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The Veritas; The Crystal Dimension
"Get Out -- The Veritas Is Under Attack. Again... By Bill Gates, The Government, And Kenzie Reeves, Who Works For Them, Using The System That Has Connected Everyone's Brains To Steal My Work And My Passwords, Pass It Off As Their Own, And Publicize My Things To Steal By Getting On My Accounts In Secret With Intent To Get Others Criminally Invested In The Thieving From And Of My Intellectual Property, Which Has Already Been Done, Which I Can And Will Be Suing Them All And Swallowing This World Because Of. I'll Let You Know If Anyone Else Ever Does Get 'System Passwords' From Me." - Founder/Owner (Tymon Nikia Bolton II)
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 Pygmy List

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PostSubject: Pygmy List   Pygmy List EmptyTue Nov 16, 2021 10:33 am

Info
The Pygmies harbor incredible strength and durability despite their size, and because of how small they are, they are also normally quite nimble. They are known to reside in secluded areas away from others and are generally very in tune with nature around them. Many races of Pygmies hold secrets that are kept hidden within their specific clans and are normally adept at some form of trade with skill that is incomparable, which is why they are normally sought out. However, there are some Pygmies that are hostile and savage due to being out of contact with other beings outside of their own, unless it is meant to hunt. Thus, one should be careful when approaching a Pygmy.

Primordial Law
I.Pygmies are a race of very small creatures.

II. They are a race opposite of the Gigases, who are Giants.

III. Their height is normally lower than 5'0 as an adult.

Order
Conceptual

Tier
Tenth
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PostSubject: Re: Pygmy List   Pygmy List EmptyTue Nov 16, 2021 10:33 am

Standard Form; Dwarf

Genus
Fae

Species
Pygmy

Subspecies
Dwarf


General Info (Genus)

Ecosystem (Environmental)
Cave of Wonders (Common), Great Valley (Uncommon), Hidden Cavern (Uncommon), Agruria (Rare), Seasons Grove (Uncommon), Mechanica's Factortial City (Rare)

Influence

Area Effect
Industrial

Effect
Smith

Side-Effect
Equip


Nature

History (Past)
They are in very close relation to the Cyclopes, in fact, and may sometimes be seen talking to them or asking their assistance in building. Though, because they are a strong, stubborn and proud race, much like their ancestors, they tend to not wish for assistance. Being much smarter than the Cyclopes, they are more tactical when it comes to social interactions and battles, and do not let their talents be abused by anyone. Like their present day Cyclops brethren, they reside in mountains and caves on the norm, and are known to build their own cities and civilizations within or around the mountaintops, where many do not venture. These 'secret cities' are prized for being made out of the rarest materials and harboring the finest crafts, and thus are sought out by many. Those who discover them and are able to come back to tell about it are considered legendary.

It is said that the Dwarves were so skilled at crafting that they were even able to craft the bodies for other living beings, whilst the Gods granted them life. Rumor has it that Dwarves had a hand in the architecture of humans.

Habitation (Present)
Many Dwarven villages are created near mine or places where many precious materials are, for they have a sense when it comes to locating them. Being cousins of the Nymphs, they are able to manipulate the earth to their will, but to a much lesser extent, and usually it is the soil, minerals and metals rather than nature and trees. Either way, all the Earthen Sprites help each other out; the Nymphs guard the Dwarven settlements with their great magic and forests whilst the Dwarves keep the soil pure and rich for easy growth. They are considered 'supernatural tillmen.'

Purpose (Future)
As industrious and hard-working people, they are usually found either mining, smithing or scouting for new land and minerals. Because of their natural knack for finding them and their natural physical prowess and durable bodies, they rarely need more than one or two people on a scout. Besides, they use their smallness to their advantage to avoid being seen. They love to work, as that is what they do best.


Specific Info (Species)

Species Info
Legendary children of the Cyclopes, gifted with their great power of smithing and crafting without having the burden of a single eye. Their minds now hold the key to their creations rather than the bulbous eye, and are able to create even without it, unlike a Cyclops who needs it. They hold great wisdom and also great strength, able to easily lift incredible amounts of weight, uproot trees and the like, similar to most of the Gigases.

They are Pygmies, which are the opposite of Gigases; rather, miniature beings that harbor a humanoid shape. Where the Gigases are considered Giants, Pygmies are considered Midgets. This, however, does not make then any less capable as a people or hinder their crafts, for they make the finest weapons and armor and are exceptional at architecture, a step up from what their Cyclopes forefathers could do.

As Pygmies, their child-like form -- retained even in their adult form -- tends to be underestimated for their incredible wisdom, longevity and physical prowess. Thus, just like their Cyclops elders, they tend to be scorned by other beings who know nothing of them. They are proud and strong, however, and will willingly go to war with their fine weapons drawn, and rarely lose, no matter the enemy. This is due to their tactful nature and their ability to craft anything into a weapon. For this, they earn their respect even among the Dragons, who are often the ones protecting their valuables. Being in cahoots with the Dragons, they are allowed to even ride them at times, making them that much more vicious as a race.

