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The Omnipedia Shincleff, the True Grimoire :: The Legend; Herald of the Veritas
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| Subject: Humanoid List Tue Nov 16, 2021 10:42 am | |
| Livestock of other types of Humans that are abnormal or different from basic humans and their classifications. Storehouse for them. GenusHuman Primordial LawI. Basically, any scale model of the human body that, in some way, illustrates physiological, psychological, or other abstract human characteristics or functions, be they natural or created. II. They are all created as Constructs and given sentient life, however the Homunculi are the most human, having fleshy bodies, organs and human characteristics. OrderTerrestrial Celestial ClassificationHumanoid: Of or like a Human. Variable: Infinitely many selections and applications. Evolution Chart Primordial: Construct Concept: Humanoid Genus: Human Supergenus: Angel Sociability Variable: Infinitely many selections and applications. Combat SpecialtyVariable: Infinitely many selections and applications. Threat Level Variable: Infinitely many selections and applications. HabitationVariable: Infinitely many selections and applications. Attributes ElementalVariable: Infinitely many selections and applications. Weaknesses Variable: Infinitely many selections and applications. ResistanceVariable: Infinitely many selections and applications. Immunities Variable: Infinitely many selections and applications. Additional Info Variable: Infinitely many selections and applications. Can achieve a Supergenus into a Genus that is higher than it. | |
| | | The Omnipedia Shincleff, the True Grimoire :: The Legend; Herald of the Veritas
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| Subject: Re: Humanoid List Tue Nov 16, 2021 10:43 am | |
| Advanced Form; Homunculus Genus Construct Species Golem Subspecies Homunculus General Info (Genus)Ecosystem (Environmental) Nekhir Maledictus; Variable InfluenceArea EffectNone Effect Abnormality in the natural order. Side-Effect Mutation. NatureHistory (Past) With origins which stem from alchemic understanding of how humanoid beings could be created as something like pygmies bearing unique exaggerated parts, the concept was cultivated into actual human farming, leading to the creation of the more modern Homunculi that are actually given these attributes upon conception and they are not genetically inherent. After the procedure, they become genetically active and can be passed down reproductively, however often times result in mutations due to instability, and eventually sterility from too many conflicting variables. Habitation (Present) They do not thrive, but they do exist in the areas where they were once prominently created. Purpose (Future) To complete its given reason for being created and prolong their existence to carry this out until they expire. Specific Info (Species)Species Info Artificial Humanoid Chimeras created from any other human parts, or mixed with parts of other creatures, or simply that were not born from parents, but were born artificially. They are typically known as 'Golems of Flesh' where as normal Golems are the 'Golems of Earth' whilst Machina are the 'Golems of Mechanics.' CharacteristicsElements Variable AffinityVariable Type Humanoid Class Chimera Abilities (Arts)Natural/DisciplineProperty - Uses the power of its natural properties to its advantage. Style/Technique Specialty - Whatever it is most skilled at or which its Properties are more geared toward, it utilizes. Art/Signature None SpecialtyVariable ShapeUnnatural Form Variable Threat Level Variable PersonalityDislikesVariable Sociability Variable Likes Variable CustomizationProperties Additional Combat SpecialtyVariable Equipment Random Weapon - Any random weapon they are naturally equipped with or is found in their travels. Accessories Variable Grade (Rank) ListBasic-Elite Additional InfoSpecialty is proportionate to Property. Attributes WeaknessDisproportionate properties. Resistance (Strength) Specialty Immunities Equivalent Property. Extraneous And MiscellaneousMiscellaneous ItemsAccessories Extra Items Property (Attribute) SpoilsSoulMuddled Soul (1+) Item Dropped Random Weapon Points 10+ Evolution ChartPrevious FormBasic; Humanoid Form Advanced; Homunculus Evolutionary Form None Advanced Form; Abomination - Spoiler:
Genus Construct Species Homunculus Subspecies Abomination General Info (Genus)Ecosystem (Environmental) Nekhir Maledictus; Darkness Lands InfluenceArea EffectInstability Effect Instability Side-Effect Instability NatureHistory (Past) Originally serving as minions, companions, lovers, guardians, helpers, slaves and fighters for Witches of the past, they fulfilled their purpose quite well, until a fatal miscalculation on each of the Witches' part caused the memories and feelings of each different body part and soul placed within to corrupt their little monstrosities into an unpredictable insanity. With unsorted feelings and goals of all those they were made from, their emotions, actions and stability were beyond erratic, and this helped bring ruin to the Old Witch City when an Abomination was sent to carry out an order by itself. Though never harming its creator, it received mixed feelings from all other beings, and reacted in such an erratic way that even these great Witches could not fully grasp. Habitation (Present) Any environment supportive of their unstable existence. Purpose (Future) To be superior to the predecessors of the body parts and to cover their weaknesses with other features. Specific Info (Species)Species Info Hideous, malformed creations of the night, forever scorned and shamed into the darkness. An Abomination is a Homunculus animated and deformed by the ancient magics and alchemy from many Witches of old. Trying to test their magical experiments on the dead, they pieced together parts of any living being available, be it human, witch, monster or something else. They are said to be the failed prototypes of what is now known as the Weapon race of people. All of their movements and actions are completely random and unpredictable, be it from control over their body to their speed to even their physical strength or mental capacity. Mentally, Abominations are even more deadly, depending on what has been laced into their being. Containing mixed fragments of the mind and memories of not only their creators, but whatever they have been made up of, body, mind or even spirit. So, every Abomination is a threat simply from the time it is seen, but all have an infinite amount of stamina, due to their Undead nature. Some of these creatures are said to have the capacity to speak, though when they do, it tends to come out as a surplus of nonsensical insane speech about their own mental instabilities, or about their former masters that have long since passed. Harboring pieces of their creators within them, be it in body, mind or soul, they hold the key to 'eternal life' for the dead witches of long ago, and they command their manic servants from even beyond the grave. As such, these Abominations continue to walk the lands in eternal servitude of their long dead masters, waiting to wreak havoc on those that enter their territories, trying to find where their bodies have been lain to rest so that they may revive those Witches of yore. CharacteristicsElements Variable AffinityVariable; Darkness Type Chimera Class Homunculus Abilities (Arts)Natural/DisciplineAbsorbative Touch - Natural physical touch allows the siphoning of life energy, special skills, spiritual energy, and anything else of the target it is making contact with. Touch of Decay - Causes the physical bodies of those touches to fall to pieces in the area infected, allowing for the Abomination to take the falling part of the body and use it as their own, attaching it to themselves to use powers of those they have stolen from. Elemental Manna - The ability to use Manna of varying elemental affinities. *One per Abomination, unless Manna is stolen from elsewhere. Thus, if the Abomination knows Fire Manna, it will only know Fire until it steals other Manna. Style/Technique Silent Aura - Exudes an aura that tames energy and seals away the use of special techniques such as the use of Souzenryoku, Manna, and even Willflow. (Silence)
Status Manna - The ability to use Manna of various status ailments.
*One per Abomination, unless Manna is stolen from elsewhere. Thus, if the Abomination knows Sleep Manna, it will only know Sleep until it steals other Manna. Art/Signature Soul Snatch - When touched by a Soul Wavelength, it begins to siphon the Willflow and use it as its own. If let to continue, it will eventually snatch the souls of whomever is connected and place it into its own body, obtaining the powers of those souls. Those who have their souls stolen are turned Undead. (Zombie)
Stolen Manna - When touching those who use Manna, they absorb the power of the Manna into themselves, granting them the power to use said Manna. SpecialtyVariable ShapeUnnatural Form Deformed Threat Level Variable PersonalityDislikesVariable Sociability Variable - Can pick from any or many and apply they and their attributes to any labeled 'Variable.'
Unpredictable - Unable to be determined or traced. Unstable and/or unorthodox and following no set law nor pattern. Likes Variable CustomizationMind; Body; Soul Additional Combat SpecialtyVariable Equipment Stolen Power - Whatever powers have been built into it by whomever has abandoned them is what they have at their disposal, and nothing more until they touch another being. Accessories Random Grade (Rank) ListStandard-Advanced Additional InfoHarbors many parts of different creatures, allowing them to use said powers of creatures it is made from. Absorbs Electricity for power and vitality. Steals Soul Wavelength to use as its own. Attributes WeaknessVariable; Holy/Light; Fire Resistance (Strength) Highly Resistant to Manna. Immunities Invisibility/Intangibility; Darkness Extraneous And MiscellaneousMiscellaneous ItemsPotent Potion Extra Items Ether SpoilsSoulMultisoul (2+) Item Dropped Variable Parts (Random) Points 20+ Evolution ChartPrevious FormStandard; Homunculus Form Advanced; Abomination Evolutionary Form None
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| | | The Omnipedia Shincleff, the True Grimoire :: The Legend; Herald of the Veritas
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| Subject: Re: Humanoid List Tue Nov 16, 2021 10:46 am | |
| Standard Form; Gigas (Giant) Genus Construct Species Gigas (Giant) Subspecies Amazon (Female), Anakim (Angel), Enormity (Scale), Gargantuan (Power), Colossus (Major), Titan (Primordial), Hulk (Greatness), Homunculus (Hybrid), Immensity (Measure), Obesity (Weight), Mammoth (Bulk), Elephantine (Enlarged), Herculean (Superior), Jumbo (Fallen), Behemoth (Beast), Goliath (Man), Polypheme (Shapeshifter), Cetacean (Aquatic), Vulcan (Fire), Yeti (Ice), Brontus (Thunder), Mountain (Hill), Blood (Parasite), Brachion (Multi-Armed), Headless (Undead), Cyclops (Observer), Philistine (Inferior), Iron Giant (Mechanica), Astronomical (Cosmic) General Info (Genus)Ecosystem (Environmental) Great Valley, Tyros Mountains, Hidden Cavern, Grand Forge Peak, Ardent Road InfluenceArea EffectDominion Effect None Side-Effect Submission NatureHistory (Past) Some of the original Constructs, who were made as giants which were larger than many living beings, or were the enlarged versions of whichever creatures were in existence or would soon be in existence. Over time, they diverged into many different strains, as they were a highly adaptive species, and their presence always brought a sense of submission to other species. Habitation (Present) Because of their large size, they are known to stay in mountains and in places away from smaller creatures, and exist with things that are near or larger than their size, such as Behemoths and Dragons. Purpose (Future) They maintain the natural order and power structure of those between the micro and the macro, being part of and in between both. Those that are greater are able to reproduce with them to create smaller beings, as smaller beings are able to reproduce with them to create larger beings. Specific Info (Species)Species Info Gigantic creatures with power rivaling that of their mineral brethren the Golems, their mechanical brethren, the Iron Giants (however these creatures are made of purely flesh and bone) and their Beast brethren, the Behemoths. Renowned for their size and their strength, the Gigas is a fearsome foe that has strength even to take down a Behemoth, and are known to do so and domesticate them. Enormous in size, some even able to dwarf mountains, even the smallest of them rival the size of fully grown trees. Every Gigas has adapted to the region it is from, as they all have taken on a number of different shapes, sizes and powers to survive. It is said that the largest Gigas to ever have lived is also the God of the Gigases, known as Titan himself. Literally, giants. They are most generally described as giant humanoid creatures, ranging from 7-8 feet at minimum to the size of mountains. The women are commonly called 'Amazons,' however they are also known as 'Gigases.' They have insurmountable physical strength and endurance, and typically roam the land as they see fit. They are slightly primitive, however they have great wisdom, as well. They have forged their own weapons to use in combat, some of which are enchanted, however most Gigases like to rely on their own strength rather than the strength of weapons. CharacteristicsElements Earth; Variable AffinityVariable Type Humanoid Class Gigas Abilities (Arts)Natural/DisciplinePunch - Slugs the foe with a powerful, earth shattering, swift fist. Elbow - Slams elbow into target with great force. Squash - Stomps on the foe. Catapult - Launches a huge projectile object, usually a boulder, at the opponent with arms firing like a catapult. Potent Potion - Creates a 'Potent Potion' from whatever materials are available, or already has one prepared. Strength - Tightens its muscles to increase its power. Knock Down - Uses all of its weight and strength to topple the foe and the defenses of the foe down. Flying Knee - Lunges forward with outstretched knee. Headbutt - Rushes target with head. Throat Jab - A strike targeted at the neck. Uppercut - Swift upper punch. Style/Technique Double Punch - Slugs the foe with two rapid punching, rock breaking fists.
Daunting Hurl - Charges projectiles it picks up with pure malicious intent and flings it in the general direction of the target. Though it is not actually aiming at the target, the malicious energy within the projectile bursts out from it and causes the target to experience fear. (Fear)
Impact Roar - A cry with enough force to blow away buildings.
Defensive Mode - Raises arms up to block attacks. They seem to be able to defend against even energy attacks as well. The Gigases with multiple arms can use their other arms for attacking even while like this.
Counter Stance - Similar to the Defensive Mode, however instead of just defending, it immediately counterattacks afterward.
Quick Attack - Launches an extremely swift strike faster than other attacks.
Critical Attack - A powerful attack launched directly at the weak points on the body of the foe.
Kill Attack - A blow aimed to instantly kill someone, be it by striking their vulnerable point or the use of overwhelming force. (Death)
Stop Attack - An attack which is capable of immobilizing or disabling the target.
Miniquake - Creates a minor damaging tremor in the general vicinity.
Guard Break - Demolishes the defensive measures of the opponent, even if the defenses are energy-based. Art/Signature Power Attack - Attacks with increased strength built up into the single strike.
Moon Launch - Gathers incredible strength and uses it to hurl target into the air, possibly into orbit.
Grand Slam - Hits the ground and releases a massive, powerful force from itself.
Heartless Strike - An attack embedded with so much malicious intent that when the Gigas attacks, it will harm the Soul, Mind, and Energy of the foe as well as internals rather than cause physical damage.
Drain Punch - An attack that absorbs the life force out of what it hits.
Mighty Recovery - Uses the strength of its Life Energy to restore health and heal even severe wounds. Because it drains Life Energy, how much health is recovered depends on how much Life Energy it has to spare. If it recovers its health at the expense of all of its Life Energy, it will still die.
Gigas Blow - Focuses all its power into a destructive blow that even the force can destroy things around it.
Earthquake - With its great strength, causes the earth to quake and rupture severely.
Ultima Blow - Draws immeasurable strength from its surrounding energy and uses it to completely obliterate whatever it comes in contact with.
