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| 23 Nov 2012 01:39 AM |
BASIC INFO Thread Name: The Island. Genre: Fantasy, Modern, Survival, Tactical, Dieselpunk Timeframe: Modern. Storyline: The storm was getting worse, the captain thought to himself. His crew desperately tried to not get thrown overboard, and the passengers feared for their life. Wave after wave, crashing into their ship like planes. The Captain wasn't sure if they were even heading to Europe anymore.
Stupid captain, the passenger cursed to himself under his breath. He clung to the blanket he had, splashes of water hitting him every once in a while. He knew he shouldn't have trusted a captain with no less than a fishing boat to get him to europe. "Oh yeah, I can get you to Europe for the low, low price only one hundred dollars! That's much less than a plane to Europe or a cruise ship." The worried passanger shouldn't have trusted him. Although he was the only one cursing the captain under his breath, he knew that others were thinking about it. The Captain heard that passenger cursing him under his breath, and he knew that he screwed up, badly. He knew that he had to keep going, or else they would be lost at sea, when suddenly... The sea started to go rough, and hundreds of fly-like creatures arose from the salty waters, buzzing with some sort of flammable liquid visible inside of them. They looked like they were fleeing from something, something big, something frightening. Suddenly, a large Aquatic dragon arose from the sea, breathing scorching blasts of Liquid fire. The fly-like creatures ignited into balls of fire, there was a loud and giant explosion, and everyone blacked out, their last sights being that of a burning boat. The sea carried them, and the sea seemed to change them. When they awoke in the shore, the ship was wrecked, and they were on a sandy beach. Strange and alien creatures investigated the crashed ship. The Captain took out his map, checked it, and realized that this island wasn't even on the global map. They had discovered a mysterious, new island. Several passengers, as well as the Captain, realized that they had abilities now, as if the explosion and strange seawater had changed them. And some realised some people were missing, and immedietly told the others. One of them said some of the passengers were completely different races.
Monsters: (Note: Each of these can come in different colors and power. Most importantly, size.)
Mech Dragon: These are Mechanical dragons originating from the Factory, crafted by unknown hands. They can breath fire through the use of various gas tanks within their bodies. Type: Mechanical
Bilflies: These flies explode when exposed to fire they can be tamed through whistling a special song. Type: Pyro
Glow Ants: These little critters are very good. A bite from a red one may cause severe burns. Glow ants are tamed by giving them something to eat. Type: Pyro
Tunnel-Worms: These brown, multi-sectional tubes burrow through the earth at amazing speeds. The bigger, the faster. They are normally either brown, grey or a lighter shade of black, but it depends on the color of the earth. Their carapace is normally made out of the materials around it, but most have spikes on their skin. Their mouth has rows and rows of "small" teeth- a big one will have each of these feet long! It spins as it moves, creating a buzzing noise similar to a circular saw. It feeds on rock and metal- but it enjoys the occasional meat... Normally found underground, in The Caves. Smaller ones are the pests of the island. Type: Burrower/"Critter"
Mink:A tiny human with lots of fur and a tiny nose with whiskers.Your typical robber these cannot be tamed they steal pretty much everything its a good idea to kill these.
Ogres: Ogres are giant brutes, and are very dumb; but capable of speech. They can even fashion clubs and clothes- but not much else. They'll spend most of their time crashing around, eating animals and vegetation, but if you anger one they'll try to squash you. There are several main types: Ogres, which live above ground, Cave Ogres, who roam the caves for unsuspecting prey, and Lava Ogres, Cave Ogres who have adapted to extreme heat. Many more are said to exist- but we just don't know about them yet. You can ally one by either persuading its tiny brain to listen to you, or by feeding them some animals.
Spiders: I think we all know what spiders are. Just watch out for the giant ones. Yea, 3-meter spiders. And those are only the warriors! Drones are 1 meter wide. Queens and Kings... Well, you hopefully will never meet those- they're deep underground. Some are highly poisonous, with each species having different effects. You can tame one by feeding it some Bilflies.
Wisps: Wisps are the very formation of concentrated essence. If you see one, the color represents a high concentration of that element in the area. You can get powerful magical artifacts from them, but they can fly, and use the element to attack you. Beware larger ones- they can summon up some pretty nasty attacks. Rumours speak of giant wisps, hidden in Tombs. You can tame one by being friendly to its element, or protecting it.
Pain Widows: These critters will spit acid on you to cook you and may occasionally let go, although only if you have some glow ants with you. The only way to tame one is to give it lots of bilflies. Type: Pyro.