When one gains the trust of a Dwarf, they tend to have it for life, since it is already exceedingly difficult to gain the full trust of one. They may be a cheerful, jolly and accepting group, but their trust is something that is very, very difficult to obtain.

If they find a settlement to be trustworthy, they will gladly share their wells, sell their products and socialize vivaciously with the group, making frequent merry stops at their gates, welcoming others they trust the same way. Because of how close their own Dwarven civilization is, they find it a little difficult to believe that there can be bad eggs in bunches of others, and so if they are tricked by one, they consider the entire bunch to be bad and cut off all contact with utmost haste.


Characteristics

Elements
Earth (Metal)

Affinity
Terrestrial; Elemental (Earth)

Type
Elemental (Earth); Sprite; Humanoid

Class
Pygmy; Smith


Abilities (Arts)

Natural/Discipline
Smith - The ability to create weapons, tools, resources, and accessories with minerals and metals.

Style/Technique
Craft - The skill of Craftsmanship, which molds ideas into tangible forms.

Art/Signature
Forge - Uses the natural metals and minerals in the earth to create variable tools or weapons.


Specialty
Weapons

Shape
Mini

Form
Fae

Threat Level
Medium-High


Personality

Dislikes
Deceit; Shallowness

Sociability
Stubborn, Strong-Willed, Aggressive, Stern, Tactful, Proud, Jolly

Likes
Earth; Smithing


Customization
Appearance; Equipment

Additional

Combat Specialty
Physical (Weapons)

Equipment
Rare Weapon - Any type of weapon that is considered Rare, normally made from Rare materials.

Rare Armor - Any type of armor that is considered Rare, normally made from Rare materials.

Accessories
Rare Accessory - Any type of accessory that is considered Rare, normally made from Rare materials.


Grade (Rank) List
Standard-Legendary


Additional Info
Always carries a Rare object on them. Masters of smithing, crafting, mining, and said to be children of the Cyclopes.

Attributes

Weakness
Ice Element

Resistance (Strength)
Physical

Immunities
Earth Element, Electric Element


Extraneous And Miscellaneous

Miscellaneous Items
Rare Jewel

Extra Items
Rare Metal


Spoils
Gold: 1,000

Soul
Dwarf Soul (50+)

Item Dropped
Rare Weapon; Rare Armor

Points
100+


Evolution Chart

Previous Form
None

Form
Standard; Dwarf

Evolutionary Form
None
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PostSubject: Re: Pygmy List   Pygmy List EmptySat Dec 25, 2021 12:14 pm

Basic Form; Minutia

Genus
Pygmy

Species
Minutia

Subspecies
None


General Info (Genus)

Ecosystem (Environmental)
Miniature Civilizations

Influence

Area Effect
Homeostasis

Effect
Infestation

Side-Effect
Adaptation


Nature

History (Past)
Just as the Gigases got bigger after conception, the Pygmies which were made opposite them got smaller. These Mini Pygmies are known as Minutiae, and they are always so minuscule, even an insect is large compared to them. Through learning in the insect world, they adapted a hive mind, which is how they harmonize with their environments and evolve so quickly. They are known to be able to fend off and even interact with Microbial beings.

Habitation (Present)
Miniature Civilizations

Purpose (Future)
To be able to deal with Microbials and also to be able to manage situations which call for extremely tiny ingenuity.


Specific Info (Species)

Species Info
Minutiae are classified as 'Mini', because they are not just Midgets, like Pygmies, they are Mini Pygmies, which exponentially decreases their size. They are so intelligent and organized that they are able to replicate anything in Mini form.


Characteristics

Elements
Variable

Affinity
Mini

Type
Miniature

Class
Pygmy


Abilities (Arts)

Natural/Discipline
Intricacy - Focus on definition.

Style/Technique
Detail - Focus on specifics.

Art/Signature
Miniaturize - Replication of a larger design in a Mini form.


Specialty
Miniature

Shape
Mini

Form
Miniature

Threat Level
Low-Deadly


Personality

Dislikes
Variable

Sociability
Collective; Organized; Hive-Mind; Hyperintelligent

Likes
Variable


Customization
Variable

Additional

Combat Specialty
Miniature

Equipment
Variable (Mini)

Accessories
Variable (Mini)


Grade (Rank) List
Basic-Master


Additional Info

Attributes

Weakness
Macrocosmic

Resistance (Strength)
Microcosmic

Immunities
Disease; Microbial


Extraneous And Miscellaneous

Miscellaneous Items
Mini

Extra Items
Mini


Spoils

Soul
Mini Soul (1-)

Item Dropped
Mini

Points
1+


Evolution Chart

Previous Form
None

Form
Basic; Minutia

Evolutionary Form
None
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PostSubject: Re: Pygmy List   Pygmy List EmptySat Dec 25, 2021 12:40 pm

Intermediate Form; Tikoloshe

Genus
Pygmy

Species
Melusine

Subspecies
Tikoloshe


General Info (Genus)

Ecosystem (Environmental)
Dark, damp places; Small bodies of water.

