –‘s, which could include things such as fragile bones, susceptibility to elements, and so on. This is where most of the balance occurs.
Images of the Race – http://ramy.deviantart.com/art/White-Angel-71148639
http://ameameame.deviantart.com/art/Elf-Angel-2936021
http://croaky.deviantart.com/art/Death-Angel-15196954

Larvinator
01-17-2008, 03:15 AM
I just had to make a rebuttal to your angel race. Go demons!

Name – Succubus (Succubi plural)
SPECIAL Allocation

Strength: 4
Perception: 5
Endurance: 3
Charisma: 8
Intelligence: 6
Agility: 9
Luck: 5

Description – Succubuses are, basically, demons. They can only be female. (For male demons, see satyr.) They’re humanoid, but with some key differences. They have, for one, hooves instead of feet, and two goat-like horns on their head. They also have huge, leathery wings akin to a bat. They also have a long, whiplike tail. Their eyes give off a creepy glow, which can take on nearly any color. They also have distinct markings on their legs that can vary from succubus to succubus, though they tend to look something like flames. Their skin color can be pink, red, lavender, or just a plain tan. Their hair is normally black or brown, sometimes red or pink, and never blonde.

Combat – Succubuses have a handful of solid natural weapons they can use. First are their hooves. They are rock-hard, and a good kick can easily knock a human out and even sometimes fracture their skull. Their horns, if pointed the right way, can also be nasty weapons, as they are not only as hard as their hooves, but as is expected, are very sharp and can pierce through skin easily. They can also use their nails, sharp enough to break skin and draw blood, though their hooves and horns tend to be better weapons.

As for their battling style, succubuses will strike fast and furiously. Though their strength is a bit low, their agility more makes up for it, and they can get off a rapid series of hand-to-hand combat blows off very quickly. They are more suited for close combat, though they have to do it fast before their opponent gets to many blows in, as they lack endurance.

+’s and –‘s

+Amazing agility makes succubuses extremely fast in battle and they can often daze opponents with their rapid blows. It also makes them good at running
+Can hear better than the average human
+They’re very clever and even more resourceful, and make good planners for sneak attacks
+Very good at the TAG skill Speech
+They have very high charisma

-Have lower strength and endurance, so if they can’t down their opponent quickly with their rapid-fire blows, they’ll have a bit of a problem
-Though their wings aren't useless, they can really only glide with them for any extended period of time, and actual flying exhausts them quickly
-They tend to be a bit unwieldy with guns and downright disastrous at operating advanced weaponry, and as such make terrible mechanics unless they have considerable experience beforehand

Images of the Race: http://morganagod.deviantart.com/art/Succubus-Descending-40152699 http://loish.deviantart.com/art/succubus-37494781

sonickid01
01-20-2008, 05:03 PM
I gotz an ideaz.

FINISHED
-

Name – Chelemites

SPECIAL Allocation –

Strength: Depends on what kind of Chelemite you are. Usually around 3-7, but I'll say 5
Perception: Probably 7
Endurance: Again, depends on the kind of Chelemite. I'll say 5
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 8

Description – It is, in short, a human combined with an element. When the Meteor struck the earth, unknown elements had spewed everywhere. A lot of these hit the humans and merged with their cells. In a short time, the radioactive elements decayed into our known elements, and the humans became sort of hybrids of regular people and the element. There was no specific one element that they changed to, it's a wide variety (the RPer can pick). Also, some form of the unknown elements decayed randomly into two different elements, so that a few chelemites have the ability to switch between two different elements at will. For example, a chelemite may be able to become a Helium chelemite at one moment and then shift into a Carbon chelemite the next. They can change to different natural isotopes of the elements, and even human-made ones with some laboratory work and etc. Also, if enough chelemites meet with the right combination of elements, they merge together into one form with two different minds (one character thinks one thing while the other mind thinks another thing), but the effect cannot be reversed without special laboratory processes. This may lead, if anyone chooses to be a chelemite, to multiple people RPing the same person. For example, if two Hydrogen chelemites and an Oxygen chelemite make contact at the same time, an H2O or Water chelemite will be formed and all three characters will be in the Water chelemite. If a chelemite touches anything but a chelemite, nothing happens, on the other hand.

Combat – It really depends on the type of chelemite a person is. They can use technology like a normal human, or they can utilize their element. Anyone who is a Tungsten chelemite may be able to throw a really hard punch, while a Sulfur chelemite can poison opponents and a Helium chelemite has the potential to explode (if I'm correct). Some elements may be useless, however. A Silver chelemite can't really do much but be shiny, so it really just depends.

+’s and –‘s – The main downpoint of chelemites is their strangeness. They're very, very abnormal from regular humans, whether it be that their skin is part platinum, they emit a poisonous sulfur, etc. A lot of these abilities can be useful. For instance, a Hydrogen chelemite may be able to fly or hover around, and an Oxygen chelemite may be able to breathe underwater and allow others to breathe too. There may be ways to combine chelemite abilities, like a Sodium and Chlorine chelemite standing close to each other and creating salt. However, there can be downfalls too. A Sulfur chelemite may have to keep everyone around him away in order to keep from poisoning them. A Uranium chelemite may accidentally harm someone who's innocent with radiation. In addition, they can cause harm to themselves. A heavy chelemite may drown because it's pulled to the bottom of water. It all really depends.