Mega Potion - Concocts a more powerful potion, usually of larger size, to heal itself. Otherwise, is carrying the potion on its person, usually hidden. SpecialtyPhysical ShapeGiant Form Giant Threat Level High PersonalityDislikesDisturbance Sociability Docile, yet easily angered. Curious. They are normally solemn and solitary creatures, though when provoked, they will attack viciously and violently. Likes Indulgence CustomizationProperties Additional Combat SpecialtyPhysical Equipment Bare Hands - Uses bare hands as weapons, coupled with immeasurable physical strength to deliver devastating blows. Accessories Weapons - Occasionally, weapons are fashioned and used, which are naturally giant in size to fit the giants that wield them. Grade (Rank) ListAdvanced-Master Additional InfoAbsorbs Earth and Wind elements. Attributes WeaknessNone Resistance (Strength) Elements; All Status ailments Immunities Gravity based element Extraneous And MiscellaneousMiscellaneous ItemsPotent Potion; Mega Potion Extra Items Earth Chrysm (Uncommon); Dark Matter (Legendary) SpoilsGold Dropped: 70 SoulGigas Soul (100+) Item Dropped Gigas Bracers; Gigas Claw; Weapon Points 100+ Evolution ChartPrevious FormNone Form Standard; Gigas Evolutionary Form None Standard Form; Amazon - Spoiler:
Genus Construct Species Gigas (Giant) Subspecies Amazon General Info (Genus)Ecosystem (Environmental) Though they are often independent and exist in their own communities, they can sometimes be found with the solitary males, or in communities with the males. Even though this is still possible, what happens more often is that they mate with other species due to a longstanding rivalry between males and females. InfluenceArea EffectDominion Effect None Side-Effect Submission NatureHistory (Past) Ever since their birth alongside the males, the female Gigases -- the Amazons -- have always had a rivalry between them. Though often times this drives them apart and even into territorial wars, it can also spur love interests based on dominion and submission. Habitation (Present) They are raised as warriors from childhood, and roam the mountains and jungles in search of other large creatures to hunt or hone their skills against. Purpose (Future) To prolong their species and culture. Specific Info (Species)Species Info Giantesses known for their great strength and varying size. Though they have excellent physique and unsurpassed fighting prowess and strength just the same as their male counterparts, they have taken a liking to weapons and thus fashion them from the minerals of caves and mountains. They are very protective of their young, which they deem frail and weak. They periodically pillage nearby settlements that they consider threatening to their lifestyle and habitat. They tend to get into fights with the male Gigases in attempt to establish dominance, and whomever is the victor thereby becomes the head of the household and coordinates hunts and scouts, whilst the other watches the home when the head is away. CharacteristicsElements Earth; Variable AffinityVariable Type Humanoid Class Gigas Abilities (Arts)Natural/DisciplineFashion - Creates a 'Style' out of whatever resources are available. Style/Technique Style - Uses a style learned or made. Art/Signature Weaponry - Utilizes fashioned or found weaponry for combat. SpecialtyPhysical ShapeGiant Form Giant Threat Level High PersonalityDislikesLosing Sociability Competitive Likes Rivalry; Dominion CustomizationWeapon Additional Combat SpecialtyPhysical Equipment Weapons - Weapons are fashioned and used, which are naturally giant in size to fit the giants that wield them. Accessories Accessory (Random) Grade (Rank) ListAdvanced-Master Additional InfoAbsorbs Earth and Wind elements. Attributes WeaknessNone Resistance (Strength) Elements; All Status ailments Immunities Gravity based element Extraneous And MiscellaneousMiscellaneous ItemsPotion Extra Items Accessory (Random) SpoilsGold Dropped: 70 SoulGigas Soul (100+) Item Dropped Gigas Bracers; Gigas Claw; Weapon Points 100+ Evolution ChartPrevious FormNone Form Standard; Gigas Evolutionary Form None
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| | | The Omnipedia Shincleff, the True Grimoire :: The Legend; Herald of the Veritas
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| Subject: Re: Humanoid List Tue Nov 16, 2021 10:54 am | |
| Basic Form; Pygmy Genus Construct Species Pygmy Subspecies Dwarf, Lilliputian General Info (Genus)Ecosystem (Environmental) They are known to reside in secluded areas away from others and are generally very in tune with nature around them. InfluenceArea EffectNone Effect None Side-Effect None NatureHistory (Past) As the Gigases existed, they consumed most of the resources of the world, thus causing some other Humanoid Constructs to become malnourished, and then eventually evolve into smaller sizes due to malnutrition and need to adapt to having less food. Over time, the smaller beings were so removed from the Gigases that they were considered their own species after a while. Habitation (Present) 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. Purpose (Future) To cause miniaturization of other species to create Pygmy subspecies consisting of other species, thus allowing for them to survive through times of famine or extinction. Specific Info (Species)Species Info Pygmies are a race of very small creatures, the most commonly known being Dwarves. They are a race opposite of the Gigases, who are Giants. The Pygmies harbor incredible strength and durability despite their size, and because of how small they are, they are also normally quite nimble. Thus, one should be careful when approaching a Pygmy. Their height is normally lower than 5'0 as an adult. CharacteristicsElements Mini AffinityEarth; Variable Type Humanoid Class Pygmy Abilities (Arts)Natural/DisciplineDexterity - Skillful nimbleness and mentality. Style/Technique Craft - Shaping of Style or Weaponry to specialize in. Art/Signature Miniaturize - Causes target to become diminutive; Creates a miniature version of something else. (Mini) SpecialtyVariable ShapeMini Form Mini Threat Level Moderate-High PersonalityDislikesInvasion Sociability 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. Likes Community CustomizationWeapons; Variable Additional Combat SpecialtyPhysical (Weapon) Equipment Weapons - Weapons are fashioned and used, which are naturally giant in size to fit the giants that wield them. Accessories None Grade (Rank) ListStandard-Expert Additional InfoAttributes WeaknessGiant Resistance (Strength) None Immunities Mini Extraneous And MiscellaneousMiscellaneous ItemsRandom Extra Items None SpoilsGold: 50 SoulMini Soul (1+) Item Dropped Weapon Points 5+ Evolution ChartPrevious FormNone Form Standard; Pygmy Evolutionary Form None Standard Form; Dwarf - Spoiler:
Genus Construct Species Pygmy Subspecies Fae General Info (Genus)Ecosystem (Environmental) Cave of Wonders (Common), Great Valley (Uncommon), Hidden Cavern (Uncommon), Agruria (Rare), Seasons Grove (Uncommon), Mechanica's Factorial City (Rare) InfluenceArea EffectIndustrialization Effect Natural effects of the creature and its existence, usually from itself and its kind. Side-Effect Residual effects of the creature's existence, including on itself, the environment, and others. NatureHistory (Past) 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. Habitation (Present) 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. 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 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 them 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. 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. 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 other Humanoids. Many Dwarven villages are created near mines 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.' As Pygmies, their child-like form (even though it is 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. CharacteristicsElements Earth (Metal) AffinityTerrestrial Type Humanoid; Fae Class Pygmy Abilities (Arts)Natural/DisciplineCraft - Shaping of Style or Weaponry to specialize in. Style/Technique Weaponry - Utilizes fashioned or found weaponry for combat. Art/Signature Forge - Creates materials, usually weapons. SpecialtyMasters of smithing, crafting, mining, and said to be children of the Cyclopes. ShapeArmor Form Armor Threat Level Medium-High PersonalityDislikesVulnerability Sociability Stubborn, Strong-Willed, Aggressive, Stern, Tactful, Proud, Jolly Likes Work CustomizationAdditional Combat SpecialtyPhysical (Weapons) Equipment Weapons - Weapons are fashioned and used, which are naturally giant in size to fit the giants that wield them. Accessories Potion (Healing) Grade (Rank) ListStandard-Master Additional InfoAlways carries a rare object on them. Attributes WeaknessIce Element Resistance (Strength) Physical; Weapons Immunities Earth Element; Electric Element Extraneous And MiscellaneousMiscellaneous ItemsMetal (Rare) Extra Items Jewel (Rare) SpoilsGold: 200 SoulDwarf Soul (1+) Item Dropped Weapon (Rare) Points 10+ Evolution ChartPrevious FormNone Form Standard; Dwarf Evolutionary Form None
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| | | The Omnipedia Shincleff, the True Grimoire :: The Legend; Herald of the Veritas
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| Subject: Re: Humanoid List Tue Nov 16, 2021 10:55 am | |
| Basic Form; Corpse Genus Undead Species Corpse Subspecies Carcass, Zombie, Ghoul, Wight, Necros, Zombie King General Info (Genus)Ecosystem (Environmental) Can be found anywhere there is dead, usually cemeteries. Otherwise, typically found in places that are Dark, Dank and filled with Dark Energy, other Undead, or lots of souls or disease. InfluenceArea EffectPlague Effect Disease Side-Effect Zombification NatureHistory (Past) It is said that these creatures came to be due to dark energy coming over their souls and keeping their bodies alive even after their brains and organs have started to go dead. Some simply wished for immortality, but did not take care of their vessels. Habitation (Present) They are normally found in graveyards and places where there has been a lot of battle, a lot of negative energy or dark power, or where there is a surplus of souls. Purpose (Future) Biological Warfare; Slavery; Zombie Apocalypse Specific Info (Species)Species Info Typical undead beings that still harbor a physical form. Most times, they are beings that are falling apart or rotting. Though there are many types, the Zombies are the most common. They are generally mindless beings that only thirst for the life energy, chakra, magical energy, flesh, brains or souls of other beings (normally whichever they are lacking is what they consume.) The weaker ones that cannot maintain their constitution after death typically fall apart and are not a threat, and are used as mindless servants of others frequently. However, there are some Corpses that are fully intact after death, some with minds of their own, which make them very deadly. They like to hang around dark and dank places where there normally isn't a lot of sunlight. CharacteristicsElements Dark (Arcane) AffinityTainted Type Humanoid; Variable Class Undead Abilities (Arts)Natural/DisciplineInfectious Touch - With dirty claws and infected flesh, as well as the Dark Energy concentrating this foul virus, there is always a chance when a Zombie touches a creature that it will be Zombified, Diseased, Poisoned or all three. If one is to suffer a wound, it will induce all three without question. If one is to make direct contact with a scratch, only one effect may occur. Style/Technique Rotten Breath - The foul, infected breath of the Corpse's decaying innards. This breath is hazardous to the health of the living and will induce both Disease and Toxicity within the one exposed. (Disease; Toxic) Art/Signature Zombify - Usually through infection, spreads Zombification to other living beings. SpecialtyPoison; Biological ShapePlague Form Disease Threat Level Low-Deadly PersonalityDislikesVigorous Activity Sociability Mindless; Indulgent; Violent; Impulsive; Conforming; Obedient Likes Spiritual Energy; Life Energy; Creative Energy; Brains; Souls; Flesh CustomizationType Additional Combat SpecialtyPhysical; Biological Equipment Body Parts - Usually utilizes various detachable parts of the body as weapons. Accessories Random Grade (Rank) ListBasic Additional InfoContact may inflict Poison, Disease, or Zombification. Wound Will cause Poison, Disease, AND Zombification. Absorbs Dark (Arcane) Element. Attributes WeaknessLight (Holy); Fire Element (Unless stated Otherwise) Resistance (Strength) None Immunities Poison; Disease; Zombification Extraneous And MiscellaneousMiscellaneous ItemsTainted Meat Extra Items Common SpoilsGold: 1 SoulTainted Soul (1+) Item Dropped Body Part Points 1+ Evolution ChartCorpse to Zombie: Prolonged Exposure to Dark/Negative Energy. Previous FormNone Form Basic; Corpse Evolutionary Form Standard; Zombie Basic Form; Carcass - Spoiler:
Genus Undead Species Corpse Subspecies Carcass General Info (Genus)Ecosystem (Environmental) Anywhere InfluenceArea EffectDecay Effect Poison Side-Effect Disease NatureHistory (Past) Corpses who are losing power or never had enough power to sustain themselves for very long became Carcasses, which would essentially decay too much to be of any use. Habitation (Present) Anything that is Dead or is a corporeal Undead can become a Carcass, so they exist anywhere and everywhere. Purpose (Future) Fodder; Slaves. Specific Info (Species)Species Info Corpses that have outlived their purposes or who were originally fodder. The weakest of the 'Corpse' types that have the most fragile bodies, suffer from the most decay, and barely have any soul nor functionality left in their movements. Its bones are so brittle and its muscles are so atrophied that it can barely walk, making it an extremely easy target. They harbor the least amount of Dark Energy to power their dying bodies, and thus, have very few techniques, if any at all. They are in eternal pain and suffering simply from existing, and they take this pain out on any that they see, being unable to hold it back any longer. They long to be put out of their misery, but will quest for flesh and souls the same way as any zombie will to prolong their wretched lives. Their only hope is to consume enough souls to prolong their animation. CharacteristicsElements Dark (Arcane) AffinityTainted Type Humanoid; Variable Class Peon; Undead Abilities (Arts)Natural/DisciplineDecay - With a caustic body, causes what it comes in contact with to wither away and deteriorate. Style/Technique Contamination - With some form of contact, causes target to become 'Tainted'. Art/Signature None SpecialtyBiological ShapeDisease Form Fodder Threat Level Low PersonalityDislikesDying Sociability Minimal; Gloomy; Blank Likes Dying CustomizationType Additional Combat SpecialtyBiological Equipment None Accessories Random Grade (Rank) ListBasic Additional InfoNo longer absorbs Dark (Arcane) Element Attributes WeaknessDecay Resistance (Strength) None Immunities Poison; Disease; Zombification Extraneous And MiscellaneousMiscellaneous ItemsRandom Extra Items Uncommon SpoilsGold: 1 SoulDying Soul (1) Item Dropped None Points 1 Evolution ChartPrevious FormBasic; Corpse Form Standard; Carcass Evolutionary Form None
Standard Form; Zombie - Spoiler:
Genus Undead Species Corpse Subspecies Zombie General Info (Genus)Ecosystem (Environmental) Necropolis (Common), Sepulchrum (Uncommon), Deadwood (Common), Warrior's Wasteland (Common) InfluenceArea EffectPlague Effect Poison Side-Effect Disease NatureHistory (Past) It is said that if a Corpse (dead or already infected) is exposed to a larger amount of dark energy or harbors a lot of its own negativity after death, its body and soul will become slightly reinforced with this Dark Energy and cause the Corpse to evolve into a Zombie. Habitation (Present) As exposure to the sun's rays speeds this decay, they are often conditioned for nocturnal activity. Perhaps due to this, they seem to shun even the lesser light of candles. Purpose (Future) Zombies are frequently known to be controlled by others, having no minds of their own to resist. Though they are not very dangerous alone, they are known to rise up as armies all thirsting for the same thing. Specific Info (Species)Species Info A common Corpse with a body partially falling apart, this a corpse exhumed, bound by foul necromancy and dark souls, and enslaved by negativity. Having more Dark Energy infect the vessel has given it a (slightly) more stable form, giving these beings the capability for running (sometimes) and for use of dark techniques, making them ideal lackeys for most. The corruption of the flesh is advanced, its stench both rank and cloying withal. With their bodies rotting and their flesh semi-intact, they have the power to detach pieces of themselves and use them as weapons, and reattach them after they've consumed the flesh of the living. However, very often, their limbs will get lost as they move. They have the slight ability to stretch, as well. They are mindless beings that retain no memory of their past lives, as they were reanimated by wicked, clouding darkness that rots away their individual will. They instinctively wander the graves at night, searching for fresh flesh, brains, and souls to consume as a way to rejuvenate their feeble bodies, which hopelessly and instinctively long for what they once had in life. Unlike Skeletons, Zombies are no stronger than they were in life as they are in undeath, and possibly even weaker from the decay. As they are driven solely by appetite, they are indiscriminate in their victims, but always go for the creature that will reap the most benefits. This tends to be ones with powerful souls, young with tender flesh, and the intelligent with great minds. What has animated these corpses is what keeps them from decaying too much further, though as the medium wanes or is hit by the light, so too does the hold on the body, and it will inevitably fall apart to mush, unless a Zombie eats flesh or a soul. This is how those not controlled by another being stay intact, and will continue to do so until everything is dead and they can no longer feast on anything. Those that feast on many souls tend to obtain limited intelligence and sometimes may even gain a bit of mystical power. CharacteristicsElements Dark (Arcane) AffinityTainted Type Humanoid; Variable Class Undead Abilities (Arts)Natural/DisciplineMelt - Spews its melting flesh or acidic fluids at the foe as a projectile. More effective damage to those afflicted by Poison, Disease, or Zombification. Zombie Claw - Basic means of attack. Weak and feeble physical strikes, but Claws and Flesh are infected. (Poison; Zombification; Disease. Zombie Bite - Physical. Basic means of attack. Strong, but difficult to make contact. Causes more severe infection. (Poison, Zombification, Disease.) Style/Technique Dark Touch - Concentrates dark energy into hands that will absorb the Life Energy of what is made contact with and will also weaken the target physically whilst physically regenerating the Zombie.