Influence

Area Effect
Damp

Effect
Moisture

Side-Effect
Wetness


Nature

History (Past)
These creatures have come to be known famously as 'Water Imps' due to their mischievous nature, but technically, they are not true Imps. They are simply Water Pygmies with a generally malignant disposition. Though they are not always mischievous, it is uncommon to find one which is not so, and therefore they are often times known for their bad behavior and sociability towards others. They are said to be the leftover intentions of people with bad personalities.

Habitation (Present)
They like to live in places that are dark and damp, or small bodies of water.

Purpose (Future)
These creatures serve little purpose beyond just being pests to others. They are hardly sociable enough to be employed by a greater force unless through some sort of ritual or pact for the soul, and don't even really work well with each other. However, given the circumstances, they can bring moisture to dry or arid regions, which can serve a purpose all its own, though usually at the expense of their lives, which is often times a service unto others.


Specific Info (Species)

Species Info
It is considered a mischievous and often malevolent Melusine that can become invisible by drinking water. Tokoloshes are called upon by malevolent people to cause trouble for others. At its least harmful, a Tokoloshe can be used to scare children, but its power extends to causing illness or even the death of the victim. They are able to taint pure water with their presence, causing it to bring sickness or disease, but if there is little to no water, their presence can bring about natural water and dampen the air. If they remain too long in a location with much water, that water will become tainted by their negative spirits.


Characteristics

Elements
Water Element

Affinity
Elemental (Water)

Type
Humanoid

Class
Saboteur


Abilities (Arts)

Natural/Discipline
Moisturize - Causes the atmosphere and areas around them to become moist or damp, even to the point of pooling.

Style/Technique
Invisibility - Can become invisible by drinking water.

Art/Signature
Tainted Water - Infects water sources with negativity, causing it to be afflicted with variable severities of ailments. (Poison; Disease; Death)


Specialty
Sabotage

Shape
Mini

Form
Elemental

Threat Level
Low-Deadly


Personality

Dislikes
Dryness

Sociability
Unfriendly; Unsociable; Mischievous; Malevolent; Renegade

Likes
Wetness


Customization

Additional

Combat Specialty
Technical (Sabotage)

Equipment
None

Accessories
None


Grade (Rank) List
Intermediate-Advanced


Additional Info
Absorbs Water Element; Absorbs Spiritual Energy

Attributes

Weakness
Dehydration; Dryness

Resistance (Strength)
None

Immunities
None


Extraneous And Miscellaneous

Miscellaneous Items
None

Extra Items
None


Spoils
Gold: 50

Soul
Soul (1+)

Item Dropped
Water Chrysm

Points
5+


Evolution Chart

Previous Form
None

Form
Intermediate; Tokoloshe

Evolutionary Form
None
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PostSubject: Re: Pygmy List   Pygmy List EmptySat Dec 25, 2021 1:07 pm

Standard Form; Kobold

Genus
Beastkin (Reptile); Aethereal (Spirit)

Species
Pygmy

Subspecies
Kobold


General Info (Genus)

Ecosystem (Environmental)
Households; Subterranean; Water

Influence

Area Effect
None

Effect
None

Side-Effect
None


Nature

History (Past)
Kobolds initially started off their lives as simple intangible spirits, who over time took on physical appearances resembling miniature reptilian humanoids, thought to be because of an intermingling with dragons. The more ancient Kobolds still retain their spiritual and incorporeal nature, but are so largely undefined, they are almost incapable of taking on any definite form at all, unlike their descendants, who are mostly incapable of taking on any spiritual form. The gap between them is great, but they are still capable of interacting with each other, and they are capable of bringing out the other nature in one another.

Habitation (Present)
Kobolds like to live in households, in underground environments, or in water.

Purpose (Future)
Kobolds typically are seen as servants, because they enjoy assisting others by nature. They are also very vengeful, so they are never employed as slaves, but can be used in militant forces.


Specific Info (Species)

Species Info
Diminutive beings that are typically reptilian or partially reptilian in some way, but are also akin to Spirits, though can be classified by overall small size in comparison to other average sized beings of its type, such as normal reptiles. It is typically a term used to describe a 'Pygmy Spirit' or 'Pygmy Reptile'. Some are even known to have wings. When insulted or angered, they are known to play malicious tricks on others, which can sometimes be very dangerous.


Characteristics

Elements
None

Affinity
Spiritual

Type
Beastkin (Reptilian)

Class
Variable


Abilities (Arts)

Natural/Discipline
Scavenge - The ability to hunt or find resources like food and materials naturally with great efficiency.