Zombie: Same as minecraft; they try to eat your brains. You cannot become zombies, but you can become allies with them if you give them a pain widow. Type: Normal
Lizardmen: Generally a 4.5 metre tall man with green and a long tail, along with claws, Lizardmen are pretty intelligent. They generally use spears to a scalesttack, but some know magic. They are able to become your ally if you give them three gold coins and a bronze dagger, or if you have a Snakeman as your enemy, but if your enemy befriends them, watch out. Type: Reptile
Snakemen: A 2.5 metre tall man with blue-ish scales and no legs, only a long tail. They spit out venom and hate Lizardmen. They become your ally if you either give them 3 gold coins and a bronze dagger, or if you have Lizardmen as an enemy. Type: Reptile
Draco: A humanoid lizard-like creature with wings and can breath fire. Type: Pyro
Blood Demon: A completely black human with demonic wings, horns, claws and pointed teeth.They only come out at nightbecause they are nocturnel creatures, they tend to drink b.lood. Type:Death
Reapers: A pale human with no face, if they wear clothes(Which they hardly do)they wear a black cloak. Type: Death
Void: Only one Void exists, and it is deep in the center of the island. Void is a huge black ball, absorbing all energy around it. It resides in a huge underground metal base, and absorbs dead people's souls to power the factory that makes the robotic creatures. Inside of Void is presumably a realm full of power, energy, and unlimited knowledge, but no one has managed to go inside of it to prove this, only rumours and speculation. Type: Unknown
Areas:
The Void:
Location: Inside of Void
Description: The Void. No one has went in and came out alive yet, so no one knows how it looks like.
Sights: Unknown.
Freelands:
Location: The Island.
Description: The realm where werecreatures, centaurs, and other animals and creatures live free. None of the inhabitants are intelligent here, as, unlike the normal creatures, these ones have gone completely instinctual and are now no more than animals. It holds great value as it's minerals and natural resources are untouched by man, making finding gold and diamond a simple feat, thought you must be warned... The creatures shall defend their land to the death. You can get here by killing one of each werecreature, and draining their blood into a bowl of silver, which creates a portal.
Sights:
The Spire Realm:
The Caves:
Location: Under your feet.
Description: Gaze upon the Freelands. It may be dangerous, but it is beautiful. However- dare to like underneath, and you will find dark, damp and dangerous caves. Untouched minerals, old and new, are aplenty everywhere- but so are some of the most dangerous of all beasts. Many different artifacts and areas are scattered around these caves- the most famous being that of the Ruined Civilization, the original and only intelligent species, which somehow died out, and the ruins are rumoured to be scattered underground.
Sights: Currently known are: Mineral veins, Crypts with Tombs, Ruined Houses, Cave Systems and Ravines. The deeper you go, the more valuable in each- but also the more deadly monsters roam underground next to the deadliest and most devious of traps.
Types of magic: (These aren't powers- you just learn them.)
Bloodmancery: This magical style focuses on blood, specifically using it to create simulcra.
This magical style focuses on spirit-energy, specifically using it to curse others and attack enemies. It requires holding a specific pose for the duration of a spell and careful visualization.
This magical style focuses on divination.
Soul Transmution: This magical style focuses on both souls and transmutation. It requires gestures and intense concentration.
This magical style focuses on rock, specifically using it to create simulcra. It requires a special magical stone. This style of magic depends on a familiar spirit.
This magical style focuses on both motion and flesh.
Alchemic Absorbtion: This magical style focuses on both flesh and vibration. It requires magical potions and total concentration.
Soniccasting: This magical style focuses on sound, specifically using it to augment the caster's abilities. It requires knowing the true name of a target, dances, a series of talismans, and guiding magical forces with the mind itself. Ancestral spirits provide the power for this form of magic.
Soul Projection: This magical style focuses on the soul. It requires intense concentration.
Blizzardmancery: This magical style focuses on ice. It requires intense concentration. This style of magic draws its power from the servants of the gods.
Black Magic: This magical style focuses on death energy, specifically using it to torture others. It requires knowing the true name of a target. This style of magic depends on an animal familiar.
Flesh Transmution: This magical style focuses on flesh, specifically using it to provide transportation and prevent misfortune.
This magical style focuses on both water and darkness. It requires special clothes.
Spaceviewing: This magical style focuses on the fabric of space, specifically using it to record information. It requires knowing the true name of a target.
This magical style focuses on lava, specifically using it to provide transportation. It requires songs of power, avoiding any contact with the target, and heightened emotions.
Fleshmancery: This magical style focuses on living tissue.
Alchemical Flesh: This magical style focuses on flesh, specifically using it to create potions and disguise oneself or others. It requires incence.