Dark Shot - Hurls or spits a chunk of Dark Energy that upon contact, will rob of eyesight. (Blind)
Dark Protection - Coats self in a thin layer of Dark Energy to lessen the power of physical attacks. Art/Signature Life Steal - Siphon the Life Energy from whatever it touches gradually and replenish the Zombie. Drain occurs as long as the Zombie is touching the target.
Dark Spirit - A basic special technique that calls upon the Dark Energy harbored within the Zombie's soul for power and protection. This is usually in the form of swift bursts from close range or random concentrations of the Dark Energy within the Zombie's body. SpecialtyPhysical; Biological; Collective ShapeTainted Form Undead Threat Level Low-Deadly PersonalityDislikesDead Sociability Mindless; Conforming; Impulsive Likes Flesh; Souls; Brains CustomizationType Additional Combat SpecialtyPhysical Equipment Decaying Body Parts/Flesh - Physical/Projectile. Body Parts and flesh that are, have, or will fall off which are able to be detached from the body and used as projectiles or as weapons to be wielded by the Zombie. (Poison; Zombification; Disease) Accessories Infected Internal Fluids/Organs - Projectile. Internal juices that are still functioning that can be hacked up and spewed from the Zombie in a number of ways. Sometimes, they may fling or cough up an organ. The infected fluids and organs are just as lethal as a zombie Bite. (Poison, Zombification, Disease.) Grade (Rank) ListBasic-Intermediate Additional InfoAbsorbs Dark (Arcane) Element; Consumes Souls and Flesh for Regeneration. Attributes WeaknessNon-Physical Attacks; Light (Holy) Element; Fire Element Resistance (Strength) None Immunities Poison; Disease; Zombification Extraneous And MiscellaneousMiscellaneous ItemsVaccine (Rare) Extra Items Antidote (Uncommon) SpoilsGold: 1-15 SoulUndead Soul (1+) Item Dropped Body Part Points 1+ Evolution ChartZombie to Ghoul: Consumption of Numerous Souls (15+) OR Extended Exposure to Dark/Negative Energy. Previous FormBasic; Corpse Form Standard; Zombie Evolutionary Form Advanced; Ghoul
Advanced Form; Ghoul - Spoiler:
Genus Undead Species Corpse Subspecies Ghoul General Info (Genus)Ecosystem (Environmental) Dwell in cemeteries and other uninhabited places; Desert-dwelling. InfluenceArea EffectDrain Effect Drain Side-Effect Leech NatureHistory (Past) If a Zombie is exposed to enough Dark Energy, or consumes enough Souls, it will eventually become a Ghoul. Infamous far and wide for its ill-favored appearance, and savage demeanor, it is rumored that this creature first appeared in a fairy tale documenting the first time a Zombie became so powerful. Habitation (Present) Desolate places with many corpses or much flesh. Purpose (Future) Waste management. Specific Info (Species)Species Info A type of undead that wanders through graveyards, desert regions, and barren locations. A Corpse whose body is more securely in tact, and usually missing very few pieces. After being exposed to a larger amount of Dark Energy than its weaker forms, the Ghoul's body is capable of retaining its shape and form to allow for it to do many complex functions and complete slight complex thoughts, similarly to an animal. Though all manner of precaution be taken, they cannot stop the wearying gradual decay of the flesh. With their bodies affixed to arcane energies, their entire beings are twisted contortions of what they once were in life, barely able to be recalled in undeath. They consume more souls to assimilate with their own, thus becoming more twisted and grotesque the longer they exist, and regenerate their bodies by consuming flesh. Thus do they continue to embrace zombification, and thus do the common people fear them. What they preferred was to eat raw human flesh. They were fearsome monsters. Their personalities are extremely ferocious. Their saliva contains a digestive compound. CharacteristicsElements Dark (Arcane) AffinityTainted Type Humanoid; Variable Class Undead Abilities (Arts)Natural/DisciplineImposter - Assumes the form of whatever creature was previously consumed. Style/Technique Dark Drain - Draws in external Life Energy or Spiritual Energy and converts it into sustenance. Art/Signature Cannibalism - Feasts on the flesh of other dead or Undead creatures, or even living creatures, especially those of the same Species, Subspecies, or Type. This causes them to regain life and regenerate their bodies. (Regen)
Dark Arts - With greater arcane influences soaked into the soul, the Ghoul is capable of utilizing powerful dark and negative energy. SpecialtyDark (Arcane); Parasitic ShapeTainted Form Undead Threat Level Moderate-High PersonalityDislikesHunger Sociability Savage; Bloodthirsty; Cunning; Hungry Likes Flesh; Souls; Life CustomizationType Additional Combat SpecialtyParasitic Equipment Body - Any part of the body that can be used offensively. Accessories Variable Grade (Rank) ListAdvanced Additional InfoAbsorbs Dark (Arcane) Element Attributes WeaknessLight (Holy) Resistance (Strength) Insanity Immunities Poison; Disease; Zombification Extraneous And MiscellaneousMiscellaneous ItemsUncommon Extra Items Rare SpoilsGold: 20-30 SoulDark Soul (10+) Item Dropped Uncommon Points 10+ Evolution ChartGhoul to Wight: Consumption of Souls (25+) AND Combat Skills; Major Exposure to Dark/Negative Energy. Previous FormStandard; Zombie Form Advanced; Ghoul Evolutionary Form Expert; Wight
Expert Form; Wight - Spoiler:
Genus Undead Species Corpse Subspecies Wight General Info (Genus)Ecosystem (Environmental) Warrior's Wasteland Generally roam old battlefields or places where they are bid to protect. InfluenceArea EffectWar Effect Conflict Side-Effect War NatureHistory (Past) In the cruel past, it was customary for those who fell in battle to be denied eternal rest by their masters and brought back by necromancy to serve them after death as zombies - a tragic fate that has earned the zombie warrior more sympathy than others of its kind. Habitation (Present) Undead Militia Purpose (Future) Bodyguards and Warmongers; Warrior Servants Specific Info (Species)Species Info Undead raised from the corpses of a few superior individuals such as royalty and heroes. Should they be cursed to live on in undeath, men who were soldiers in life become zombie warriors known as Wights. Being knights of tragic bearing, with oaths scribed on their souls, many are indeed deserters, who received the oaths as punishment and warning to others, robbing their bodies of freedom. These oaths shall not be broken until the vessels of their souls are wholly decayed and worn away to nothing, and so they wander, and kill, and await that day. They are high-rank undead that control numerous other undead, and those powerful Wights that rule over an especially great number of undead sometimes create demon realms of everlasting night known as “undead kingdoms,” and reign as monarchs of the undead. They have decadent, alluring beauty and high intelligence, and they behave with elegance and dignity, as they believe they should. A Wight never loses graceful dignity. “Zombies,” the quintessential undead, regain more of their looks from when they were among the living the more essence they gain. In the undead kingdoms, there is a high society where notable undead from around the world periodically gather, the Wights being the first among them. Sometimes, evening parties are held by these undead. CharacteristicsElements Dark (Arcane) AffinityTainted Type Humanoid; Variable Class Undead Warrior Abilities (Arts)Natural/DisciplineDark Weapon - Using arcane energy, manifests a weapon for use. Dark Armor - Shielding or armor made of arcane energy from the soul. Style/Technique Dark Arts - With greater arcane influences soaked into the soul, the Wight is capable of utilizing powerful dark and negative energy. Art/Signature Arcane Spirit - A soul teeming with arcane energy more than anything else, giving it extreme power. SpecialtyArcane ShapeTainted Form Arcane Threat Level High-Very High PersonalityDislikesInactivity Sociability Violent; Protective Likes Combat; Arcane Energy CustomizationType Additional Combat SpecialtyPhysical (Arcane) Equipment Variable Accessories Variable Grade (Rank) ListExpert Additional InfoAbsorbs Dark (Arcane) Element Attributes WeaknessLight (Holy) Resistance (Strength) Insanity Immunities Poison; Disease; Zombification Extraneous And MiscellaneousMiscellaneous ItemsUncommon Extra Items Rare SpoilsGold: 200 SoulArcane Soul (10+) Item Dropped Rare Points 50+ Evolution ChartWight to Necros: Consumption of a Surplus of Souls (50+); Complete Take over of Dark/Negative Energy. Previous FormAdvanced; Ghoul Form Expert; Wight Evolutionary Form Elite; Necros
Elite Form; Necros - Spoiler:
Genus Undead Species Corpse Subspecies Necros General Info (Genus)Ecosystem (Environmental) Places with high Arcane Energy. InfluenceArea EffectDarkness Effect Drain Side-Effect Death NatureHistory (Past) Corpses which absorbed so many souls and so much Arcane Energy that it lost its flesh and took on a form which was pure darkness given physical shape. Habitation (Present) Each of the souls yearns for what it once had in life, making this horrific creature a violent, twisted thing, wracked with confusion and hatred for the living. Purpose (Future) With this great might of the shadows, they have the power to read the Fate of Men and Kingdoms by the Movements of the celestial Bodies and the Flow of Mist, twisted to a Thing of Evil by a great Flux of umbral Energy. Specific Info (Species)Species Info A dark being as a congregation of souls, with ties to this world so strong they could not go on to the next. Within this frame, more than a hundred souls reside, forcibly fused into a single being, a single flesh, till that flesh has rotted away into nothing but darkness that shrouds the souls and keeps the frame intact. They are nothing but shadows of what they once were. The Necros may draw on both the Power of Darkness and that of Light, being able to summon both Anima of Shadow and Anima of the Sun at once. CharacteristicsElements Dark (Arcane) Energy AffinityAethereal; Tainted Type Humanoid; Variable Class Necromancer Abilities (Arts)Natural/DisciplineDark Arts - With greater arcane influences soaked into the soul, the Necros is capable of utilizing powerful dark and negative energy. Style/Technique Dark Control - Takes command over the minds, bodies, or souls of other beings and controls them with Arcane Energy. Art/Signature Necromancy - Uses the power of Arcane Energy to reanimate the dead.
Souleater - Draining of souls from the living as well as the Life Energy. SpecialtyArcane ShapeArcane Form Aethereal Threat Level Very High-Deadly PersonalityDislikesLife Sociability Vengeful; Violent; Mysterious; Erratic Likes Souls CustomizationType Additional Combat SpecialtyArcane Equipment Anima Of Shadow - Essence of Shadows under the command of summoner.
Anima Of Sun - Essence of Consciousness which grants mental control for the summoner. Accessories None Grade (Rank) ListElite Additional InfoAbsorbs Dark (Arcane) Element; Absorbs consciousness. Attributes WeaknessNone Resistance (Strength) Physical; Non-Physical Immunities Poison; Disease; Zombification Extraneous And MiscellaneousMiscellaneous ItemsRare Extra Items Super Rare SpoilsGold: 200 SoulNecro Soul (100+) Item Dropped Dark Chrysm Points 75+ Evolution ChartNecros to Zombie King: Mastery of the control of life, consciousness, and souls as well as linking own soul to a collective of Corpses. Previous FormExpert; Wight Form Elite; Necros Evolutionary Form Master; Zombie King
Master Form; Zombie King - Spoiler:
Genus Undead Species Corpse Subspecies Zombie King General Info (Genus)Ecosystem (Environmental) Locations with large amounts of Corpses. InfluenceArea EffectPlague Effect Control Side-Effect Death NatureHistory (Past) The rarest of all Corpses, the Zombie King is a special type which only comes to be when a Corpse has accumulated so many souls and so much energy that it becomes practically immortal. It absorbs pure consciousness in addition to souls and flesh and is capable of creating and controlling an army of Corpses. Habitation (Present) Lives only amongst other Corpses, feeding off of them. Purpose (Future) To keep the Corpse population in order. Specific Info (Species)Species Info As the King of the Corpses, the Zombie King is waited on hand and foot by all of the Corpses within its army, be it of their own free will or otherwise. Zombie Kings gorge themselves on all forms of sustenance yet take action relatively rarely, which leaves them all of the energy they have gathered to keep them alive and the other Corpses under control. Because of the massive reserves of energy they have, and the other Corpses feeding them, they are very powerful. CharacteristicsElements Arcane AffinityArcane; Tainted Type Humanoid; Variable Class King; Undead Abilities (Arts)Natural/DisciplineMiasma - Creates a giant stream of nothing but sheer poison and abysmal space that will start to kill everything that lives that is within its area and also Poison them. Dark Soul - Uses the arcane energy from its very soul. Style/Technique Invert - Replaces Life Energy of itself with something else, or can switch the Life Energy of two other things, like the foe with a small animal.