Style/Technique
Gang - Collectively acts toward a single target or goal as a unit.

Art/Signature
Dragonkin - Able to temporarily summon draconic abilities, such as fire breath.


Specialty
Collective

Shape
Mini

Form
Reptilian

Threat Level
Low-High


Personality

Dislikes
Separation; Independence

Sociability
Intelligent; Cunning; Mischievous; Vengeful; Tactical; Helpful; Coordinated; Organized; Collective

Likes
Teamwork


Customization
Appearance; Type

Additional

Combat Specialty
Collective; Tactical

Equipment
Weaponry - Variable weapons for offense or defense.

Accessories
Teeth - Tiny, sharp, serrated teeth used not for piercing or cutting, but rending.

Claws - Small claws typically used less for offensive purposes and more for supportive purposes, like climbing or digging.


Grade (Rank) List
Standard-Elite


Additional Info

Attributes

Weakness
Defense; Cold

Resistance (Strength)
None

Immunities
Fire Element


Extraneous And Miscellaneous

Miscellaneous Items
Cobalt

Extra Items
None


Spoils
Gold: 20

Soul
Soul (1+)

Item Dropped
Weapon

Points
1+

Evolution Chart

Previous Form
None

Form
Standard; Kobold

Evolutionary Form
None
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PostSubject: Re: Pygmy List   Pygmy List EmptySat Dec 25, 2021 1:12 pm

Intermediate Form; Grundy (Grundylow)

Genus
Undead (Revenant)

Species
Pygmy

Subspecies
Grundy


General Info (Genus)

Ecosystem (Environmental)
Swamps, Marshes, Meres, Ponds; Burial Grounds

Influence

Area Effect
Putrefaction

Effect
Taint

Side-Effect
Tainted


Nature

History (Past)
When parts of the Undead actually decay, be it for reasons that involve the loss of their immortality or an actual second death, the parts of their bodies which decompose after their second deaths become pollutants -- they do not decompose into the natural land originally. This ends up tainting the land and causing it to rot, and turning it into a tainted pit of swampy decomposed liquid, often resembling a tiny pond or a marsh. The more of these creatures decay at once, the larger the swampy area that they generate from their mutual decay. They remain inanimate until someone wanders in, and that is when they extract the soul and then become sentient again.

Habitation (Present)
Anywhere an Undead dies.

Purpose (Future)
Toxifying an area and snuffing out an ecosystem, as well as for traps.


Specific Info (Species)

Species Info
They are diminutive Undead with scaly skin, a greenish complexion, sharp claws and teeth and long, wiry arms with lengthy fingers at the end. They dwell in ponds and marshes waiting for children to come by. When they spot some children they grab them with their shockingly strong grip and drag them under the surface of the waters.


Characteristics

Elements
Water Element; Earth (Plant) Element; Dark Element

Affinity
Tainted

Type
Undead

Class
Undead


Abilities (Arts)

Natural/Discipline
Soul Search - Natural attraction to Life Energy, Spiritual Energy, Spirits, and Souls, even when unconscious or incapacitated.

Style/Technique
Melting Pond - Putrefies any material composition nearby in order to extend territory and reach. (Decay)

Art/Signature
Solomon Grundy - Withdraws all its decomposed matter back into a formal composition, which is in the form of a Revenant -- normally the one that they belonged to. Whomever initiates it alters the previous Soul into that of a universal Undead being named 'Solomon Grundy', whose spirit can be evoked or embodied by the Grundy. Whatever the Undead who became the Grundy was in life, now becomes a Solomon Grundy, which continues his legacy with their powers and his consciousness. Once there is a Solomon Grundy present, it will remain until it is slain. Because Solomon Grundy is Legendary, once a Grundy becomes one, it is considered a Legendary Being. They can only do this if they have consumed at least one soul, and will not be able to do this if they are Soulless.


Specialty
Decay

Shape
Mini

Form
Undead

Threat Level
Deadly


Personality

Dislikes
Soullessness

Sociability
Emotionless; Violent; Voracious

Likes
Souls


Customization
List of Variables.

Additional

Combat Specialty
Physical (Decay)

Equipment
None

Accessories
None


Grade (Rank) List
Intermediate-Legendary

Additional Info
Absorbs Water Element; Absorbs Earth Element; Absorbs Dark Element

Attributes

Weakness
Light (Holy)

Resistance (Strength)
Elements; Non-Physical

Immunities
Physical; Status Ailments


Extraneous And Miscellaneous

Miscellaneous Items
Random

Extra Items
Random


Spoils
Random

Soul
Random Soul (1+); Soulless (0)

Item Dropped
Random

Points
1+


Evolution Chart
Requirements: Undead to Grundy: Undead must undergo a form of Death and loss of Soul.

Grundy to Solomon Grundy: Acquire and transmute one Soul.