Psykonesis: This magical style focuses on the mind. It requires a series of statuettes and intense concentration. This style of magic draws its power from the unconscious desires of the caster's species.
Lightningspeak This magical style focuses on lightning. It requires names of power.
Nature Connection This magical style focuses on both nature and exorcism. It requires heightened emotions.
Melaniamancy This magical style focuses on darkness. It requires magic words and intense concentration. This style of magic requires the caster to store and release magical energy.
This magical style focuses on gravity, specifically using it to perform practical tasks and create simulcra.
Spacial Enhancement: This magical style focuses on the fabric of space, specifically using it to create armor and augment the caster's abilities. It requires chants, remaining completely still, and clearing the mind. This style of magic requires the caster to store and release magical energy.
This magical style focuses on death energy.
This magical style focuses on both shapeshifting and emotions. It requires names of power, magical gestures, and offerings for supernatural forces. This style of magic relies on binding and controlling supernatural creatures.
This magical style focuses on both magnetism and water. It requires knowing the true name of a target, avoiding any contact with the target, a wand, and intense concentration. This style of magic ages the caster at an high rate.
Glamourism: This magical style focuses on illusions.
Thermocontrol: This magical style focuses on both temperature and light.
This magical style focuses on lava, specifically using it to bring prosperity and augment a living creature's abilities. It requires the drawing of sigils and careful visualization.
This magical style focuses on both information and lightning. It requires touching the target. This style of magic requires the caster to store and release magical energy.
Self-Enchantment: This magical style focuses on energy, specifically using it to augment the caster's abilities. It requires invocations, holding a specific pose for the duration of a spell, and complex magical calculations.
Projected Shapeshifting: This magical style focuses on spirit-energy, specifically using it to transform others.
This magical style focuses on life-force, specifically using it to record information. It requires knowing the true name of a target, wearing a special mystical outfit, and emotional calmness. Only certain bloodlines can use this form of magic.
This magical style focuses on ice. It requires invocations, special potions, and total concentration.
This magical style focuses on wood. It requires complex magical calculations. This style of magic mutates the caster over time.
Astralimancy This magical style focuses on astral matter, specifically using it to create portals and to attack.
This magical style focuses on astral matter, specifically using it to create traps and create vehicles. It requires avoiding any contact with the target and careful visualization.
This magical style focuses on both the soul and weather. It requires songs of power, remaining completely still, and heightened emotions.
Fusarmary This magical style focuses on force. It requires emotional anger.
This magical style focuses on both spirit and thought. It requires songs of power and touching the target.
This magical style focuses on both temperature and the soul. It requires clearing the mind.
This magical style focuses on the soul, specifically using it to ensnare enemies and conceal oneself or others. It requires magic words.
Astralshifting: This magical style focuses on astral matter, specifically using it to transform others. It requires gestures. The power of this style of magic is affected by the phases of the moon.
This magical style focuses on infernal power, specifically using it to create simulcra and create potions. It requires guiding magical forces with the mind itself.
This magical style focuses on holy energy. It requires names of power and various material components.
Hellcarn: This magical style focuses on infernal power.
This magical style focuses on plant life. It requires holding a specific pose for the duration of a spell, a special talisman, and guiding magical forces with the mind itself.
This magical style focuses on nature, specifically using it to augment a living creature's abilities and create servitors.
This magical style focuses on nature, specifically using it to create traps and ensnare enemies.
Boltcries: This magical style focuses on lightning, specifically using it to create mechanisms and create mass destruction.
Pure Force: This magical style focuses on kinetic energy. This style of magic mutates the caster over time.
This magical style focuses on the soul, specifically using it to disguise oneself or others and create traps. It requires magic words, pen and paper, and total concentration.
This magical style focuses on mind-control. It requires invocations and avoiding any contact with the target. This style of magic draws powers from the infernal realms.
This magical style focuses on both enchantment and blood.
This magical style focuses on bone. It requires magic words and specific bodily postures. (Small)
This style of magic requires a natural aptitude. (Small)
This magical style focuses on both air and time. It requires chants, avoiding any contact with the target, a series of talismans, and heightened emotions. This style of magic requires the caster to store and release magical energy. (Large)
This magical style focuses on rock, specifically using it to create simulcra and create structures. It requires special poems, specific bodily postures, a piece of the target of any spell, and clearing the mind. This style of magic works best in certain locations. (Large)
This magical style focuses on rock, specifically using it to disguise oneself or others and create vehicles. It requires special poems and a runestone. This style draws power from various astrological phenomena. (Large)
This magical style focuses on life-force, specifically using it to prevent misfortune and augment the caster's abilities. (Small)
This magical style focuses on air, specifically using it to create simulcra and conceal oneself or others. (Small)
Soul Enchantment: This magical style focuses on soul-force, specifically using it to create simulcra and augment the caster's abilities. (Small)
This magical style focuses on both blood and the natural elements. It requires special poems, avoiding any contact with the target, special clothes, and careful visualization. This style of magic depends on a familiar spirit. (Large)
Shadowmancery: This magical style allows you to control shadows. It requires dark thoughts, and stored energy. Overusing it can make parts of your body temporarily become a shadow, and unusable. (Small)
Simulcra: This is a energy nobody can just simply have, you just need to cast a specific spell.