Life Gamble - Any being connected to the Zombie King has its very life put up for ransom, including its own. Out of all of the beings connected, one will be claimed by Death. Art/Signature Dark Essence - An aura of arcane energy which exudes from the soul and contaminates other things with arcane energy, allowing for various things, such as siphoning of energy or possession. SpecialtyArcane ShapeArcane Form Arcane Threat Level Extremely High-Deadly PersonalityDislikesLack of energy. Sociability Gluttonous Likes Consuming CustomizationType Additional Combat SpecialtyArcane Equipment Body Parts - Usually utilizes various detachable parts of the body as weapons. Accessories Random (Super Rare) Grade (Rank) ListMaster Additional InfoAbsorbs Dark (Arcane) Energy; Absorbs consciousness Attributes WeaknessSolitude Resistance (Strength) Physical; Non-Physical Immunities Poison; Disease; Zombification Extraneous And MiscellaneousMiscellaneous ItemsSuper Rare Extra Items Legendary SpoilsGold: 500 SoulSupernatural Soul (100+) Item Dropped Dark Prysm Points 500+ Evolution ChartPrevious FormElite; Necros Form Master; Zombie King Evolutionary Form None
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| Subject: Re: Humanoid List Tue Nov 16, 2021 10:55 am | |
| Standard Form; Dhampir Genus Humanoid Species Dhampir Subspecies None General Info (Genus)Ecosystem (Environmental) Dream World; Human Settlements InfluenceArea EffectNone Effect None Side-Effect None NatureHistory (Past) Legends state that dhampirs were, for the most part, normal members of the community. According to the legend, dhampyres have the powers of both humans and vampires Habitation (Present) Many dhampir prefer to live in human towns, anyway, and rarely (if ever) attack them. Purpose (Future) Dhampirs, especially male, of paternal vampire descent could see invisible vampires and practice sorcery, often starting careers as vampire hunters, which would be practiced for generations from father to son. Specific Info (Species)Species Info Vampire People (Half Vampire). A spawn of a Vampire and a Human harboring both of their traits, whilst losing the weakness to the light that Vampires once had, becoming a 'Half Human, Half Vampire'. They are able to hide their vampiric nature and do not need blood to survive, thus making them widely accepted (or perhaps, unknown) in normal settlements. They can walk in sunlight and also eat like a human. Their appearance is extremely close to human, and they possess demonic energy that gives off an aura similar to that of a human. Although they have vampiric powers and tendencies, they also have basic common sense and human values. For that reason, it’s extremely easy for them to conceal their true nature and behave like a human without anything feeling out of place. Of course, from their heritage, they are born with supernatural capabilities and intellect, and will exhibit strange powers beyond their control in their youth, though as they grow older, they harness this power to their advantage. Furthermore, if vampires are around, they’ll use the mystical power and superior physical strength inherited from their parent to vanquish them, and through discipline and training, they’ll correct their arrogant, stubborn personality to hopefully change them, and if not, will kill them. They often have to kill their own parents because of this. After that, many of them journey as “vampire hunters,” vanquishing vampires while living lives as humans, never revealing their secret unless it is to someone that they truly trust will accept it. They are sometimes attacked by the urge to suck blood which is inherited from the vampire, although they normally endure through it. The reason why, if they happen to learn the sweet taste of blood, the “human” part of the “half human, half monster” dhampir becomes corrupted by the “monster” part, and after that, they can’t resist future urges to suck blood at all, or the lust that visits at the same time. Though, of course, with training, this can be corrected even if they do taste blood, as it indeed does strengthen their powers. CharacteristicsElements Supernatural AffinitySupernatural Type Humanoid; Nytozin; Hybrid Class Nytozin Abilities (Arts)Natural/DisciplineHypersensory - Acute sense of sight and hearing Regen - Regenerating abilities. Immortality - The inability to be killed by natural means such as sickness or old age, or even organ failure. However, unnatural or supernatural means still have an effect to bypass the immortality of a Dhampir, because they are still half human. Style/Technique Tame - Can control animals.
Impairment - Has the power to steal away Reason. Art/Signature Extrasensory - Can sense a supernatural creature within a specified distance.
Vampire Hunter - Can use special abilities to destroy vampires. The energy that the Dhampir possesses robs strength from vampires almost like sunlight. SpecialtySupernatural ShapeSupernatural Form Humanoid Threat Level Variable PersonalityDislikesInjustice; Wickedness Sociability Variable; Unpredictable.
They have an openhearted personality, which is the polar opposite of a vampire. They don’t look down on humans, and they honestly express their fondness of them through their interaction. Most of them fundamentally view things from a human perspective. For that reason, they despise vampires who act arrogantly and look down on humans, and it infuriates them when humans are mistreated as servants. Likes Community; Protection; Justice CustomizationEquipment; Accessories Additional Combat SpecialtySupernatural Equipment Supernatural Weapons - Weaponry that is typically infused with or made of energy with special properties, typically geared toward slaying Vampires or the Undead. Accessories Enchantments - Items imbued with Spiritual Energy or Creative Energy. Grade (Rank) ListStandard-Elite Additional InfoAbsorbs blood. Absorbs souls. Attributes WeaknessBlood; Tainted Resistance (Strength) Physical; Non-Physical; Light (Holy); Dark (Arcane) Immunities Age Extraneous And MiscellaneousMiscellaneous ItemsRandom Extra Items Enchantment SpoilsGold: 100 SoulDhampir Soul (1+) Item Dropped Supernatural Weapon Points 40+ Evolution ChartPrevious FormNone Form Standard; Dhampir Evolutionary Form None | |
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| Subject: Re: Humanoid List Tue Nov 16, 2021 10:55 am | |
| Standard Form; Wiccan Genus Humanoid; Fae Species Witch Subspecies None General Info (Genus)Ecosystem (Environmental) Old Witch City (Common); Variable InfluenceArea EffectRebellion Effect Rebellion Side-Effect Rebellion NatureHistory (Past) Either Human Witch Rogues that were cast out of their communities for a variety of reasons, or Fae Witches that choose not to live by the order of the Witch Province, normally due to their destructive nature lusting for chaos. Habitation (Present) They tend to reside in the lawless region of Valparaiso for the sole purpose of having no rules, and do as they will, normally under the influences of their ancestors that once thrived there, still finishing and practicing their dangerous and unfinished works from way back when. Purpose (Future) To continue their practices and increase their Manna. Specific Info (Species)Species Info Like normal Witches, they possess high mystical power and typically rely on an Animal Theme, Object, and/or Element as the focus of their Manna, typically as characteristics of their souls. They are normally sent out to be hunted for because they are considered a very large threat to the society due to their heretic ways. There are many Witches who are against this, and tend to end up defecting as well. These Witches tend to thirst for more power and to increase their Manna strength, ending up with them becoming something close to Falshin before they are killed. They are known to take control of creatures of the wild and use them as Familiars, so it is not uncommon for a Rogue Witch to be accompanied by another Creature. Some still live secretly in the Witch Province; the most famous Witch to do so being the Snake Witch, who seemed to be able to cover all her tracks for a long period of time. CharacteristicsElements Variable AffinitySupernatural Type Humanoid; Fae Class Witch; Rogue Abilities (Arts)Natural/DisciplineManna - Variable Creative Energy. Style/Technique Willflow - Utilization of Spiritual Energy. Art/Signature Wicca - A special type of prohibited Witchcraft which revolves around mystifying elements of nature in tandem with the will of the user. SpecialtyNon-Physical (Manna) ShapeObject Form Beastkin Threat Level Variable PersonalityDislikesRestriction; Law Sociability Variable; Chaotic; Destructive Likes Tradition; Occult; Power; Souls; Manna CustomizationElement; Shape; Form Additional Combat SpecialtyNon-Physical (Manna) Equipment Broomstick - A medium for flight or a weapon when Manna is channeled into it. Doubles also as a cleaning utensil.
Wand - A more potent and reliable medium for Manna with a directive toward concentration and manipulation of Creative Energy with greater ease.
Cauldron - An item one uses for creating concoctions or enchantments or the like.
Tome - A book that is either imbued with Manna or channels Manna in the form of its contents. Accessories Charm - An accessory which acts as a ward or an object bearing special properties, usually protective.
Enchantments - Items imbued with Spiritual Energy or Creative Energy. Grade (Rank) ListStandard-Elite Additional InfoHighly Resistant to Creative Energy. Attributes WeaknessVariable Resistance (Strength) Non-Physical; Insanity Immunities Variable Extraneous And MiscellaneousMiscellaneous ItemsPotion (Random) Extra Items Accessory SpoilsGold: 100 SoulWitch Soul (1+) Item Dropped Tome Points 20+ Evolution ChartPrevious FormBasic; Witchling Form Standard; Wiccan Evolutionary Form None | |
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| Subject: Re: Humanoid List Tue Nov 16, 2021 10:57 am | |
| Standard Form; Nukenin Genus Humanoid Species Human; Variable Subspecies None General Info (Genus)Ecosystem (Environmental) The Dawn, Valparaiso (Common), Variable InfluenceArea EffectEconomic Change Effect Rogue Side-Effect Defecting NatureHistory (Past) Shinobi who have strayed away from the order of the Alliance, namely the Veritas, and now are considered rogues who threaten the economy as a whole. They do for themselves and not for the good of the people, and their actions tend to cause collapse in the economy. Habitation (Present) Some of them have been rumored to become Demons or incarnates of the Falshin because of their lifestyle, some are known to just be greedy and lustful, some are missing, and some are even just tired of the way things work around the society. Whatever their reasons, they have defected, and because of that, their agenda seems to directly interfere with that of the Veritas. Otherwise, their reasoning for defecting seems to be widely unknown -- possibly personal. Purpose (Future) Many believe that they work with the Rogue Witches and Rogue Instruments to try taking over their societies and ruling it by their own means, or simply to destroy it and have a land with no rule nor law, such as Valparaiso, which most of them frequent in. Whenever one is seen outside of their normal territory, it is always for a mission, be it assassination, retrieval, or recon, they are always planning and doing something. Specific Info (Species)Species Info As skilled Shinobi, they are quite adept at Jutsu and other Ninpo. They are highly experienced in common techniques such as 'bunshin no jutsu' and stealth. This makes for them to be formidable opponents, for unlike other enemies, they know the same things that the regular Shinobi do. They are ruthless and will not hesitate to kill, no matter who they face, so guard should never be let down on a Rogue of any kind. They have no regard for law, rules, or regulations and find themselves in the Lawless Land so they may kill mercilessly and consume souls without regard for becoming Falshin. CharacteristicsElements Variable AffinityVariable Type Humanoid; Variable Class Ninja; Rogue Abilities (Arts)Natural/DisciplineEspionage - Espionage was the chief role of the ninja. With the aid of disguises, the ninja gathered information on enemy terrain and building specifications, as well as obtaining passwords and communiques. Sabotage - Any form of delay, destruction, or interference, usually underhanded or secret. Style/Technique Jutsu - Special techniques of the ninja, sometimes called Ninpo. They cover a large variety, usually involving the elements or ninja tactics, but there are other Jutsu such as martial arts (taijutsu) along with shurikenjutsu, kenjutsu, sōjutsu, bōjutsu and others.
Kagenui - Throws thin, paralyzing needles at the foe and if one hits, they will be unable to move. (Paralysis)
MinMinMin - Releases a very soothing, calming wind that will cause whomever is caught in the wind to fall into a deep slumber. (Sleep)
Shinikaze - Releases a deadly mist that poisons all those who inhale it. (Poison)
Mafuujin - Disappears and strikes the foe in their minds with the power of a deadly wind, causing them to be unable to use energy or any of their special abilities. (Disable)
Tougenkyo - Switches places with the enemy to cause confusion to them via powerful ninjutsu.
Art/Signature Assassination - The premeditated act of killing someone suddenly or secretively, especially a prominent person.
Kuji-kiri - Kuji-kiri is an esoteric practice which, when performed with an array of hand "seals" (kuji-in), was meant to allow the ninja to enact superhuman feats. Intended effects range from physical and mental concentration, to more incredible claims about rendering an opponent immobile, or even the casting of spells. SpecialtyStealth ShapeVariable Form Variable Threat Level Variable PersonalityDislikesVariable Sociability Variable Likes Variable CustomizationVariable Additional Combat SpecialtyIndirect (Traps, Stealth) Equipment Variable - Along with common weapons, a large assortment of miscellaneous arms were associated with the ninja. Some examples include poison, makibishi (caltrops), cane swords (shikomizue), land mines, fukiya (blowguns), poisoned darts, acid-spurting tubes, and firearms. The happō, a small eggshell filled with blinding powder (metsubushi), was also used to facilitate escape.
Ninjato - The ninjatō is typically depicted as being a short sword, often portrayed as having a straight blade (similar to that of a shikomizue) with a square guard. Usually of a length "less than 60 cm", the rest of the sword is comparatively "thick, heavy and straight". The scabbards were often said to have been used for various purposes such as a respiration pipe (snorkel) in underwater activities or for secretly overhearing conversations. The scabbard is also said to have been longer than the blade of the ninjatō in order to hide various objects such as chemicals used to blind pursuers. The tsuba (hand guard) of the ninjato is often described as being larger than average and square instead of the much more common round tsuba. One theory on the ninjatō tsuba size and shape is that it was used as a tool, the sword would be leaned against a wall and ninja would use the tsuba as a step to extend his normal reach, the sword would then be retrieved by pulling it up by the sageo (saya cord).
Katana - Probably the ninja's weapon of choice, and was sometimes carried on the back. The katana had several uses beyond normal combat. In dark places, the scabbard could be extended out of the sword, and used as a long probing device. The sword could also be laid against the wall, where the ninja could use the sword guard (tsuba) to gain a higher foothold. The katana could even be used as a device to stun enemies before attacking them, by putting a combination of red pepper, dirt or dust, and iron filings into the area near the top of the scabbard, so that as the sword was drawn the concoction would fly into the enemy's eyes, stunning him until a lethal blow could be made.
Explosives - Normally handmade portable explosives, though can also delve into military-grade explosives as well. Soft-cased bombs were designed to release smoke or poison gas, along with fragmentation explosives packed with iron or ceramic shrapnel.
Bow - Bows were used for sharpshooting, and some ninjas' bows were intentionally made smaller than the traditional yumi (longbow).
Kusarigama - The chain and sickle (kusarigama) was also used by the ninja. This weapon consisted of a weight on one end of a chain, and a sickle (kama) on the other. The weight was swung to injure or disable an opponent, and the sickle used to kill at close range. Accessories Scrolls - Secret writings often associated with information or special powers.
