Mar 21, 2019 20:54:01 GMT -6
SPECIES RELEASE & UPDATES
WELCOME TO THE UNDERGROUND!
Hello, members! As per usual, we have created more species for members to enjoy and use as they feel fit. This being said, we will also be giving a long awaited update to another species who we feel deserved some love and attention. One of these species was an idea created by a member of the community, the information finally being typed up so the species can be playable. As of today, there will be 3 new species additions and likely a few more in the future depending on the other ideas we come up with! We hope you enjoy the new additions to the site and that they bring muse for future characters or plot ideas!
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Shifters Update: For a long time, we have felt shifters were a little underpowered. In hopes of remedying this, all shifters will be gaining a new ability to place them on even playing field. Shifters will now have a minor healing factor which will allow them to heal their wounds in mere hours! Everybody who has a shifter character is expected to add the healing factor to their abilities list. Once this is completed, please message a staff member to inform us of the change.
MADE BY ★MEULK
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NEW SPECIES
LET US RISE!
NEW SPECIES
LET US RISE!
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These are the newest species to be added to the species groups on the site. A few of these were inspirations created by going through a supernatural creature list while one was a creation by a site member!
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[attr="class","adspec"]cherubims
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Among most species, cherubims are known to be matchmakers in the species realms, their ability to physically see the strings which tie soulmates together if close enough allowing them to make excellent matches. These creatures are also known as "cupids" as a result. Ultimately, the creation of cherubims was believed to be manifested by a phenomena which occurred during the regular matings of angels and guardians. When these creatures were born, it was believed to be a unique mutation caused when guardian/angel soulmates conceive a child and give birth. As of abilities, cherubims are capable of: love sensory, blessings, charms, light force fields (defends people from physical attacks except for dark magic such as curses and hexes), healing, and wing manifestation.
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Due to their lack of offensive abilities, cherubims are oftentimes supportive creatures. These creatures are unable to take a large amount of hits in battle, making their capabilities to endure injuries rather low. While cherubims with guardians ties may be able to endure more hits, they nonetheless struggle to tough out injuries. These creatures are also susceptible to dark magic, which can do massive damage to them if they are not careful. Furthermore, cherubims are expected to not date their soulmate, their culture oftentimes forbidding it; they are expected to be servants to soulmated couples, assisting in their ordeals. Cherubims who take the forbidden fruit of love are frequently scorned by their fellow species considering their expectations.
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Unlike most species, cherubims are quite small and frequently maintain youthful faces. Their average heights range from 4’-5’ with rare exceptions outside the range. Without their wings, they can look like any young face amidst the crowd, however, their wings can potentially give them away. These creatures can have approximately 1-3 pairs of wings depending on their ties, those with a more guardian-based heritage being more prone to having 2-3 pairs of wings. Cherubims can cease the ageing process. Credit goes to Zenon for thinking of these creatures and providing a power list and lore ideas. The species was typed up by staff, but the original idea goes to them.
Among most species, cherubims are known to be matchmakers in the species realms, their ability to physically see the strings which tie soulmates together if close enough allowing them to make excellent matches. These creatures are also known as "cupids" as a result. Ultimately, the creation of cherubims was believed to be manifested by a phenomena which occurred during the regular matings of angels and guardians. When these creatures were born, it was believed to be a unique mutation caused when guardian/angel soulmates conceive a child and give birth. As of abilities, cherubims are capable of: love sensory, blessings, charms, light force fields (defends people from physical attacks except for dark magic such as curses and hexes), healing, and wing manifestation.
[break][break]
Due to their lack of offensive abilities, cherubims are oftentimes supportive creatures. These creatures are unable to take a large amount of hits in battle, making their capabilities to endure injuries rather low. While cherubims with guardians ties may be able to endure more hits, they nonetheless struggle to tough out injuries. These creatures are also susceptible to dark magic, which can do massive damage to them if they are not careful. Furthermore, cherubims are expected to not date their soulmate, their culture oftentimes forbidding it; they are expected to be servants to soulmated couples, assisting in their ordeals. Cherubims who take the forbidden fruit of love are frequently scorned by their fellow species considering their expectations.
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Unlike most species, cherubims are quite small and frequently maintain youthful faces. Their average heights range from 4’-5’ with rare exceptions outside the range. Without their wings, they can look like any young face amidst the crowd, however, their wings can potentially give them away. These creatures can have approximately 1-3 pairs of wings depending on their ties, those with a more guardian-based heritage being more prone to having 2-3 pairs of wings. Cherubims can cease the ageing process. Credit goes to Zenon for thinking of these creatures and providing a power list and lore ideas. The species was typed up by staff, but the original idea goes to them.