Expensive tech
291 Assassin armor: An armor that is always black, it heightens your senses and you are stronger and faster. This armor is just a suit with no helmet, but with a hood. There is a dagger holder that is on the right wrist. Con: May explode to extreme coldness.
Chronium
Marksmen scope: A Black metal head band that attaches itself to your head, when you click a certain button a hologram will come over one eye and will zoom in on targets.
X73 Javlen: A javlen that will reach further than normal, when it touches something the end unfolds creating spikes that digs into the target.
Y3Q Time bomb: A circular time bomb that when time is up creates a huge blue explosion that will create gas flames on anything flameable it touches.
Revitalizer-Guardian
This little stick can heal most things and projects a forcefield. Con: Easily flammable.
3014 New Years Partyhat No one knows. You just found this is the plane. No one seems to recognize it, and some weird stuff DID happen on that plane. Who knows, you may have just gotten yourself your own personal bit of the future. Also, it projects a holographic arrow pointing into the mountains at night. Probably nothing...
Genetic Augmentator Allows for the slight augmentation of muscle and bone mass, and also creates a loud buzzing which seems to attract lightning during storms no matter where you are. May *potentially* cause internal and definitely external bleeding.
Enemy Tech
Mech Dragon: A silver dragon with artifical noises and can breath fire. Weakness: Blood
Robotic B.lood Deamon: The same as a b.loo deamon but has a robotic part.
Factory: Several mechanical factorys powered by Void, which make Robotic Blood Deamons, and Mech Dragons.
Sicknesses:
Corrupting Tooth Your teeth start falling out and your gums bleed. Causes the Black Death in rare cases. Can be fatal. Causes: Being bitten by a Draco.
Scurvy: You get spots on your skin, your teeth go black, your lips go spongey and your nose bleeds, this can be fatal. Cause: Lack of vitamen C
Shaded: Your skin starts going grey, your teeth start becomeing fangs and you start geting claws. Eventualy you cant control yourself and eat any prey you find but in a week you will become a pure blood demon or die. (Usually die) Causes: Being scratched by a blood deamon, Obssessive participation in Dark magic
Lycanthropy: You transform into a werecreature at the full moon with no control of yourself. Causes: Being scratched or bit by a werecreature, instead of being changed into one by magic or born into one.
Crafting System:
In this roleplay, you don't get a chunk of iron and a stick and make that a sword. Oh, you could make a weak hammer out of that, but not much else.
Instead, you can salvage equipment- take it apart, carefully, piece by piece. You need to be skilled in this to take part certain equipment- it's easy enough to break a handle off, but if you want to keep its power you need to carefully take it out.
To make anything, you have to place it piece by piece, carefully binding it- you can't make armor out of just leather! You need to bind it together with a fiber, maybe pad and reinforce it. Low-tier weapons can easily be dismantled- but anything special, which you don't know about, ask the admins what it looks like, and if you manage to take the pieces apart.
Songs
The End: In the end, oh in the end, there is nothing, but much DEATH. In the end, oh in the end, the dragons shall rise, and we shall FALL. In the end, oh in the end, but one shall stand, oh in the end, a great hero, in the end, shall VANQUISH his foes! In the end, oh in the end, the dragon swoops down, hero with blade in his hand! Hero knows, not to fear, for he has the blood of a warrior! Hero slashes, dragon turns, dragon roars! Dragon swoops down, for one last attack! But our hero, has a hidden trick, up his sleve! Hero grabs, his trusty bow, and prepares for one last shot! Dragon swoops, hero fires, dragon roars! Dragon bursts, into energy, and a portal was there! Hero says, that dragon's death, was as bright as the sun!
Following the Wind: Here we go once more, following the wind. I hear it in the trees, but when I turn, nothing is there. Trees creek and branches fall, but when I turn, nothing is there. I follow the clouds, they show wind streaks, but nothing is there. The wind must have answers, but when I ask it, it does not speak. I never see who is the wind, or what is the wind, but I do see invisible objects, as well as feel his cold breath on an autumn morning. Following the wind, I try and try, but cannot see it true. When you follow the wind, it ends up following you, and you are blown away, never to be seen again.