Kunai - A sharp tool thought to be originally derived from the masonry trowel. The two widely recognized variations of the kunai are short kunai and the big kunai. Although a basic tool, in the hands of a martial arts expert, the kunai could be used as a multi-functional weapon. The kunai is commonly associated with the ninja, who used it to gouge holes in walls.
Shuriken - An array of darts, spikes, knives, and sharp, star-shaped discs were known collectively as shuriken. While not exclusive to the ninja, they were an important part of the arsenal, where they could be thrown in any direction.
Smoke Bombs - Typical explosives which release various gases to poison others or conceal movement with thick smoke.
Tekko-kagi - Hand claws.
Ashiko - Iron climbing cleats.
Kaginawa - Iron climbing hook. Grade (Rank) ListBasic-Master Additional InfoVariable Attributes WeaknessVariable Resistance (Strength) Variable Immunities Variable Extraneous And MiscellaneousMiscellaneous ItemsNinja Tools Extra Items Accessory SpoilsGold: 100 SoulSoul (1+) Item Dropped Weapon Points 10+ Evolution ChartPrevious FormNone Form Standard; Nukenin Evolutionary Form None | |
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| Subject: Re: Humanoid List Tue Nov 16, 2021 6:29 pm | |
| Standard Form; Aquanaut Genus Humanoid Species Human; Amphibian Subspecies None General Info (Genus)Ecosystem (Environmental) Underwater InfluenceArea EffectUnderwater Ecosystem Cultivation Effect Water Purification Side-Effect Aquatic Creature Protection NatureHistory (Past) Said to have been derived from certain Aquatic species which evolved into Humanoids over time due to greater intelligence. Habitation (Present) Aquanauts are beings that basically thrive in the depths of the ocean or in any body of water. Purpose (Future) They protect that natural underwater ecosystem and aquatic life. Specific Info (Species)Species Info Aquanauts are Aquatic Humanoids that were originally strictly Amphibians. They are quite common and aren't really much of a threat due to their lack of abilities, but they are quite fast when in the water, so watch out. Not to mention, their tails and feet are also as sharp as blades. Helps them cut through liquid with ease. Humans take on this identity as a Class in order to understand the ways of Aquatic life, as well as to protect them. CharacteristicsElements Water AffinityAquatic Type Humanoid; Amphibian Class Aquanaut Abilities (Arts)Natural/DisciplineAquatic Transmutation - They can instantaneously transport themselves through liquid and such, thus making them formidable when fighting near water or when raining. Style/Technique Water Manipulation - Acute command over Water Element. Art/Signature Water Purification - The ability to cleanse any form of water to complete purity. SpecialtyAquatic ShapeAmorphous Form Humanoid Threat Level Moderate-High PersonalityDislikesDryness; Dehydration Sociability Dutiful; Protective; Serious Likes Water; Aquatic Beings CustomizationMinimal Additional Combat SpecialtyDirect (Physical; Non-Physical) Equipment Body Blades - They have blades coming from their elbows and shoulders and their arms that are as sharp as steel. Accessories Aquatic Helm - Metallic armor on their faces. Grade (Rank) ListStandard-Expert Additional InfoWater Element cures Status Ailments. Attributes WeaknessDryness; Dehydration Resistance (Strength) Liquids Immunities Water Element Extraneous And MiscellaneousMiscellaneous ItemsNone Extra Items None SpoilsSoulWater Soul (1+) Item Dropped Random Points 10+ Evolution ChartPrevious FormNone Form Standard; Aquanaut Evolutionary Form None | |
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| Subject: Re: Humanoid List Sun Dec 26, 2021 5:26 pm | |
| Standard Form; Demihuman Genus Humanoid; Variable Species Human; Variable Subspecies Demihuman General Info (Genus)Ecosystem (Environmental) Variable InfluenceArea EffectInterspecies Effect Interspecies Side-Effect Interspecies NatureHistory (Past) Demihumans have regularly been confused with other humanoid beings, such as Beastkin, but they typically retain more humanity than their counterparts, and often times cannot shift forms either completely or at all. Seen as neither one nor the other of whichever heritage, they tend to be outcast from both societies if they cannot adjust well, since some species do not like humans in their groups and Humans don't always take kindly to the other heritage of the Demihuman. This leads them to support and sometimes live with the Subhumans, whom they relate to more often. However, this does not mean that they are treated the same way as a Subhuman as often, if at all. Habitation (Present) They live wherever Human civilizations are and also wherever their secondary heritage can live. Purpose (Future) Demihumans take the aspects of both their Human heritage and whatever they are mixed with and perfectly blend them together, making them useful to either society they choose to live in, though they are sometimes not accepted. Specific Info (Species)Species Info Half-Humans, mixed with another non-human species. Though they are diverse, they are all related to Humans in some way beyond just appearance. Unlike Beastkin, who have adapted humanoid forms through evolution and can interchange between humanoid and animal forms, the Demihumans are typically stuck between being a humanoid creature and their secondary heritage, but are unable to change between them, and typically sport parts belonging to whichever being they are mixed with, though often not to the same degree as a pureblood. All blends of a half-human and half of another creature are considered Demihumans, but anything greater than just those two halves makes the being a Hybrid. CharacteristicsElements Variable AffinityVariable Type Humanoid; Variable Class Demihuman Abilities (Arts)Natural/DisciplineVariable Style/Technique Variable Art/Signature Variable SpecialtyVariable ShapeHumanoid Form Variable Threat Level Variable PersonalityDislikesDependent Sociability Variable Likes Dependent CustomizationGenus; Species; Type; Class; Attributes; Properties; Appearance Additional Combat SpecialtyVariable Equipment Variable Accessories Variable Grade (Rank) ListStandard-Legendary Additional InfoTakes on the Attributes of whatever secondary species is part of the mix. Attributes WeaknessDependent Resistance (Strength) Dependent Immunities Dependent Extraneous And MiscellaneousMiscellaneous ItemsVariable Extra Items Accessory SpoilsSoulMixed Soul (1+) Item Dropped Equipment Points 10+ Evolution ChartPrevious FormNone Form Standard; Demihuman Evolutionary Form None | |
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| Subject: Re: Humanoid List Sun Dec 26, 2021 5:27 pm | |
| Basic Form; Subhuman Genus Humanoid; Variable Species Human; Variable Subspecies Subhuman General Info (Genus)Ecosystem (Environmental) Dependent InfluenceArea EffectDependent Effect Dependent Side-Effect Dependent NatureHistory (Past) Subhumans are known as Lesser Humans, and are often times dehumanized due to their unstable or dangerous natures when in human societies or environments. They have been given remedial methods of becoming more humanlike, or at least more like whatever creature they may be blended with, but usually they are too monstrous for humans, but too human for monsters. This leads often to their discrimination among the inelegant, but there are other people who dedicate their lives to civilizing Subhumans, or at least domesticating them, or even putting them in their own societies. Habitation (Present) Due to the nature of the typical Subhuman, their habitation is typically dependent on many factors involving their genetics, intelligence, and sociability. Purpose (Future) With little purpose other than being seen as a burden, the better of the Subhumans are put to work as servants or kept as types of pets, though there are others which are used as slaves, or even worse. If capable of working at all, they are given jobs which only second-class citizens can get, if that at all. Otherwise, they are able to be used as a filler for a gap between species, possibly being able to influence beings more primitive than they are, but it is vastly unknown. Specific Info (Species)Species Info Humanoids or beings with partial human blood which are predominantly another species, and often unethical, immoral, primitive, unintelligent, or some other concept which makes them less Human. It can also describe an actual Human or Humanoid that has lost its civility. Though this title may not stick forever, as there are remedial methods for bringing other beings into more civilized conditions. This is not always a guarantee due to their nature, and also, some creatures are simply Subhuman by genetics and not by title, meaning they will never be like other Humanoids, but they are too human to be with whatever they are mixed with. These beings are known to be more geared toward being unstable Hybrids or Mutants. CharacteristicsElements Variable AffinityVariable Type Humanoid; Variable Class Subhuman Abilities (Arts)Natural/DisciplineVariable Style/Technique Variable Art/Signature Variable SpecialtyDependent ShapeHumanoid Form Mixed Threat Level Variable PersonalityDislikesVariable Sociability Unstable; Variable Likes Dependent CustomizationVariable Additional Combat SpecialtyVariable Equipment Variable Accessories Variable Grade (Rank) ListBasic-??? Additional InfoDependent on their Mixture. Attributes WeaknessVariable Resistance (Strength) Dependent Immunities Dependent Extraneous And MiscellaneousMiscellaneous ItemsRandom Extra Items None SpoilsSoulSoul (1+) Item Dropped Random Points 20+ Evolution ChartPrevious FormNone Form Basic; Subhuman Evolutionary Form None | |
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| Subject: Re: Humanoid List Sun Dec 26, 2021 5:31 pm | |
| Advanced Form; Superhuman Genus Humanoid; Variable Species Human; Variable Subspecies Superhuman General Info (Genus)Ecosystem (Environmental) Anywhere InfluenceArea EffectVariable Effect Variable Side-Effect Variable NatureHistory (Past) Just as there is always the superior of any species, Humans have the same. Superhumans are the most obvious and well-known type of Advanced Humanoid there are, most notably for their superpowers, be they natural or artificial. They tend to become superheroes, but they are not always geared toward this, and are also known to become supervillains as well. Even if they do not take up a life of heroism or crime, Superhumans have littered the universe and done all sorts of things. They have been common and popular since conception. Habitation (Present) Anywhere, especially in environments where normal Humans cannot live. Purpose (Future) Superhumans have a variety of purposes, but they are most notable for accomplishing things that typical humans or other normal beings cannot. This gives them great Versatility. Specific Info (Species)Species Info The term superhuman refers to humans or human-like lifeforms with enhanced qualities and abilities that exceed those naturally found in humans. These qualities may be acquired through natural ability, self-actualization or technological aids. Throughout history, the discussion of superhuman traits and the idea of the ideal human in physical, mental, or spiritual form has influenced politics, policy, philosophy, science and various social movements, as well as featuring prominently in culture. Groups advocating the deliberate pursuit of superhuman qualities for philosophical, political, or moral reasons are sometimes referred to as superhumanist. CharacteristicsElements Variable AffinityVariable Type Humanoid; Variable Class Superhuman Abilities (Arts)Natural/DisciplineSuperhuman Ability - Any type of natural ability gifted to the Superhuman. Style/Technique Variable Art/Signature Superpower - The signature ability or dominant power of any Superhuman. SpecialtyVariable ShapeHumanoid Form Superior Threat Level Variable PersonalityDislikesVariable Sociability Variable Likes Variable CustomizationVariable Additional Combat SpecialtyVariable Equipment Variable Accessories Variable Grade (Rank) ListAdvanced-Legendary Additional InfoVariable Attributes WeaknessVariable Resistance (Strength) Variable Immunities Variable Extraneous And MiscellaneousMiscellaneous ItemsVariable Extra Items Variable SpoilsSoulSupersoul (100+) Item Dropped Variable Points 1,000+ Evolution ChartPrevious FormNone Form Advanced; Superhuman Evolutionary Form None | |
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| Subject: Re: Humanoid List Sun Dec 26, 2021 5:31 pm | |
| Legendary Form; Metahuman Genus Humanoid; Variable Species Human; Variable Subspecies Metahuman General Info (Genus)Ecosystem (Environmental) Beyond. InfluenceArea EffectVariable Effect Variable Side-Effect Variable NatureHistory (Past) Though it was once believed that Superhumans were the apex of all humankind, there were beings that existed before and beyond them which inhabited places unreachable to normal humans, and often times, even Superhumans. They are the Metahumans, who are a breed above even the Superhumans. The way they acquire their power can be just as diverse as the beings themselves, but they always outclass a typical Superhuman any day. Habitation (Present) Beyond Purpose (Future) They typically keep the universal order of places beyond normal human reach, and are also known to watch over humanity like humanity does for animals and other such creatures. Specific Info (Species)Species Info Transcendent Humans that live beyond the natural borders or limitations of Humanity. They are often called Gods, which some of them can be, but are also known to be direct envoys of Gods, whom they acquire their powers from in many instances. This is not always the case, as some have come into Metahumanity through some sort of personal transcendence, but the more common trait is that a God has given them their power in order to protect the outer reaches of humanity. For whatever reason they acquire their abilities, they are always classified as being outside of human comparison, which tends to make them exist outside of natural laws. CharacteristicsElements Variable AffinityVariable Type Humanoid; Variable Class Metahuman Abilities (Arts)Natural/DisciplineVariable Style/Technique Variable Art/Signature Variable SpecialtyVariable ShapeHumanoid Form Meta Threat Level Variable PersonalityDislikesVariable Sociability Variable Likes Variable CustomizationVariable Additional Combat SpecialtyVariable Equipment Variable Accessories Variable Grade (Rank) ListLegendary Additional InfoVariable Attributes WeaknessMinimal Resistance (Strength) Variable Immunities Variable Extraneous And MiscellaneousMiscellaneous ItemsRandom Extra Items Random SpoilsSoulMetasoul (10,000+) Item Dropped Random Points 10,000+ Evolution ChartPrevious FormNone Form Legendary; Metahuman Evolutionary Form None Legendary Form; Tennin - Spoiler:
Genus Humanoid; Angel Species Human; Angel Subspecies Tennin General Info (Genus)Ecosystem (Environmental) Tendou; Celestial or Heavenly Realms InfluenceArea EffectHeavenly Effect Celestial Side-Effect Divinity NatureHistory (Past) The Tennin are a species of Human that are akin to the Angels, though are not wholly Angel as an Angelborn would be. The humans have either transcendent into Angelic beings or are transformed into such beings after death. They typically populate any type of Heavenly Realm, including Heaven, itself. It is said that the only way for an Angel to create a Half-Human child without creating Nephilim is to mate with Tennin, who are directly human by birth. Habitation (Present) Heavenly Realms Purpose (Future) Unlike normal Angels, who typically tend to serve God or a Godly being religiously, the Tennin have the freedom of choice what to do with their lives after transcendence, be it to carry out the wishes of a God or to simply be Divine. They are most known to be deliverers of wisdom and assist struggling humans with transcendence into Divinity, which is their natural God-given purpose, whether they know it or not. Specific Info (Species)Species Info Tennin are extraordinarily beautiful creatures. Aside from their unparalleled grace and elegance, and supernaturally attractive faces and figures, there is little way to differentiate them from ordinary humans. They wear beautiful gowns called hagoromo (literally “feather cloth”), which allow them to fly. Tennin are servants and courtesans for the Divine, and companions of those seeking Divinity. They sing, dance, play music, recite poetry, and do much of the same things as their earthly counterparts in human imperial courts; though they do them all with more grace, refinement, and beauty. They aid and entertain the other inhabitants of heaven, and they even occasionally fly down to earth to visit. Tennyo are a female-only subgroup of Tennin, one of many celestial races native to Tendou. CharacteristicsElements Celestial; Light (Holy) AffinityDivine Type Humanoid; Angelic Class Metahuman Abilities (Arts)Natural/DisciplineCelestial - Power to naturally control celestial energy, which is typically a mixture of Light and Cosmic energies. Style/Technique Divine Light - Purifying light capable of cleansing anything tainted, as well as harming what is Tainted, Dark, or Demonic. Art/Signature Heavenly Wisdom - Celestial knowledge beyond human comprehension. SpecialtyCelestial ShapeHumanoid Form Celestial Threat Level Variable PersonalityDislikesTainted; Demonic; Evil; Impure Sociability Versatile Likes Elegance; Grace; Purity; Love; Light; Beauty CustomizationVariable Additional Combat SpecialtyIndirect (Divine) Equipment Hagoromo (Feather Cloth) - Divine robes capable of gifting the wearer with both flight and the ability to enter and traverse the heavens. Accessories Variable Grade (Rank) ListLegendary Additional InfoAbsorbs Light (Holy) Elements; Absorbs Celestial Elements Attributes WeaknessUnholiness Resistance (Strength) Physical; Non-Physical; Elemental; Non-Elemental Immunities Status Ailments Extraneous And MiscellaneousMiscellaneous ItemsBlessed Item Extra Items Light Chrysm SpoilsSoulHeavenly Soul (7,000+) Item Dropped Hagoromo Points 7,000+ Evolution ChartRequirements: Human to Tennin: Achieve transcendence through divinity. Previous FormStandard; Human Form Legendary; Tennin Evolutionary Form None
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| Subject: Re: Humanoid List Sun Dec 26, 2021 5:37 pm | |
| Intermediate Form; Transhuman Genus Variable Species Human; Variable Subspecies Transhuman General Info (Genus)Ecosystem (Environmental) Variable; Dependent InfluenceArea EffectVariable; Dependent Effect Variable; Dependent Side-Effect Variable; Dependent NatureHistory (Past) During the course of history, there have been those who have tried to create humans naturally outside of reproduction or artificially using human genetics. Though this is known to be the most common case of Transhumanism, there are rare instances where a creature will naturally undergo a transformation into a Humanoid creature bearing Human genetics without mating with a Human. All of these methods are what make a Transhuman. Habitation (Present) Variable; Dependent Purpose (Future) Transhumans are meant to bridge the gap between Humanoids and other beings, and to serve as proof that another creature can indeed become Human. Specific Info (Species)Species Info Any creature which was not originally human that was transformed into a human or humanoid, since other anomalies in this regard are common. The most common is a Humanoid created through bioengineering two or more different species, including a species change or mutation of humanoid DNA within a different being, giving it humanoid forms or features. CharacteristicsElements Variable AffinityVariable Type Humanoid; Variable Class Variable Abilities (Arts)Natural/DisciplineNatural Style/Technique Variable Art/Signature Variable SpecialtyVariable; Dependent ShapeHumanoid Form Dependent Threat Level Variable PersonalityDislikesVariable Sociability Adaptive; Variable Likes Variable CustomizationVariable Additional Combat SpecialtyDependent Equipment Variable Accessories Variable Grade (Rank) ListIntermediate-Elite Additional InfoDependent Attributes WeaknessVariable; Dependent Resistance (Strength) Variable; Dependent Immunities Variable; Dependent Extraneous And MiscellaneousMiscellaneous ItemsRandom Extra Items Random SpoilsSoulMixed Soul (1+) Item Dropped Variable Points 1+ Evolution ChartPrevious FormVariable Form Intermediate; Transhuman Evolutionary Form None | |
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| Subject: Re: Humanoid List Sun Dec 26, 2021 5:39 pm | |
| Advanced Form; Posthuman Genus Humanoid Species Human Subspecies Posthuman General Info (Genus)Ecosystem (Environmental) Human Civilizations; Sometimes, Alternative Locations. InfluenceArea EffectVariable Effect Variable Side-Effect Variable NatureHistory (Past) As it goes, Humans are known to be very frail or fragile beings in comparison to most others, including those of flesh, like the Beastkin. This being such, they are injured, often terminally, more easily or often than any other being, which leads them to several things, such as a high mortality rate or loss of body parts. Once technology and understanding of human physiology was well enough understood, they were combined into a science which was similar to botany and also surgery, which gave them the understanding to create synthetic material for human bodies. Anyone maimed, mutilated, and even people who were already dead could be reborn as a Posthuman, which was what anyone who acquired this type of material was referenced as from thenceforth. Habitation (Present) Human Civilizations; Sometimes Alternative Locations. Purpose (Future) Maintain the Human population and also the Human Civilization, plus any other thing that normal Humans do. Also, completely synthetic humans can be used for their parts in order to be used for organic material for other people. Specific Info (Species)Species Info Synthetic or artificial humans, normally made out of organic materials and human DNA. Most often than not, their makeup is composed of a different type of fleshy matter that is similar, but unlike normal human flesh, and gives them increased capacity for activity and longevity. This is because the organic material that is used as a synthetic medium is nearly indestructible, as it both mimics and fortifies bone and muscle structure yet also retains elasticity and flexibility, unlike bone matter. Therefore, their flesh is harder to pierce, their bones cannot break, and they have heightened senses of recovery but dulled senses to pain, making them far more resistant. The problem is that the more of the body is composed of the synthetic organic matter, the less of it is real, and therefore so too becomes of the organic functions. Eventually, the entire body is replicated by the synthetic organic matter and it no longer has any of the original material makeup, rendering nearly all bodily functions completely vestigial. The necessity for blood and nutrition or digestion no longer serves a function, and new nutrients are not processed by the body, even if ingested. This does not render the Posthuman incapable of life nor consciousness, but it does cause their lives to no longer be organic, and they become immortal until the durability of the material expires. As for completely artificial Posthumans, they can have the functions of either a completely synthetic Posthuman or a normal Human, however they will always have a separate birth, despite being physiologically the same to either or. Clones are considered Posthuman for this reason, as they are not only not the original, they were also not born like a regular human, and are technically always artificial. CharacteristicsElements Neutral AffinityNeutral Type Humanoid Class Posthuman Abilities (Arts)Natural/DisciplineVersatile Style/Technique Versatile Art/Signature Versatile SpecialtyVariable ShapeSynthetic; Artificial Form Humanoid Threat Level Variable PersonalityDislikesVariable Sociability Variable Likes Variable CustomizationVariable Additional Combat SpecialtyVariable; Versatile Equipment Variable Accessories Variable Grade (Rank) ListAdvanced-Master Additional InfoMany aspects pertain to the Variability of the synthetic organic material composition and the Versatility of the capacity of a human to utilize it. Virtual Immortality. Attributes WeaknessVariable Resistance (Strength) Physical; Elemental; Variable Immunities Status Ailments; Variable Extraneous And MiscellaneousMiscellaneous ItemsRandom Extra Items Synthetic Organic Matter SpoilsSoulSynthetic Soul; Artificial Soul; Soul (1+) Item Dropped Variable Points 30+ Evolution ChartRequirements: Human to Posthuman: Merge with Synthetic Organic Matter. Previous FormBasic; Human Form Advanced; Posthuman Evolutionary Form None | |
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| Subject: Re: Humanoid List Sun Dec 26, 2021 5:42 pm | |
| Advanced Form; Cyborg Genus Human; Mechanica Species Human; Mechanica Subspecies Cyborg General Info (Genus)Ecosystem (Environmental) Advanced Civilizations InfluenceArea EffectEfficiency Effect Efficiency Side-Effect Efficiency NatureHistory (Past) For ages since the discovery of robotic technology, Cyborgs were always considered, and often times, pursued. This gave way to cybernetics that advanced the society of humanity and all organic life, paving the way for Cyborgs to exist. Originally kept secret due to public reception, Cyborgs were often sent to do things that normal humans could not. The technology used to create Cyborgs was developed for organic life that needed replicated parts or enhanced features, as this was a time before Synthetic Organic Matter, which is generally more commonly used today. Habitation (Present) Advanced Civilization Purpose (Future) To do the things that other beings within their civilizations cannot do, or to increase the efficiency of their environments in order to improve the societies. They also serve many other purposes, such as hired muscle or technical services. Specific Info (Species)Species Info Cyborgs are organic beings which are composed of mechanical parts in some way, often confused with an Android, which is completely and fully robotic, but resembles an organic being only in image and intelligence. Due to this, the most technical requirement of something to be a Cyborg is that one part of it has to be completely organic, even if it is just one vital organ, such as a heart or a brain, and another part has to be mechanical, even if it is replacement of an organ. With powerful mechanical parts, they are almost always stronger and generally better than regular humans all around, and those with brain implants are capable of computing like a regular machine. CharacteristicsElements Metal; Electricity; Variable AffinityMechanical (Cybernetic) Type Humanoid; Mechanica Class Cyborg Abilities (Arts)Natural/DisciplineCybernetics - The natural capacity for whatever customizable mechanical body part does. Style/Technique Versatile Art/Signature Variable SpecialtyMechanical ShapeHuman Form Cybernetic (Mechanica) Threat Level Variable PersonalityDislikesVariable Sociability Variable Likes Variable CustomizationMechanical Additional Combat SpecialtyMechanical Equipment Cybernetics - Any equipment that is mechanical, each one having different features or capabilities. Accessories Variable Grade (Rank) ListAdvanced-Master Additional InfoAbsorbs Electricity Attributes WeaknessVariable; Dependent Resistance (Strength) Physical; Status Ailments Immunities Variable; Dependent Extraneous And MiscellaneousMiscellaneous ItemsAccessory Extra Items Variable SpoilsSoulSoul (1+) Item Dropped Cybernetics Points 30+ Evolution ChartRequirements: Human to Cyborg: Human must be fused with Mechanical Parts. Previous FormBasic; Human Form Advanced; Cyborg Evolutionary Form None | |
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| Subject: Re: Humanoid List Sun Dec 26, 2021 5:50 pm | |
| Advanced Form; Anthropomorph Genus Humanoid; Alien Species Human; Alien Subspecies Anthropomorph General Info (Genus)Ecosystem (Environmental) Variable; Interstellar InfluenceArea EffectVariable Effect Variable Side-Effect Variable NatureHistory (Past) It is well believed that humans were capable of traveling to other planets, galaxies, universes, and even dimensions for some time, and after a great deal of time perfecting the sciences behind those manners of travel, it has come to be a well-defined fact, at this point. Due to it having been discovered and implemented before long before documentation, humans have had a chance to populate other realms, and as such, have adapted and evolved into more foreign beings than their original human ancestors, be it from the environment or the society or anything else. As such, they can be seen as both ancestors and descendants of humans simultaneously. These are also created when a Human and an Alien breed, because the Anthropomorph that they create together will have Human genetics and Alien genetics, which is the basic foundation for being an Anthropomorph. Habitation (Present) Variable; Interstellar Purpose (Future) To interact with and further develop other humanoid societies and species. Specific Info (Species)Species Info Humanoids which are Human in physiological manners, but often times with foreign aspects of themselves, likely rendering them under the more commonly coined term 'Alien'. Their genetics tend to be similar or exactly like human DNA, but the abnormalities are so distinct that the original human properties have been altered to different proportions, like having extremely large heads and eyes, discoloration of skin, differences in height, or even very general adaptations like heightened intelligence or physical durability. And, unlike other Alien types which are either distant from humans and closer to other lifeforms or completely different beings altogether, the Anthropomorphs are specifically humanoid in genetics and also semblance. CharacteristicsElements Variable; Foreign AffinityVariable Type Humanoid; Alien Class Foreigner; Otherworlder; Alien Abilities (Arts)Natural/DisciplineVariable Style/Technique Variable Art/Signature Variable SpecialtyVariable ShapeHumanoid Form Alien Threat Level Variable PersonalityDislikesVariable Sociability Variable Likes Variable CustomizationVersatile Additional Combat SpecialtyVariable Equipment Variable Accessories Variable Grade (Rank) ListAdvanced-Legendary Additional InfoMay have Undefined, Unknown, or Foreign attributes to them. Attributes WeaknessVariable Resistance (Strength) Variable Immunities Variable Extraneous And MiscellaneousMiscellaneous ItemsUnknown Extra Items Undefined SpoilsSoulAlien Soul (1+) Item Dropped Foreign Points 50+ Evolution ChartPrevious FormNone Form Advanced; Anthropomorph Evolutionary Form None | |
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| Subject: Re: Humanoid List Tue Dec 28, 2021 7:15 pm | |