Previous Form
Basic; Undead

Form
Intermediate; Grundy

Evolutionary Form
Legendary; Solomon Grundy
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PostSubject: Re: Pygmy List   Pygmy List EmptySat Dec 25, 2021 1:15 pm

Legendary Form; Leprechaun

Genus
Djinn

Species
Fae; Pygmy

Subspecies
Leprechaun


General Info (Genus)

Ecosystem (Environmental)
Variable

Influence

Area Effect
Valuable

Effect
Value

Side-Effect
Valuable


Nature

History (Past)
Legends have been told of the olde Irish Fae known as the Leprechaun. Many have passed down the stories of the Legendary creatures, and they have become widely famous, though are still mysterious and rarely seen. In order to come into contact with a Leprechaun, one must have a Lucky Charm and use it to wish for the Leprechaun, which allows it to grant a wish to the one who summons it. Due to this, they are classified as Djinn, and are often bound to pots of gold, as a Djinn is to an object. They are protectors of fortunes of all types, but their personal stash is always a pot of gold. When they are put into service, they typically protect large fortunes. So if you see a Leprechaun -- even an independent one -- then you know there is a fortune nearby.

Habitation (Present)
Anywhere there are Valuables.

Purpose (Future)
Leprechauns are natural protectors of all things Valuable, with their own value residing in their prized pot of gold. With their powerful Djinn Manna, which is customarily found on all Djinni, they are able to do a large number of phenomenal things.


Specific Info (Species)

Species Info
A diminutive Djinn, classed by some as a type of solitary Fae. They are usually depicted as little bearded men, wearing a coat and hat, who partake in mischief. In later times, they have been depicted as shoe-makers who have a hidden pot of gold at the end of the rainbow. They have become associated with all types of Lucky Charms and forms of Luck, as an encounter with them is usually only beneficial, as they are typically not hostile, even though they possess great power. They are protective and aggressive, but they are not hostile until threatened. Due to the association of Lucky Charms and Leprechauns, one can summon a Leprechaun using a Lucky Charm, and it will grant you a single wish. If you can find one out in the Wilderness, it will always be protecting a Treasure, typically its own Pot Of Gold. They are very solitary and territorial, and seem to bear a distrust toward their own kind in regards to their respective Valuables, so it is not uncommon for Leprechauns to fight each other. They are not above helping each other face a common enemy, or even becoming allies, should they come to terms without destroying each other first. Due to classification, any type of Pygmy Djinn is automatically a Leprechaun by default.


Characteristics

Elements
Reality

Affinity
Aethereal (Djinn)

Type
Fae (Djinn); Humanoid

Class
Wishmaker


Abilities (Arts)

Natural/Discipline
Luck - Alters Probability to its will.

Style/Technique
Lucky Charm - Embeds the power of probability into something as an Enchantment and uses it for a specific lucky purpose.

Art/Signature
Luck Of The Irish - Grants temporary Immunity, Invulnerability, and Favor toward the Leprechaun, causing all Probability to go in its Favor.


Specialty
Probability

Shape
Mini

Form
Djinn

Threat Level
High-Deadly


Personality

Dislikes
Bad Luck

Sociability
Jovial; Aggressive; Protective; Dutiful; Fun; Cunning; Witty; Mystical; Mischievous; Solitary; Territorial

Likes
Valuables; Shoes; Solidarity


Customization
Variable

Additional

Combat Specialty
Indirect; Technical (Probability)

Equipment
Shillelagh - A club that is typically used both as a walking stick and a Bludgeon. When used by a Leprechaun, it amplifies and concentrates their abilities greatly, but weakens them when it is not present. Sometimes, they are known to store up the power of the Leprechaun and become a Lucky Charm imbued with the ability to grant a wish.

Accessories
Lucky Charm - An Enchantment which has the power to alter the Probability of one Specification in the Favor of the user.


Grade (Rank) List
Legendary


Additional Info
Anything not listed under above sub categories

Attributes

Weakness
Null

Resistance (Strength)
Probability; Reality; Void; Elemental; Non-Physical

Immunities
Status Ailments


Extraneous And Miscellaneous

Miscellaneous Items
Rainbow Chrysm

Extra Items
Lucky Charm


Spoils
Gold: 1,000,000

Soul
Lucky Soul (333)

Item Dropped
Shillelagh

Points
333


Evolution Chart

Previous Form
None

Form
Legendary; Leprechaun

Evolutionary Form
None
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PostSubject: Re: Pygmy List   Pygmy List EmptySat Dec 25, 2021 1:37 pm

Basic Form; Gremlin

Genus
Demon

Species
Pygmy; Imp

Subspecies
Gremlin


General Info (Genus)

Ecosystem (Environmental)
Mechanical; Technological

Influence

Area Effect
Mechanize

Effect
Mechanize

Side-Effect
Mechanize


Nature

History (Past)
A Gremlin is a Pygmy Demon species of beings that tend to sneak into the public awareness of civilized societies during technological wars, in which they are said to cause havoc on vehicles and other forms of technology, resulting in mechanical breakdowns - a trait which they have been continually associated with performing up to modern times.