Fight with all your Might: Here, we shall take a stand. Wind, blowing on the sand. We shall fight, with all our might, and we'll only stop, til the end! Here, we shall take a stand. Here, we shall fight with all our might! Wind, blowing on the sand, sword in hand! Blade, cutting fierce. Creatures, approaching vast! Swords, clashing fast! Here, we shall take a stand. Here, we shall fight, with all our might!
Races: Blood Deamon: A completely black human with demonic wings, horns, claws and pointed teeth.They only come out at nightbecause they are nocturnel creatures, they tend to drink b.lood.
Guardian Angel: Holy beings, the Guardian Angels are cabable of deflecting nearly all magic, except for Dark magic to which they are weak. They guard Human counterparts, which are usually a single human, but may go up to three at a time. The more faith they recieve from their counterpart, the more powerful they become. When they do good in battle, They will steadily get better and better until from the faith they recieve until they finally overcome their opponent. Their wing colour is based on there personality.
Haven Ravager: An offshoot/offspring of the Blood Deamons and Guardian Angels, or perhaps something new altogether. It's origins are not very clear, and even the number of Haven Ravagers in existance is contriversial. Long ago, however, it was said a lone Ravager walked the island in search for lone wanderers. It is a female 'angel', with pure white skin, hair, and cloak. It's eyes, however, are pitch black, and reflect no light. When in the presence of a Human, these eyes begin to melt, and melt, and continue melting until the chosen Human victim melts in the molten 'eyeball' puddle, which is similar to boiling tar.
Draco: Commonly humanoid, The Draco is a race of reptilians with the perculier ability to breath fire. Unlike most reptilians, besides Dragons and specific Saurs, it has wings and therefore the ability of flight.
Hobbit:A tiny human that groes a natural leather sole on its feet so it dosent have to ware shoes.These are usually nice but there are some grumpy ones, they are weak.
Elf: They might be the strongest, fastest and most intelegint race, Elves have lived for thousands of years and some think they had part in makeing the island.They are magic beings of unknown origin. Chances are, considering their strange abilities, they aren't even related to Humans. Despite this, They are definitely humanoid, and sport large pointed ears. They have a great mastery of the art of Magic, and enjoy showing it often in battle.They usually have long hair and they will die to save one bush.
Dwarf: Typically short humans, though it's not unheard of for Dwarven Elves or Orcs to exist. They are a clan or perhaps religion of sorts, a collective of the shorter population of the participating races. Many are oversensitive about their hair, and due to their 'unique' society, they fear of other Dwarves of lower rank removing small amounts of hair to glue to their own heads. This race excells in mine work, due to their advanced upper body strength, a result of underuse of their lower body since their legs are so short. Some even walk upon their fists like gorillas.Dwarfs can live for centuarys, they usually grow long beards and never grow white hair.
Dryad: Dryads look like a human made of branches and vines, they have sharp flexible sticks for fingers they always guard nature and the elves.The original Dryads came to be in the early stages of the Island's creation, and some believe they may have been part of it. The entire Dryad race, or the entire population in existance today, hide among the trees.
Oaken: No one knows when the Oaken came to be, but the Dryads seem to believe that the Oaken were created shortly after the Dryads, as natural defences, for their creator Gaia the Titaness. The Oaken are vicious, and disbanded from the Dryads long ago due to jealousy. Oaken are all male. Oaken usually stand twelve feet tall, with no mouth and glowing yellow eyes. Unlike the Dryads who have smooth branches and vines for body parts, the Oaken possess spiky, untamed, thorny wood for skin. The Oaken have claws that grow usually six inches long on each finger. Oaken possess six fingers. Oaken have no command over healing magic, or communicating with animals or plants. Instead, Oaken have out-right control of plantlife, and corrupt them once their magic touches them. Once plantlife is corrupted, the plant becomes thorny, dangerous, and under full control of the Oaken. Oaken have legs, but prefer not to walk. Instead, Oaken have the abillity to hover just above the ground. It has been seen in rare cases that an Oaken is capable to flight, instead of just his hovering abillity. Oaken attack all who enter their corrupted forests on sight, but it's possible to communicate with one if you assure it no harm, and if you know the story given by the Dryads. The Oaken have no known lifespan, making many Oaken still alive today date back to the creation of the island. Oakens, due to being rejected after begging the Dryads to take them back, created a personality to keep them company. Eventually, their magic made the personality into actual beings, which reside in their blood. The beings tell Oaken that everyone is out to get them, which causes Oaken to even attack other Oaken on sight.