Dr Scott
01-21-2008, 08:19 PM
Name – Cherubs

SPECIAL Allocation –


S - 1 (Not that strong...)
P - 2 (They wear really good contacts for this)
E - 4 (Not so much ...)
C - 10 (Cherub's have a strange lure, and sometimes people wonder why they like them so much ... Let's them get away with a lot)
I – 8 (Years of knowledge)
A - 8 (Wings help with this)
L - 7 (Don’t play them in poker)

Description – A small, child looking angel. They usually dress in white (no, not nakie), though that is only to show their purity and innocence. Much like other angels, this race has small wings protruding from their back, giving them the ability to fly.

As they have to be light to fly, they are not very physically strong or powerful, though they do have a great luck and maneuverability, as well as a strangely charismatic innocence.

Combat – Cherub’s don’t usually attack, though they will instead utilize pranks and other unorthodox methods.

Habitat/Society – Because Cherub’s don’t live on the planet, this is unknown.

+’s and –‘s –

+ Flight, lucky, cute as a rabbit’s kisses, ability to understand Pokemon (though not fluently), high magical potential

- Weak bodies, Cannot kill (due to ethics and whatnot), cannot use firearms or unarmed skills, not very talented with repairing (hard to do when you're so weak)

Images of the Race : HERE (http://www.acharmingchest.com/collectibles/VictorianCherubAngel6L.gif)

Neo Emolga
01-21-2008, 08:26 PM
Sorry this took so long. I hate being sick…

Shuricel
The Angelics

No problems, just finish it up when you can.

Pending
---------------------------------------------------------------------------------------------------------------------------

Larvinator
The Succubuses

Looks good, no problems here. I’ll throw it on the list.

Accepted
---------------------------------------------------------------------------------------------------------------------------

sonickid01
The Chelemites

Really bizarre, but unique though. Don’t see too much of a problem with it, so…

Accepted

Dr Scott
01-21-2008, 08:34 PM
Missed me, bud :P

Mustah posted after you got to the thread.

Delete this when you see it, or I can.

Neo Emolga
01-21-2008, 08:57 PM
Missed me, bud :P

Mustah posted after you got to the thread.

Delete this when you see it, or I can.

Nah, its okay. I caught it only after I posted, you must have posted sometime between me loading the page and posting acceptances.

Your little cherubs are good to go, Scott. :P

Accepted

Dr Scott
01-23-2008, 03:06 AM
Name – Planeteers

SPECIAL Allocation –

Strength: 10 (They have super human strength)
Perception: 5 (They have average sight, etc.)
Endurance: 8 (They have what it takes to keep going)
Charisma: 2 (They don’t really talk besides strange and corny lines)
Intelligence: 4 (Brutes, though they don’t need above average intelligence to hit people really hard. And kinda single minded in their morals.)
Agility: 6 (They can fly, but they are big)
Luck : 4 (They don’t believe in it)

Description – Though a Planeteer can also be used to term humans with the elemental rings of power, a true Planeteer is human in shape, with gras green hair, sky-blue skin, earthy brown eyes, and a fiery red chest. Their usual garb composes of nothing more than tight shorts, boots, and gloves. Also, they have a large sun-like globe on their chest that symbolizes their attachment to the world and its protection.

Because of their above-average strength, they are basically ripped :P

Combat – Planeteers fight much like a super hero would, they fly through the air and use a combination of elemental (Earth, Fire, Wind, Water, Heart) attacks. They have increased speed and power as well, and as thus prefer to fight up close and personal.

+’s and –‘s –

+
Flight
Super-human strength
Are in tune with nature and the planet
Are skilled with elemental attacks that have to do with Earth, Fire, Wind, Water and Heart
Partly invulnerable (No, I won't take this too far :P) (And he has to be so he can get stuff done in the short time he's there, eh?)

-
Must be called by the five elemental power rings (they can also come in other different forms. Basically, the five elements must come together in some way. If you want to be creative, think Fifth Element)
MUST have Offensive Magic
Can only use Earth, Fire, Wind, Water and Heart elemental attacks
This race is weakened by pollution
Can only be around for so long before he is forced back to his/her own dimension


Images of the Race –

CREDIT GOES TO HE WHO DREW IT ... "hyunoo" I think ... I'll link it (http://images.elfwood.com/fanq/h/y/hyunoo2/captain_planet.jpg) to be safe.

skiboydoggy
01-23-2008, 10:36 AM
Duude... Scott... Why did you just make Captain Planet?

Edit to conserve space: Because Captain Planet fits in way too well with the morals and inner workings of Team Trainer, or at least what I think of them :P.

Besides, he's badarsenic.

Now, stop being jealous of my awesome idea :o. XP