Habitation (Present)
Industrial Zones; Technological Developmental Facilities; Mechanical

Purpose (Future)
Building tiny mechanisms or destroying mechanical objects; Engineering and machina; Sabotage machines, leading to breakdowns and accidents, sometimes with fatal results. While nowadays their motivations seem to be more based on simple mischief than elaborate vendetta, their acts of sabotage can range from the miniscule and inconsequential to catastrophic failures that lead to loss of life.


Specific Info (Species)

Species Info
A diminutive type of Demon, known to be even smaller and weaker than an Imp, and can even be a derivative of an Imp. They are almost always known to be the smallest or weakest -- or both -- of any Demon species. Despite their minimal size and strength, they are very intellectually apt and nimble, giving them great dexterity and speed. They are very commonly associated with machinery and engineering -- though more often than not, the dismantling, malfunctioning, or destruction of such, especially due to their size.

They have big ears and eyes and can use them to pick up on any movement. They are highly skilled and knowledgeable when it comes to technical items, mechanics, and machinery, and they are purported to be one of the few creatures that can handle the technology of unknown civilizations.

The devices' functions successively increase in proportion to the development of society. Eventually, it'll change into a specially-made system, though more often than not, for their own kind. Whatever they make is generally always geared toward their benefit first and foremost, unless the project is on a scale where one can accomplish it alone and does not require a team. As very cerebral beings, they tend to conspire against others whenever they are together, or even if they are alone for a long time.

They also possess a special power that can cause malfunctioning. Around them, mechanical items that serve one purpose will instead do another, or they will break down completely. Furthermore, the effect also impacts even sentient mechanical beings, such as the Mechanica. A Mechanica which is susceptible will go out of control. Anything powered by machinery will go awry. On the other hand, since they can also stabilize operation and prevent malfunctions, if you flatter them, grant them something of benefit, or get them in a good mood, they'll aid you with their power.

An old wives' tale is that when you are afflicted by a Gremlin you cannot defeat or outsmart, to squirt it with water, because they hate water more than anything. This will drive them into a state of madness that makes them more physically powerful, but blind with rage, and therefore incapable of thinking rationally enough to make use of their inventive minds.


Characteristics

Elements
Earth (Metal); Electricity

Affinity
Tainted

Type
Demon

Class
Imp; Peon


Abilities (Arts)

Natural/Discipline
Invention - The creation of a mechanical or technological device.

Style/Technique
Malfunction - Causes any other mechanical or technological device to breakdown or alter its function, either by natural influence or physical tinkering.

Art/Signature
Machination - The creation of a mechanical system geared toward attainment of whatever is the goal. The more Gremlins that utilize this ability at once, the larger the mechanical system is, and can even become planetary if the Gremlin population is thriving enough.


Specialty
Technical (Mechanical)

Shape
Mini

Form
Demon

Threat Level
Moderately Low-Deadly


Personality

Dislikes
Wetness; Inferiority; Boredom

Sociability
Impish; Devious; Intelligent; Cunning; Clever; Deceitful; Monomaniac; Controlling; Conspiring; Envious

Likes
Superiority; Control; Power; Invention


Customization
Type

Additional

Combat Specialty
Technical (Mechanical)

Equipment
Gadget - A technological weapon or utility.

Accessories
Gizmo - A technological Accessory.


Grade (Rank) List
Basic-Master


Additional Info
Water Element inflicts 'Madness' on them.

Attributes

Weakness
Madness; Egomania

Resistance (Strength)
Mechanica (Machines)

Immunities
None


Extraneous And Miscellaneous

Miscellaneous Items
Technology

Extra Items
Gizmo


Spoils
Gold: 10

Soul
Tainted Soul (1)

Item Dropped
Gadget

Points
1+


Evolution Chart

Previous Form
None

Form
Basic; Gremlin

Evolutionary Form
None
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PostSubject: Re: Pygmy List   Pygmy List EmptyTue Dec 28, 2021 10:01 pm

Advanced Form; Gnome

Genus
Pygmy

Species
Aethereal (Earth)

Subspecies
Gnome


General Info (Genus)

Ecosystem (Environmental)
Earth; Vegetation; Subterranean

Influence

Area Effect
Cultivation

Effect
Industrialization

Side-Effect
Civilization


Nature

History (Past)
As Earth Elementals, the Gnomes were born when Spiritual Energy brought life to the earth. They were always confused with their Fae cousins, the Dwarves, who are larger and stronger physically. The Gnomes, however, have supernatural spiritual powers that the Dwarves do not possess, as they are not beings of Spiritual Energy, but of Manna. They live a very separate life from the Dwarves despite being confused with them.