Centaur: Human from the waist up and horse from the waist down.They are masters of archery.
Minotaur: They are men the size of bulls, now adorned with the heads of bulls.They are great with an axe.Some are civilised but most aren't.
Vampire: A pale human with fangs, they hate sunlight.The only two ways to become one are: A ritual or being bitten by another Vampire.
Werewolf:A Human who changes into a wolf each night.They will most often massive packs. Most often, they will pretend to their fellow Human villagers that they are Werewolf hunters, explaining why they have yet to be eaten. They may go as far as to kill a random villager and claim they were a Werewolf, to 'prove' they are truly not Werewolfs themselves.
Wereboar: Though not as unwelcome among common society, Wereboars are often the scapegoats for petty crimes and usually shunned in the presence of other races. They form their own cities in the Island's deepest canyons and ravines, and usually remain in their Pig/Boar form all day. They are a honest, trustable people; but they are 'trustable' to also have a very handy blackmarket.
Werebear: The Werebears have been able to intergrate themsleves into society much better than their Wolf and Boar cousins. In human form, Werebears are tall, muscular people with much pride and much patience. They are kind to all, including those who are not particularly nice to them.
Orc: They are much closer to apes than even the Humans are. They are massive, muscular humanoids with a dark green skin, and a large bone plate on their forehead. They have massive fangs which go commonly unused, and generally lack inteligence. They fight with axes and other weapons that do massive damage without much need for good hand-eye coordination. They are also extremely clumsy.
Offspring: Simply the child of two seperate races. If you wish to be an Offspring, please contact the Thread owner or an Admin via Private Message and identify which two races you would like to combine. We have the right to either accept or deny this request.
Shapeshifter: Straight from the gates of the Realm of Oblivion, Otherwise called Limbo, This being knows no sentinence, knows no reason, knows no moral. It is constantly changing into people and objects it has seen before. Using this ability, it often attempts to kill individuals, manipulate them into doing random but usually extremely specific things, or have them kill another individual. It's standard state is a humanoid with a rubber/leather like consistancy. It has no face, ears, or hair, and is colored with random red and blue designs which slowly merge and combine into new designs. This happens at an advanced rate when it is threatened or anrgy. A similar visualy event happens in the whites of the eyes of a form it has taken such as a person.
Gifters (And Gifted): These 'people' are a race of ancient humans. Their hair is white, as well as their skin. Their eyes are almost always purple. It's said they are unable to die, as along as they are supplied with a certain resource: Children. Specific children, Often called the Gifted. These children are no different than average children, besides a mark on the palms of their hands; And the fact they can preform, as the Gifters call it, the highest honor of 'Charity'. Charity will kill the Gifted, and depending on how long that child was going to live, that amount of years will be added to the life of the Gifters. The Gifters have few unique abilities besides their partial-godhood, but they do have the gift of time, during which they may have obtained much knowledge in the area of Magic that other races may not obtain.
Sheets:
Character sheet:
Name: @g3: Gender: Race: Person you have to protect: (Only for guardian angels) Powers: (Non-admins get up to five small powers. Large powers count as two small powers.) Appearance: Items: Weapons: Personality: Allergies: Likes: Dislikes: Favourite colour: Height: Clothes: Weight: Skills: Grades: Biography: (Optional.) Pets: (Optional.) Disability: Other:
Animal sheet:
Pet sheet
N@me: @g3: Gender: Appearance: Weight: Powers(Smaller powers than humans): Height: Type: Personality: Favourite food: Allergies: Bio: Owner: Is it pure breed or stray: Other:
Credits:
Larry for making, sickneses, enemies, tech, Races,helping with story line and some other things.
Timpookie for creating some enemies and a races.
Pterodaustro for grammar checks, "Fight with all your Might", "The End" revised, "Following the Wind" revised, further expanding the short storyline given by Larry, the "Saur" race, the "Oaken" race, and Void.
Banshee7 making Gifters/Gifted races. Also made some various tech.
Admins: Larrytheblock Timpookie Dex10awesome and his alts. Typhex Pterodaustro Banshee7 Supermariomania
Rules
1) No Gmoding. 2) Romance and related topics are not supported by the Admins of this RP. Any 'Romance' commited here is the responsibility of the RPer, and anything that may befall the RPer is their personal resposibility. If an admin is to support this subject, they must remember that it is their personal resposibility and act as such. 3) No breaking the rules. 4) I make the rules no admins can make the rules. 5) Non-admins get up to five small powers. Large powers count as two small powers. 6) No asking for admin. 7) Utilising loopholes in these rules will result in an automatic warning or ban. 8) Have some common sense people. 9) No trolling. 10) Put "The Island" on the "Other" section of your sheet. 11) Admins get as many powers as the thread creator wants them to get. 13) Don't feed the trolls. 14) No instant kills. 15) The rules can change at any time, don't complain.