| Standard Form; Orc Genus Humanoid; Demon Species Human; Demon Subspecies Orc General Info (Genus)Ecosystem (Environmental) Dark Places; Underworlds; Wilderness InfluenceArea EffectVariable Effect Variable Side-Effect Variable NatureHistory (Past) Orcs are very strange creatures, as they have been likened to Fae on countless occasions due to their supernatural locations. However, they are more akin to Demons than Fae, and the ancestor of all traditional Orcs is actually ruler of an Underworld, and is considered a Demon. Thus, by default, Orcs, the offspring of 'Orcus', the ruler of said Underworld, are Demonic in nature and genetics. Though the origin of Orcs is purely demonic, over time, they came to be known as a term for Half-Humans with Demonic qualities. Even so, Orcs are still to this day, the uneducated about the very cryptic creatures consider them to be a type of Fae. Habitation (Present) They live in groups and are often found in dark or mountainous regions. They are also known to inhabit demonic places, such as Underworlds. They can sometimes be found among other civilizations, usually Humans or Demons. Purpose (Future) Describes its function in the ecosystem, or what it does naturally, and how it's supposed to be used to continue Nature into the Future. Specific Info (Species)Species Info Orcs are a brutish, aggressive, ugly and malevolent race of Half-Human and Half-Demon creatures, though they share a human sense of morality that keeps them from giving in completely to their Demonic heritage. There is a suggestion, among several somewhat contradictory origin stories, that they are a corrupted race of elves, but in truth, they originate from Demons and eventually intermingled with Humans. They are depicted as ugly and filthy, with a taste for human flesh. They are typically fanged, bow-legged, and long-armed. Orcs eat meat, including the flesh of Men, and may indulge in cannibalism. They are said to be related to Trolls, potentially insisting Orcs can mate with Trolls, since Trolls are similar to Ogres. Their namesake also means 'Ogre', which is basically related to the 'Oni' or 'Ogres' that are a type of Demon, which is where their predecessors come from. Due to their Demonic heritage, they have noses capable of accurate olfactory sense for great distances. Considered to be aggressive scavengers and opportunistic carnivores, they possesses human-level intelligence and an even higher level of cunning. Violent by nature, they will fight ferociously if compelled but tend towards more chaotic or destructive behavior such as pillaging. Like humans, Orc skin pigmentations vary depending on environmental factors. The most common pigmentations include green, brown, red, and pink. Other colors such as blue, gray, or even purple have also been noted. Orcs are intelligent, sometimes pig-like monsters that hunt in packs. Normally highly ferocious and lustful, they are capable of becoming reasonable and cooperative with humans or other species, including other Demons. Once they've spotted a target, they form groups and attack in an effort to capture them. Those who have been abducted like this are taken off to the Orcs' homes, where they are made into slaves or food. However, when attacked, if one manages to defeat them instead, they will recognize the victor as their master, whom they will then obey almost as if they were slaves. On the other hand, if one were to attack and lose, the Orcs would be very oppressive. For the victors who become masters, the Orcs may change their nature completely, seemingly catering to their human side over their demonic side. As described, they have a dual nature, both weak and strong, strong and weak. However, it’s more like it comes from instinct than personality. If they have never known defeat, they will enjoy the pleasure of terrorizing, but once they are defeated, they become subservient. Thus, their loyalty to their master is very extreme and very real, and it is engraved in their instinct. Orc packs can often be seen being led by Elder Orcs. These Elder Orcs are well-educated and in tune with their Demonic heritage, which grants them arcane abilities that naturally invigorate the Demonic side of other Orcs and gives them savagery and fighting spirit. However, should an Elder Orc be defeated in battle, all nearby Orcs will become distressed and discombobulated. CharacteristicsElements Dark Element AffinityTainted Type Humanoid; Demonic Class Orc Abilities (Arts)Natural/DisciplineHyperolfaction - An extraordinary keen and advanced sense of smell. Style/Technique Savagery - The abandonment of conventional tactics and the transition into brutal, carnal, violent methods. Art/Signature Demonic Strength - Possesses supernatural strength akin to a Demon, to whatever intensity that may be given the amount of power it takes to channel it. SpecialtyPhysical ShapeHumanoid Form Demonic Threat Level Moderate-High PersonalityDislikesDefeat; Humiliation; Weakness; Inferiority Sociability They are extremely ferocious and intelligent monsters who actively assault people, but they move really slowly. However, they are very sly and usually attack in groups. They are very intelligent and can also be merciless or carnivorous, fueled by their Demon Blood. They are extremely carnal, and normally all they think about is having sex, fighting, and eating, wandering around in search of those they can target. The more advanced or educated types tend to become civilized and sociable, though. Likes Darkness; Carnality; Fighting; Intelligence; Destruction CustomizationAppearance Additional Combat SpecialtyPhysical Equipment Weapon - Variable offensive or defensive equipment. Accessories Armor - Sometimes, outfitted with protective suits. Grade (Rank) ListStandard-Master Additional InfoAbsorbs Demonic Energy. Attributes WeaknessLight (Holy) Element Resistance (Strength) Physical; Fire; Ice Immunities Dark (Arcane) Element Extraneous And MiscellaneousMiscellaneous ItemsDark Chrysm Extra Items Armor SpoilsSoulDemonic Soul (1+) Item Dropped Weapon Points 25+ Evolution ChartRequirements: Orc to Elder Orc: Acquire 'Arcane' power. Previous FormNone Form Standard; Orc Evolutionary Form Advanced; Elder Orc Advanced Form; Elder Orc - Spoiler:
Genus Human; Demon Species Orc Subspecies Elder Orc General Info (Genus)Ecosystem (Environmental) Orc Societies InfluenceArea EffectControl Effect Control Side-Effect None NatureHistory (Past) The first Elder Orc was said to have been born when an Orc acquired the full strength of their Demonic heritage, thus amplifying their powers to that of both a full demon and a full human whilst still retaining each previous half attributed to them. With this, they gained access to heightened emotions, intelligence, and demonic power. Their natural essence is a type of aphrodisiac to other Orcs, which makes them unify under the command of the Elder Orc, who commands them from their demonic bloodline. Habitation (Present) Orc Civilizations Purpose (Future) Elder Orcs are Orcs that, like their name suggests, command Orc packs. Stronger and more ferocious than regular Orcs, Elder Orcs are typically seen as indomitable by the other Orcs. However, should an Elder Orc be defeated in battle, especially by a another Orc, all nearby Orcs will become disoriented and susceptible, making them easy to control by either another Orc or another being which defeated them. Specific Info (Species)Species Info Despite their thickheaded appearance, they possess both demonic strength and arcane intelligence. They are known to charge through obstructions head-on and by doing so, they can easily send a crowd of people flying; even heavily-armored knights or large boulders would be knocked into the air. They are leaders who command hordes of Orcs that gang up before mobilizing. As powerful, courageous champions, their mere presence is inspiring to the Orcs, overriding their intimidation and causing them to maximally exhibit their instinctive nature. Orcs under the command of an Elder Orc become bolder and attack others without hesitation. The Elder Orcs themselves even exceed Orcs in ferocity and belligerence; true to their own desires, they take action in pursuit of others who will serve as their prey and aggressively hunt them until either side expires. They have the same devious personalities as Orcs, and it is said that sometimes they even lead armies to attack human villages or bandit strongholds and such. If an Elder Orc gives the order, the frenzied Orc warriors will rush all at the same time, and a target captured by them is subservient to satisfying their carnal desires, including as food or sex slaves. While the presence of an Elder Orc inspires absolute confidence in Orcs and makes them feel powerful, on the other hand, the defeat of an Elder Orc causes all the Orcs to become distressed and susceptible. It's said that even orcs who had supposedly been raging a short time ago would uniformly lose the will to fight and become cowardly. CharacteristicsElements Dark (Arcane) Element AffinityTainted Type Humanoid; Demonic Class Boss Abilities (Arts)Natural/DisciplineLegion Pheromones - An Elder Orc's body produces a peculiar odor, and when Orcs get a whiff of it, it intoxicates them and excites their demonic natures, which brings them to unification something like mind control. Unbeknownst to most, they are also able to alter their body odor into a scent that’s alluring and controlling of other species. Style/Technique Demonic Energy - Command over Demonic Energy, which can stimulate Demonic Strength or Demonic Possessions, or other Demonic Abilities. Art/Signature Dark Arts - Uses the power of Arcane Energy to perform several types of powerful abilities. SpecialtyDemonic (Arcane) ShapeHumanoid Form Demonic Threat Level High-Deadly PersonalityDislikesDefeat; Humiliation; Weakness; Inferiority Sociability Ferocious; Belligerent; Intelligent; Merciless; Relentless; Carnal Likes Darkness; Carnality; Fighting; Intelligence; Destruction CustomizationAppearance Additional Combat SpecialtyPhysical; Demonic Equipment Dark Weapon - An offensive or defensive object imbued with Dark energy or Demonic Energy. Accessories Dark Armor - A protective suit which has Dark energy or Demonic Energy embedded within it. Grade (Rank) ListAdvanced-Master Additional InfoAbsorbs Demonic Energy; Absorbs Dark (Arcane) Element Attributes WeaknessLight (Holy) Element Resistance (Strength) Physical; Elemental; Status Ailments Immunities None Extraneous And MiscellaneousMiscellaneous ItemsDark Chrysm Extra Items Dark Armor SpoilsSoulDemonic Soul (10+) Item Dropped Dark Weapon Points 100+ Evolution ChartOrc to Elder Orc: Acquire 'Arcane' Energy Previous FormStandard; Orc Form Advanced; Elder Orc Evolutionary Form None
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| Subject: Re: Humanoid List Tue Dec 28, 2021 8:31 pm | |
| Intermediate Form; Pseudohuman Genus Humanoid; Mimic Species Human; Mimic Subspecies Pseudohuman General Info (Genus)Ecosystem (Environmental) Undefined InfluenceArea EffectIntegration Effect Mimic Side-Effect Undefined NatureHistory (Past) A tricky species that can be something that has only an appearance or quality of a Human but is totally unrelated from humanity, or a Human-Mimic offspring. They are exceedingly rare and difficult to find, as even though they can be totally unrelated to a Human or Humanoid, their appearance is so similar that they look to be exact copies of a Human or Humanoid species whilst exhibiting traits or properties from others. Habitation (Present) Undefined -- Their locations are too rare and sporadic to be linked together, as they do not even always live in the same nature of the beings they mimic. Purpose (Future) Unknown -- Possibly genetic. Specific Info (Species)Species Info Beings which are called 'Fake Humans'. They can consist of any type of Human-Mimic offspring, or simply beings which are human-like in some fashion, but are totally inhuman in other ways that completely separates them from humanity, though might connect them closer to another -- possibly foreign -- being. CharacteristicsElements Variable AffinityFaux Type Mimic Class Mimic Abilities (Arts)Natural/DisciplineVariable Style/Technique Variable Art/Signature Variable SpecialtyMimic ShapeHumanoid Form Mimic Threat Level Variable PersonalityDislikesUnknown Sociability Unknown Likes Unknown CustomizationVariable Additional Combat SpecialtyFaux; Mimic Equipment Variable Accessories Variable Grade (Rank) ListIntermediate-Legendary Additional InfoUndefined Attributes WeaknessVariable Resistance (Strength) Variable Immunities Variable Extraneous And MiscellaneousMiscellaneous ItemsRandom Extra Items Random SpoilsSoulPseudosoul (1+) Item Dropped Random Points ??? Evolution ChartPrevious FormNone Form Intermediate; Pseudohuman Evolutionary Form None | |
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| Subject: Re: Humanoid List Wed Dec 29, 2021 4:09 am | |
| Legendary Form; Demigod Genus Humanoid; Deity Species Human; Deity Subspecies Demigod General Info (Genus)Ecosystem (Environmental) Variable InfluenceArea EffectVariable Effect Variable Side-Effect Variable NatureHistory (Past) Like all half-human beings, another species interbred with them and created a mixed offspring. Though far more rare, the love or reproduction with Humans by the Gods and Goddesses creates Demigod offspring, being Half-Human and Half-God. Even as they often retain some human attributes, such as mortality or human error, they gain Godly qualities that put them on par with full Metahumans. Habitation (Present) Variable Purpose (Future) Variable Specific Info (Species)Species Info Demigods are Half-Human Half-God beings that are born from either parent being a Human or a God or Goddess. They have Godly powers and are able to commune with Divine Beings, including other Deities, who normally do not associate with mortals often. CharacteristicsElements Godly AffinityGodly Type Humanoid; Deity Class Deity Abilities (Arts)Natural/DisciplineVariable Style/Technique Variable Art/Signature Variable SpecialtyGodly ShapeHumanoid Form Deity Threat Level Variable PersonalityDislikesVariable Sociability Variable Likes Variable CustomizationVariable Additional Combat SpecialtyGodly Equipment Variable Accessories Variable Grade (Rank) ListLegendary Additional InfoVariable Attributes WeaknessMinimal Resistance (Strength) Variable Immunities Variable Extraneous And MiscellaneousMiscellaneous ItemsPrysm Extra Items Variable (Godly) SpoilsSoulGodly Soul (100,000+) Item Dropped Variable (Godly) Points 100,000+ Evolution ChartPrevious FormNone Form Legendary; Demihuman Evolutionary Form None Legendary Form; Karura - Spoiler:
Genus Humanoid; Avisora; Deity Species Humanoid; Avisora; Deity Subspecies Karura General Info (Genus)Ecosystem (Environmental) Tendou; Mountaintops; Heavenly Realms InfluenceArea EffectEnvironmental Effect Guardianship Side-Effect Protection NatureHistory (Past) Karura come from the Garuda, a giant eagle who served as the mount of Vishnu. Garuda, when creating its offspring, also mated with humans in order to create a race of powerful eagle-like Demigods to rule over the Garuda offspring. Habitation (Present) Karura inhabit Tendou, a realm of Heaven. They are found on Shumisen (known as Mount Meru in English), a sacred mountain with five peaks which exists at the center their universe. They make their homes in trees on mountaintops, and live in cities rules by kings. Purpose (Future) Karura are seen as Guardians who both bring the Garudas and can also summon the Deity Garuda. Because Karura are the enemies of dragons and serpents, they are seen as a counter to things associated with these creatures. They are guardians who keep venomous snakes and dragons away. They protect against poison and disease. They are even helpful against excessive rains and typhoons. Because they are such fierce predators, they are also viewed as destroyers of sin, devouring the spiritual impurities of the faithful just as they devour dragons. Specific Info (Species)Species Info Karura are a race of enormous, fire-breathing Demigods. They are humanoid in appearance, with the heads and wings of eagles. They have red skin, and red and gold feathers. Karura are fearsome. They breath fire from their beaks. The flapping of their wings sounds like thunder, and creates gusts of wind so strong they can dry up lakes, knock down houses, and cover entire cities in darkness. Their gigantic wingspans are 330 meters wide, and they can leap 3,360,000 feet in a single bound. They are the mortal enemies of the Dragons and feed upon them as their main diet. CharacteristicsElements Wind Element; Fire Element; Light (Holy) Element AffinityAerial Type Humanoid; Beastkin; Deity Class Demigod Abilities (Arts)Natural/DisciplinePurity Flame - Ultrahot purifying flames spewed from the mouth. Style/Technique Sin Hunter - Detects any type of Tainted, Demonic, or generally Evil being or energy and targets it, then purifies it. Art/Signature Snake Eater - Hones senses on any Draconic or Serpentine creature and preys upon it, isolating weaknesses and vulnerabilities. SpecialtyDivine ShapeAvian Form Deity Threat Level Very High-Deadly PersonalityDislikesWickedness; Reptilians; Dragons; Impurity Sociability Fearsome; Valiant; Holy; Ferocious; Protective Likes Divinity; Purity CustomizationNone Additional Combat SpecialtyDivine Equipment None Accessories Heavenly Wings - Enormous, powerful wings which are used for flight and creation of great winds. Plumage is said to be blessed. Grade (Rank) ListLegendary Additional InfoAbsorbs Light (Holy) Element Attributes WeaknessElectricity Resistance (Strength) Dark Element; Physical; Non-Physical; Elemental Immunities Fire Element; Wind Element; Status Ailment Extraneous And MiscellaneousMiscellaneous ItemsSacred Item Extra Items Light Chrysm SpoilsSoulGodly Soul (25,000+) Item Dropped Heavenly Plume Points 25,000+ Evolution ChartPrevious FormNone Form Legendary; Karura Evolutionary Form None
Legendary Form; Kendatsuba - Spoiler:
Genus Deity; Humanoid Species Demigod Subspecies Kendatsuba General Info (Genus)Ecosystem (Environmental) Forests and Mountains; Near Godly Beings; Wilderness InfluenceArea EffectMusic Effect Musical Side-Effect Musical NatureHistory (Past) Long ago, Kendatsuba were among the many nature spirits who were seen as an impediment to spiritual enlightenment. This was because they would disturb monks meditating in the forests and mountains. However, they converted to Buddhism after hearing the Buddha’s sermon, and pledged to no longer bother humans. They use their music to guide humans on their spiritual paths.