Habitation (Present)
Gnomes are a humanoid race of liminal beings noted for being very small creatures of the forests and hills who live in harmony with nature and animals. They live also underground and in mines or caves in mountains. They live in fortified villages where they often guard mines and precious underground treasures.

Purpose (Future)
The chthonic or earth-dwelling spirit has precedents in numerous ancient and medieval mythologies, often guarding mines and precious underground treasures. Industrious and possessing an affinity for the sciences like Dwarves, Gnomes possess an inventiveness and open-mindedness that Dwarves lack and they prize the new over the tried, true and traditional. As a result they are famously known as tinkerers and gadgeteers that are always inquisitive and open to experimentation on a whole host of subjects.


Specific Info (Species)

Species Info
Earth Pygmy; A gnome is a mythological creature and diminutive spirit in folklore and alchemy. They are described as being smaller than Dwarves and large-nosed. They have an affinity with small animals and a particular interest in gemstones. Depending on setting, they may also have a natural skill with illusions or engineering.


Characteristics

Elements
Earth Element; Spiritual

Affinity
Terrestrial; Elemental (Earth)

Type
Aethereal (Spiritual)

Class
Miner


Abilities (Arts)

Natural/Discipline
Earth Manipulation - Command over the Earth Element.

Style/Technique
Geo Conversion - Alters Earth into other Earth Properties.

Art/Signature
Geofluidity - Able to move through solid earth as easily as humans move through air.


Specialty
Earth Element

Shape
Mini

Form
Elemental (Earth)

Threat Level
Moderate-Very High


Personality

Dislikes
Water

Sociability
Shy; Reclusive; Secluded; Secretive

Likes
Earthiness; Gems


Customization
Appearance

Additional

Combat Specialty
Elemental (Earth)

Equipment
None

Accessories
None


Grade (Rank) List
Advanced-Elite


Additional Info
Absorbs Earth Element

Attributes

Weakness
Water Element

Resistance (Strength)
Physical; Non-Physical

Immunities
Spiritual Energy


Extraneous And Miscellaneous

Miscellaneous Items
Gemstone

Extra Items
Metal


Spoils
Gold: 800

Soul
Earth Soul (1+)

Item Dropped
Mineral

Points
50+


Evolution Chart

Previous Form
None

Form
Advanced; Gnome

Evolutionary Form
None
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PostSubject: Re: Pygmy List   Pygmy List EmptySat Jan 01, 2022 12:11 pm

Legendary Form; Infinitesimal

Genus
Pygmy

Species
Concept

Subspecies
Infinitesimal


General Info (Genus)

Ecosystem (Environmental)
Undefined

Influence

Area Effect
Atomic

Effect
Energy

Side-Effect
Reaction


Nature

History (Past)
These Legendary beings are said to be myths due to their nigh impossibility to be detected, especially by any normal means. So few know of their existence that they cannot be comprehended. These beings are known to be able to enter into any realm and control any element on an atomic level, and even lesser than that. Therefore, many unknown occurrences happening in the universes caused by them are undocumented, but it is said that someone somewhere keeps tracks of them.

Habitation (Present)
Undefined

Purpose (Future)
Universal Balance


Specific Info (Species)

Species Info
As these beings are so difficult to keep track of even in the most advanced civilizations, so few documents of their existence exist that no one can learn about them unless by hearsay or personal experience. They are capable of altering any atomic structure at will, making them one of the most deadly or valuable beings to exist. Their power is said to rival or even exceed a Djinn's, but there are limits to what they can do, even if they can do what Djinni cannot.


Characteristics

Elements
Atomic

Affinity
Elemental (Conceptual)

Type
Undefined

Class
Infinitesimal


Abilities (Arts)

Natural/Discipline
Atomic Reaction

Style/Technique
Periodic Shift - Alters the Element of an atom.

Art/Signature
Elemental Composition - The ability to create any Periodic Element known and unknown with the natural atoms.


Specialty
Atomic

Shape
Mini

Form
Micro

Threat Level
Deadly


Personality

Dislikes
Unknown

Sociability
Undefined

Likes
Unknown


Customization
Element

Additional

Combat Specialty
Atomic

Equipment
None

Accessories
None


Grade (Rank) List
Legendary


Additional Info

Attributes

Weakness
Void; Null

Resistance (Strength)
Reality; Non-Elemental

Immunities
Cosmic; Elements; Status Ailment


Extraneous And Miscellaneous

Miscellaneous Items
Cosmic Chrysm

Extra Items
Chrysm


Spoils

Soul
Atomic Soul (1,000,000+)

Item Dropped
Prysm

Points
1,000,000+


Evolution Chart

Previous Form
None

Form
Legendary; Infinitesimal

Evolutionary Form
None
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PostSubject: Re: Pygmy List   Pygmy List EmptyTue Jan 04, 2022 5:02 pm

Intermediate Form; Pygmalion

Genus
Shapeshifter

Species
Pygmy

Subspecies
Pygmalion


General Info (Genus)

Ecosystem (Environmental)
Anywhere

Influence

Area Effect
Replication

Effect
Replicate

Side-Effect
Faux


Nature

History (Past)
They were said to have been born from when a Human and a Shapeshifter interbred, and were named both because of their name being close to 'Pygmy' and also because they were born of the same type of love between the original Pygmalion and his creation. Because of their humanity, they are born as babies, but because of their Shapeshifter heritage, they do not grow in size, even if they mature in age. They also sometimes have less human features, but retain a humanoid shape.