Banlist: 1) Bebithetuffle 2) Swedishlemon 3) Anyone related to a Martian.
Dex10awesome
Name: Dextro Plutonium. @g3:14 Gender: Male. Race: Offspring: Human + Guardian Angel. Father:Jessy Crendor. Guardian angel. Mother: Lia Selene. Human. Person you have to protect: Well he has to protect Rapter. Powers: The power to make his hair longer or shorter - S, he has telekinesis and telepathy - L, he can control all the elements, but requires more power than just using one - M, if his partner is about to die he can get an incredible power increase - L, he can turn fully invisible - M Appearance: Pure white skin, silver eyes and blue wings. Items: Ipod.(Internet works but phones don't work.) Weapons: A swiss army knife. Personality: Bubbly and nice. Allergies: None. Likes: Nice people. Dislikes: Mean people. Favourite colour: Blue. Height: 5 '9 Clothes: Red hoody, slack blue jeans. Weight: 2 kilos. Skills: Inventing. Grades: As for most things. Biography: (Optional.) Pets: (Optional.) Disability: Asperger syndrome. Other: The Island
Pterodaustro
Name: Thorn @g3: 6,704. (Oaken have no known lifespan.) Gender: Male(Duh, Oaken can only BE male.) Race: Oaken Powers: Along with Thorn's natural Oaken abillities, he has a powerful "War Form" that only he seems to possess: Thorn has a "War Form" which greatly enhances his powers. Once activated, his wooden body greatly changes. His wooden bones break out of him, growing wildly in the pattern of spikes, covered with thorns. His claws nearly triple in length, and a large abyss composed of the same energy his eyes are made of forms where his abdomen should me. Thorn gains a sideways(As the sides of the crest are facing behind his head and infront of his head, while the front and back of the crest are facing where a human's ears are.) crest, adorned with small spikes lined on it. Thorn's crest only appears when he is in his full war form, signifying maximum power. His lower and upper bodies seperate, the abyss being the only thing holding him together. His spine is lined with hundreds of small thorns. Thorned plates of bark form on his forearms, shins, and joints. Thorn has trouble controling himself in this form, but he has no known limit on his strength, magic, and corruption during this state. This power is incredibly powerful, but incredibly hard to control. Thorn can also transform into different "stages" of the war-form, each stage being closer to his full war form or farther away, giving him more control but less power or more power but less control. Thorn also possesses the abillities of telekinesis and devastrata. Appearance: Items: Weapons: A large, wooden scythe. The scythe is made out of corrupted wood, obviously. The scythe has corrupted vines tied to it. Thorn also has a small wand constructed out of vampire bones, which allows him to control his unpredictable, wild, Oaken corruption magic. Personality: Hostile, lonely, protective over friends and plants, remourseless. Allergies: Dryad Heart Likes: Company, friendship, power, dominence, corrupted plants, slaughtering his foes. Dislikes: Intruders, alternate personality, weakness, fear, attackers. Favourite colour: Swamp green. Height: 13 feet, four inches. Clothes: He's wooden and has no "reproduction organs", so none. Weight: Normal form: The light weight of 75 pounds. "War Form": 110 pounds. Skills: Incredibly fast, is capable of flight instead of hovering, extensive scythe and wand skills, plant magic, "war form". Grades: Uhm, A+, I guess. Biography: TBD(To Be Discovered) Pets: If you count his forest made out of corrupted plants as "pets", then he has a lot of them. Disability: Fire can easily ignite Thorn, killing him. Thorn attacks at the slightest move of possible hostility, making befriending people quite hard. Thorn's war form makes him lose control every level of power he gets from it. Thorn's dark "alternate personality" that resides in him often takes control and makes him do things he doesn't want to do. Other: The Island
Name: Sam Dracarnian @g3: Seventeen Gender: Male Race: Offspring: Human and a Half Draco-Shapeshifter. Person you have to protect: None. Powers: Shadowmancery (S - 1), Melaniamancy (M - 2), Spacial Enchantment (S - 1), Boltcries (L - 3), Astralimancy (L - 3) Appearance: Items: Weapons: Personality: Allergies: Likes: Dislikes: Favourite colour: Height: Clothes: Weight: Skills: Grades: Biography: (Optional.) Pets: (Optional.) Disability: Other: The Island
Banshee7