Kendatsuba are related to the Gandharva. Gandharva are spirits of the trees and flowers who are renowned for their skills in horsemanship, music, and illusion. They are the male counterparts and husbands of the Apsaras. They are also the keepers of a sacred hallucinogenic drink called soma. They are viewed as celestial musicians, servants of the Gods, and protectors of the teachings of Buddhism. Because they are closely tied to incense, herbs, and soma, they came to be viewed as Gods of medicine as well. Habitation (Present) Mountains; Forests; Heavenly Realms; Near Godly Beings Purpose (Future) They serve other gods as singers, musicians, and messengers. Specific Info (Species)Species Info Kendatsuba are Demigods who are renowned for their musical talents. They usually appear as male humans, and are occasionally depicted as having animal body parts. They are nature spirits, connected with trees and flowers, and can fly. They are revered as patron spirits of music and medicine, and as holy guardians who protect children from sickness and danger. Kendatsuba feed only on pleasant smells, such as incense trees and fragrant herbs. They often serve Yasha as fearsome warriors. CharacteristicsElements Sound AffinityCelestial Type Deity Class Servant; Musician; Spirit Guide Abilities (Arts)Natural/DisciplineMusical - Natural command over all things musical, including cacophonies. Style/Technique Song - A variety of melodious vocalism with different effects. Art/Signature Medicinal Herb - Uses any type of Medicinal Herb which is necessary. SpecialtyMusical ShapeHumanoid Form Deity Threat Level Variable PersonalityDislikesDiscord; Disharmony Sociability Although they are artistic spirits, Kendatsuba can also be violent. Likes Music; Harmony; Enlightenment; Muse CustomizationInstrument Additional Combat SpecialtyMusical Equipment Instrument - Any type of musical instrument. Accessories Soma - Legendary hallucinogenic restorative and remedial potion.
Medicinal Herb - Variable herbs used for curing any type of ailment. Grade (Rank) ListLegendary Additional InfoNone Attributes WeaknessTainted Resistance (Strength) Physical; Non-Physical Immunities Status Ailment Extraneous And MiscellaneousMiscellaneous ItemsMedicinal Herb Extra Items Soma SpoilsSoulGodly Soul (10,000+) Item Dropped Instrument Points 10,000+ Evolution ChartPrevious FormNone Form Legendary; Kendatsuba Evolutionary Form None
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| Subject: Re: Humanoid List Wed Dec 29, 2021 7:03 am | |
| Advanced Form; Elder Genus Humanoid Species Human Subspecies Elder General Info (Genus)Ecosystem (Environmental) Human Societies; Solitary InfluenceArea EffectStructure Effect Wisdom Side-Effect Knowledge NatureHistory (Past) Elders are known to be a very secretive collection of humans that stick to their own societies if not staying completely alone. Since the dawn of humanity, they have existed in the background, guiding humanity along, and do so to this day. The Elders are always those who have the greatest wisdom or knowledge, which prioritizes their existence, thus giving them the classification of 'Elder'. Habitation (Present) Human Societies; Seclusion; Secret Societies; Solitary Purpose (Future) Providing wisdom, knowledge, and information to human civilizations, as well as maintain structure and understanding. Specific Info (Species)Species Info Unlike the typical meaning of the word 'Elder', the Elder humans are referenced as such because of their seniority over others of mankind, usually in terms of wisdom, intelligence, or general knowledgeability. As such, they keep track of and pass down even the most ancient practices, which is why they are Elders. They are known to have archaic abilities. CharacteristicsElements Archaic AffinityNeutral Type Humanoid Class Elder Abilities (Arts)Natural/DisciplineWisdom - Intellect and information. Style/Technique Arcanism - Esoteric intellect and information, often times capable of utilizing Arcane Energy. Art/Signature Archaism - Ancient wisdom capable of utilizing Arcane, Ancient, and Forbidden Arts. SpecialtyArchaic; Arcane ShapeHumanoid Form Human Threat Level Variable PersonalityDislikesIgnorance Sociability Strict; Stern; Knowledgeable; Wise; Intellectual; Secretive; Mysterious Likes Intelligence CustomizationVariable Additional Combat SpecialtyIntellectual Equipment Variable Accessories Variable Grade (Rank) ListStandard-Legendary Additional InfoNone Attributes WeaknessStatus Ailments Resistance (Strength) None Immunities Arcane Energy Extraneous And MiscellaneousMiscellaneous ItemsTome Extra Items Variable SpoilsSoulStrong Soul (10+) Item Dropped Elixir Points 10+ Evolution ChartRequirements: Human to Elder: Acquire 'Archaic' wisdom. Previous FormBasic; Human Form Standard; Elder Evolutionary Form None | |
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| Subject: Re: Humanoid List Sun Jan 09, 2022 4:28 am | |
| Standard Form; Mutant Genus Humanoid Species Human; Mutant; Variable Subspecies Mutant General Info (Genus)Ecosystem (Environmental) Variable; Often places with Abnormal circumstances InfluenceArea EffectAbnormality Effect Abnormality Side-Effect Mutation; Defect NatureHistory (Past) All throughout time, there have been divergences of species in genetics, often referred to as a Mutation. Though some Mutations are inspired by Evolution, or can become Evolution, others can be malign and cause Degeneration, if not general Defect in a lifeform. Therefore, it is common for certain Mutations to die out or be born sterile, which eliminates any form of its reproduction or continuity in the gene pool. On the rare occasion that a Mutation persists, or it shows up from a recessive gene, it will always be a Defect. These Mutants are seen as outcasts more often than not, but there are some Mutants who are accepted because they blend in very well or they are not volatile to others with their existences. Habitation (Present) Variable; Commonly places where there is high Abnormality. Purpose (Future) To allow the existence of many types of beings, even those which are considered Defects or Deformities. Specific Info (Species)Species Info A Mutant is an organism or a new genetic character arising or resulting from an instance of Mutation, which is generally an alteration of the DNA sequence of the genome or chromosome of an organism. It is a characteristic that would not be observed naturally in a specimen. The term Mutant is also applied to a virus with an alteration in its nucleotide sequence whose genome is in the nuclear genome. The natural occurrence of genetic mutations is integral to the process of evolution. The study of mutants is an integral part of biology; by understanding the effect that a Mutation in a Gene has, it is possible to establish the normal function of that gene. CharacteristicsElements Neutral; Tainted AffinityMutation; Tainted Type Mutant; Mutation Class Mutant Abilities (Arts)Natural/DisciplineMutation - Hyperadapts to environment, altering the natural Properties of itself and whatever is around it. (Change) Style/Technique Mute - Silences the former genetic code, nullifying or removing the data, usually with its own Mutation. (Silence) Art/Signature Mutate - Alters own code, often genetically, giving it new Properties, such as different Immunities, Resistances, or Weaknesses. (Change) SpecialtyMutation ShapeHumanoid Form Mutant Threat Level Variable PersonalityDislikesVariable; Undefined Sociability Variable; Undefined; Unstable; Defective Likes Variable; Undefined CustomizationVariable Additional Combat SpecialtyVariable (Adaptive) Equipment Variable Accessories Variable Grade (Rank) ListStandard-Legendary Additional InfoVariable; Changes Attributes WeaknessVariable; Dependent Resistance (Strength) Variable; Dependent Immunities Variable; Changes Extraneous And MiscellaneousMiscellaneous ItemsRandom Extra Items Random SpoilsSoulMutant Soul (1+) Item Dropped Random Points 1+ Evolution ChartRequirements: Humanoid to Mutant: Alteration of Natural Property, often Genetic. Previous FormBasic; Humanoid Form Standard; Mutant Evolutionary Form None | |
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| Subject: Re: Humanoid List Mon Jan 10, 2022 4:32 pm | |
| Standard Form; Mandragora (Mandrake) Genus Plant; Humanoid Species Plant; Human Subspecies Mandragora (Mandrake) General Info (Genus)Ecosystem (Environmental) Land of Eternal Rain (Common), Mystic Woods (Common), Misty Jungle (Common), Blossom Fields (Uncommon) InfluenceArea EffectAroma Effect Attraction Side-Effect Charm; Lure; Impairment NatureHistory (Past) During their larval stage, they are buried within the earth. Absorbing nutrients from the soil, their bodies are formed. The growth of their body stops once they are pulled from the earth. For this reason, the sooner a mandragora is uprooted the more childish its appearance will be, and can even be premature, like a human baby. Likewise, the later a mandragora is uprooted the more adult the appearance will be. Habitation (Present) They can only grow under the earth, and so, if they are pulled early, they resemble children, though if they are pulled later, they resemble adults. This means that the later you pluck a Mandragora, the more nutrients it will have and the more mature and intelligent it will be, not relying so much on its normal instincts. Purpose (Future) Though their flower itself is extremely poisonous, their roots are rich with nutrients used for many rejuvenating potions, and to consume their roots will give a large boost in vitality and overall stamina. This is also how people make the mistake of consuming the poisonous flower, as well. They become far more potent the more aged a Mandragora is, and as such, they are sometimes raised by very skilled Botanists. However, even they run the risk of falling prey to their appetites, if not satiated with a specific amount of sunlight and water. Specific Info (Species)Species Info Mandragoras are soil-dwelling Plants that have Human DNA in them, and are sometimes called Mandrakes. Some consider it to be a type of 'Maneater,' though technically, they are their own strain of species, being a vegetative creature that grows in water of high salinity. As its screech is quite injurious to people, chemicals are often spread to prevent these creatures' growth, yet adaptation prevents any toxins from actually killing them. If one is to obtain one of the plants atop its head, it is said to bring good luck. Yet, few are they who know that the plant is host to a deadly poison, strong enough to kill the largest of giants. And no wonder so few know. After all, if you happened to be fortunate enough to find something so rare, you'd be unlikely to want to eat it! They only push out the flower on their head to the surface of the ground. They wait for their prey, which is lured by the sweet fragrance released from the flower petals, to come and pull them up. They have a special taste for flesh and blood in addition to their natural thirst for water and sunlight. They vary greatly in size depending on how much flesh and blood they have consumed, and how large their water supply is. The reason why they crave flesh and blood is because of a mutation within them due to the mixture of the Human and Plant genetics. The parts corresponding to its root-feet are normally buried deep into the earth. When it wishes to move, it may uproot itself and run away. They remain hidden under the ground with only their flower atop their head being revealed, releasing a pleasing aroma to lure in prey. When they are plucked from the ground, they spring to life and viciously attack the creature that has gotten near it and try to consume it by biting off pieces of its flesh, normally starting with somewhere the most surprising. They are normally immobile until picked, so they don't go around actively hunting, but rather use a combination of an attractive fragrance and a psychoactive scream to induce other creatures to come near enough for them to ensnare them with their roots and then consume their flesh and blood. CharacteristicsElements Earth (Plant) AffinityTerrestrial Type Plant Class Mandragora; Maneater Abilities (Arts)Natural/DisciplineReproduction - Plants seeds of itself that will grow into more Mandragoras in a short period of time. Their size will vary. (Spawn) Scream - A terribly loud and deafening cry that overpowers and absorbs any and all other sounds in the area to increase its own potency, thus, inflicting everything within distance of its scream with Silence. It can concentrate this power as a pulsating sonic blast with the same effect. (Silence) Pollen - Releases a special pollen throughout the area that causes hallucinations and Impairment, as well as Confusion, Madness, and Poison on all who are caught in it. Spews out pollen that will cause random status ailments to the foe. (Poison; Confusion; Impairment; Madness; Random Status Ailment) Style/Technique Battlecry - An invigorating screech that stirs the chloroplast within and increases the power of itself and ally Plants to double. Those not of this race are harmed severely by the screech, and their power is weakened to half. (Enhancement; Weaken)
Seductive Melody - A song that increases the mystical potency of all of its Species, and those that are not are Charmed and Lured to the plant against their will to do its will, which is most likely to be consumed. (Charm) Art/Signature Screech - An eerie screech at a frequency that is able to 'normalize' the foe and dispels all their status enhancements. Not only this, the power of the screech is enough to disorient and Confuse those who hear, causing them to hallucinate the longer they are in contact with the sound. (Confusion; Impairment; Disable; Immobilize)
Nutrient Absorption - Uses its Roots and Flower to draw in energy from the sun, moisture, and the earth, or another plant or living being. The effect is lessened if the Flower is removed. (Drain; Absorption) SpecialtyNon-Physical ShapeHumanoid Form Plant Threat Level Medium-Deadly PersonalityDislikesFire Sociability Timid, Voracious; Carnivorous Likes Earthiness; Moisture; Flesh; Blood; Sun CustomizationVariable Additional Combat SpecialtyIndirect Equipment Roots - Plant roots which grow at a rapid rate and can extend and also increase in thickness in order to whip and constrict others, and can even be used to drain energy from another source. Can be painlessly harvested to use as an ingredient in cooking and aphrodisiac potions. Accessories Flowers - Toxic plants growing from their bodies, typically the head, and usually only one. The flowers are capable of inducing hallucinations and general impairment with their pollen or aroma, and if ingested, acts as a deadly poison. Grade (Rank) ListBasic-Advanced Additional InfoConsumes flesh and blood. Absorbs Water and Light elements. 0. Half-Human. I. All Mandragoras have EXTRAORDINARY reproductive powers, and require very little to live. (Regen) II. Their cries are imbued with special properties that are able to 'Silence' others, sealing away their abilities and any of their powers to prevent them from using them temporarily. Sometimes, their screams are capable of inducing 'Madness, which tends to mean ferocious creatures start violently attacking the first thing that they see.(Silence; Madness) III. It also causes hallucinations and confusion, making those who are affected lose their ability to reason, or even think temporarily. (Poison; Madness; Confusion; Impairment) IV. Incubates in soil underground like a human does a womb, and does not move from spot until grown at least to the state of a typical human child. (Immobilize) Attributes WeaknessFire Element Resistance (Strength) Earth Element Immunities Poison Extraneous And MiscellaneousMiscellaneous ItemsExotic Nectar Extra Items Mandrake Root SpoilsSoulPlant Soul (1+) Item Dropped Mandragora Flower Points 150+ Evolution ChartPrevious FormForm Basic; Mandragora (Mandrake) Evolutionary Form None | |
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