Habitation (Present)
They like to blend in with other diminutive being civilizations, but do not like to be together unless in an environment that has a great deal of objects around.

Purpose (Future)
Variable


Specific Info (Species)

Species Info
A diminutive species of Shapeshifter that typically changes into other diminutive beings. They do not have very much matter, so their shapeshifting is relatively limited to smaller things, unlike normal Shapeshifters, which can also create or detract their matter.


Characteristics

Elements
Variable

Affinity
Mimic

Type
Shapeshifter

Class
Pygmy


Abilities (Arts)

Natural/Discipline
Transform - Shapeshifts into another being or object, but only in proportion to its size.

Style/Technique
Conform - Adapts to environment and unifies with it.

Art/Signature
Metamorphosis - Permanently becomes a different being, becoming unable to change back. Due to the circumstances, they are capable of changing into a being that isn't diminutive, but again, they remain that way permanently.


Specialty
Transformation

Shape
Mini

Form
Mimic

Threat Level
Variable


Personality

Dislikes
Emptiness; Solidarity

Sociability
Individual; Variable

Likes
Cultural Blend


Customization
Appearance

Additional

[spoiler]Combat Specialty
Mimic

Equipment
None

Accessories
None


Grade (Rank) List
Intermediate-Elite


Additional Info
Takes on Properties of Transformation.

Attributes

Weakness
Variable

Resistance (Strength)
Variable

Immunities
Variable


Extraneous And Miscellaneous

Miscellaneous Items
Chrysm

Extra Items
None


Spoils
Gold: 100

Soul
Soul (1+)

Item Dropped
Variable

Points
1+


Evolution Chart

Previous Form
None

Form
Intermediate; Pygmalion

Evolutionary Form
None
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PostSubject: Re: Pygmy List   Pygmy List EmptyWed Jan 05, 2022 7:06 am

Advanced Form; Lilliputian

Genus
Pygmy

Species
Aethereal

Subspecies
Lilliputian


General Info (Genus)

Ecosystem (Environmental)
Tropical

Influence

Area Effect
Tropic

Effect
Tropical

Side-Effect
Tropical


Nature

History (Past)
Small creatures said to be born from the elements of the islands.

Habitation (Present)
They live in Tropical environments or on islands.

Purpose (Future)
Manage and preserve Tropical island lifestyles and survival skills.


Specific Info (Species)

Species Info
Lilliputians are beings that are born from the spirits of tropical islands. They manage the islands and assist any beings which live on or visit the islands. They know ancient secrets about island life which keep civilizations alive. Being spirits that are the offspring of actual islands, they have several different elemental capabilities.


Characteristics

Elements
Elemental

Affinity
Aethereal (Elemental); Tropical

Type
Aethereal (Elemental); Tropical

Class
Spirit


Abilities (Arts)

Natural/Discipline
Natural Elements - Can utilize any basic Element of nature, each one representing the components of an island; Fire (Volcanic), Earth (Sand), Water (Sea), Wind (Wind).

Style/Technique
Natural Disaster - Causes any number of natural disasters accustomed to an island; Volcanic Eruption, Earthquake, Tsunami, or Typhoon or Monsoon.

Art/Signature
Life Energy - Manipulates Life Energy using the four primary Elements via Spiritual Energy.


Specialty
Elemental

Shape
Mini

Form
Elemental

Threat Level
Moderate-Deadly


Personality

Dislikes
Disharmony

Sociability
Harmonious; Friendly; Helpful; Supportive; Creative; Peaceful; Pleasant

Likes
Harmony


Customization
Appearance

Additional

Combat Specialty
Elemental

Equipment
None

Accessories
None


Grade (Rank) List
Advanced-Legendary


Additional Info
Absorbs four primary Elements (Fire, Water, Wind, Earth)

Attributes

Weakness
Status Ailments

Resistance (Strength)
Non-Physical; Non-Elemental

Immunities
Elements; Physical


Extraneous And Miscellaneous

Miscellaneous Items
Miracle Elixir

Extra Items
Elemental Chrysm


Spoils
Gold: 300

Soul
Elemental Soul (10+)

Item Dropped
Tropical Fruit

Points
200


Evolution Chart

Previous Form
None

Form
Advanced; Lilliputian

Evolutionary Form
None
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