Name: Hen'rette-Elviktof Genesis ('Vice Head Brother of Third Guard' in Dryad Language) Or 'Mountaintop' among non-dryad/oaken societies. @g3: 9,238 Gender: M Race: Oaken Person you have to protect: (Only for guardian angels) Powers: Devestrata, and Shadowmancery Appearance: He is the tallest recorded Oaken, and also the widest and heaviest. He weighs more than the average elephant, and is overgrown with vines, bushes, and even small trees. When not moving, he is almost indistinguishable from the larger trees of his home forest. Items: 28,232 gold peices, 247 skeletons of various races, a giant gold statue, and the left engine of a strange 'metal bird' that crashed into the sea near a beach about three miles off. Weapons: The forest around him. Personality: Protective. Holds grudges for extended periods of time. Allergies: Dryad Heart, the flammable internal chemicals of any Pyro-type creature. Likes: Plants (corrupted or not), the dark, the concept of the moon, small lifeforms such as ants. Dislikes: Dryads, other Oaken, societies (particularly humans), anything larger than him, Angels, Ravagers, Demons, anything mechanical or fire based. Favourite colour: Red Height: 23'3 feet tall Clothes: His branches or 'antlers' are adorned by various long ribbons of torn cloth from varying colors, and has several weapons and skeletons stuck to his body and trapped under vines of countless years of growth. Weight: Unknown, But somewhere around 9-11 tons. Skills: Control of plant life, plant magic, can see extensively well in the dark. Grades: Er, I don't know. A+? Biography: (Optional.) Pets: Several thousands crows, which have been infected by small fungal structures within their brains, formed by the use of Devestrata. Disability: Is heavily irritated and at times even physically harmed if someone destroys massive amounts of plantlife under his corrupted control. Also, he is vurnreble to fire. Other: The Island
Materials
Chronium: What most dinosaurs are allergic to, and can create staffs out of it to enhance their magic.
Heat flower: These keep things warm can be used for throwing flames.
Ice flower: These keep things cool and can be thrown and freeze what it touches.
Neo eye: Amazingly perfect for seeing, If you are blind and eat one of these your vision will return.
Neo nose: Amazingly perfect for smelling, can clear colds and noses.
Neo gloves:Perfect for feeling can be used to create gloves that withstand lava and acid but it can only take so much.
Form Putty: When the flesh of a Shapeshifter is removed, it goes limp and returns to it's standard state. However, the designs of red and blue will remain as they were upon removal, giving it the appearance as if someone had crudely mixed blue and red playdough. This Putty can be applied to generally any small to moderate wound. When it touches the wound, the Putty comes back to life. It squirms, and it changes patterns at a frightening rate. Then, it shapeshifts into the form of the wounded person's skin, and repairs the internal damage beneath the skin too. Also can be used to make models of things like a house or a box or something.
Oaken Blood: When consumed, this sap-like substance renders the consumer invincible to poisons for a short time, ranging from ten minutes to ten hours. During time under which it is in effect, the Consumer may hear odd 'commands' from unknown entities. However, Dryads and fellow Oaken are the only ones with strong impulses to follow said commands. Dryads also seem to wither to a degree under the effects of this substance, apparently alergic to it because of it's intense corruption.
Dryad Heart: Dryads will gladly share this water, as they can replenish it with magic, but that does not stop hunters from attempting to take it by force. Dryad Heart, when applied to a burn, can heal it in mere seconds. Although it has a fascinating effect, similar to Form Putty, that isn't it's main effect. The main effect of Dryad Heart is that, if a Dryad willingly gives up all of his/her Dryad Heart, thereby killing him/her, the heart can be applied to a recently deceased (Like, someone who just died minutes ago) person's heart, reviving the person entirely. Dryad Heart also has the interesting effect to cause a burning effect when applied to corruption or darkness. Oaken are highly allergic to Dryad Heart, due to them being beings of corruption. Vampire Bones: A vampire's bones are actually a good conducter of dark and corrupting magic. When a staff or wand is built out of a vampire's bones, the staff or wand will easy direct and control, as well as enhance, the hard-to-control dark/corruption magic being used. It is no easy feat to get vampire bones, as you require killing a vampire, a strong foe indeed. Most normal materials, such as wood, iron and coal, can be found on the island. You'll have to make a mine to get anything above this, though.
Special Food:
Snowberries:These are delicious and great for going to deserts they give the eater the power of cryokinesis.
Time apples:These make the eater able to time travel and reverse the thing they didn't want to happen for a short amount of time either 10 minutes to 10 hours but changing time can be dangerous.
Shapeshifting fruit:Could it be a apple or maybe a grape this fruit can be anything.
Music bread:Makes anyone perfect at music and singing for a short while.
Stuff will be upgraded regularly. |
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