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[attr="class","adspec"]jorogumos
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To a majority of people, jorogumos are frightful and murderous creatures. Many believe people return as these creatures to become skillful assassins. Under most circumstances, these creatures are made from deals or from having unfinished business on earth. These creatures are a special type of spider shifter, their abilities being completely tailored to be similar to a spider. They can even partially transform, making their lower half that of a spider. When fully transformed, jorogumos can change their size to a mere small house spider or a large 3ft tall one. When they are smaller, they can only shrink down to the smallest size of an adult in their species. These creatures are renowned for their poisoning capabilities. When it comes to abilities, jorogumos are capable of: poison manipulation, poison immunity (natural), wall crawling, night vision, enhanced speed and web creation.
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Depending on the size of the jorogumo’s shift, the venom secreted by their fangs can be affected. Becoming too small can easily make it harder for them to administer enough venom into their victim; lethality can also be dictated by species of spider. These creatures are very fragile, even in human form they are known for getting injured easily. Wounds can take a heavy toll on a jorogumo and can slow them down substantially, thus they must be cautious. These creatures are also very flammable, thus they must be careful near open fires. There are people who will capture jorogumos depending on spider lineage to harvest their power spider silk.
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In their completely human form, jorogumos are impossible to spot. However, should they transform and reveal their spider-like traits, it can become quite obvious. NOTE* While traditionally jorogumos are the spirits of women, for creativity purposes, all genders will be capable of becoming a jorogumo.
To a majority of people, jorogumos are frightful and murderous creatures. Many believe people return as these creatures to become skillful assassins. Under most circumstances, these creatures are made from deals or from having unfinished business on earth. These creatures are a special type of spider shifter, their abilities being completely tailored to be similar to a spider. They can even partially transform, making their lower half that of a spider. When fully transformed, jorogumos can change their size to a mere small house spider or a large 3ft tall one. When they are smaller, they can only shrink down to the smallest size of an adult in their species. These creatures are renowned for their poisoning capabilities. When it comes to abilities, jorogumos are capable of: poison manipulation, poison immunity (natural), wall crawling, night vision, enhanced speed and web creation.
[break][break]
Depending on the size of the jorogumo’s shift, the venom secreted by their fangs can be affected. Becoming too small can easily make it harder for them to administer enough venom into their victim; lethality can also be dictated by species of spider. These creatures are very fragile, even in human form they are known for getting injured easily. Wounds can take a heavy toll on a jorogumo and can slow them down substantially, thus they must be cautious. These creatures are also very flammable, thus they must be careful near open fires. There are people who will capture jorogumos depending on spider lineage to harvest their power spider silk.
[break][break]
In their completely human form, jorogumos are impossible to spot. However, should they transform and reveal their spider-like traits, it can become quite obvious. NOTE* While traditionally jorogumos are the spirits of women, for creativity purposes, all genders will be capable of becoming a jorogumo.
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[attr="class","adspec"]kelpies
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These creatures of earth are notorious for their incredible capabilities in water. Originally discovered around the waters of Scotland, kelpies are renown for their graceful swimming. They can shift into their underwater form which is akin to a horse with front legs while the back legs are mere a large tail designed for swimming; they also have a human form. It is believed these creatures are hunted for the bodies of their shifted forms, their scaly tails have a certain beauty to them. Kelpies are mysterious creatures, believing to have lived on earth for a long time. As of abilities, kelpies are capable of: water manipulation, ice manipulation, temperature resistance (natural), enhanced swim speed, aquatic zoopathy (can speak to only aquatic creatures/natural) and underwater breathing (natural).
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Their primary weakness is pollution, which can cause difficulties breathing underwater and can result in them becoming sick. Every day they must come into contact with a body of non-polluted water; even something the size of a bathtub. Failure to accomplish this task can result in sickness, going lengths to possibly kill should they miss three days. Water is what assists in replenishing a kelpies’ abilities, thus avoidance can result in their abilities slowly depleting. They are highly susceptible to poisons, thus they must be cautious around anything toxic. It takes approximately 25 seconds for a kelpie to switch forms, leaving them vulnerable in that time. If they are badly injured in kelpie form, they will automatically change back.
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Appearance wise, kelpies lack any discernible features when in human form. Their kelpie form tends to attract attention on account of their unique horse-like looks. They have the front half of the horse when shifted while their back half is a large tail designed for swimming. Kelpies can live for approximately 250-300 years.
These creatures of earth are notorious for their incredible capabilities in water. Originally discovered around the waters of Scotland, kelpies are renown for their graceful swimming. They can shift into their underwater form which is akin to a horse with front legs while the back legs are mere a large tail designed for swimming; they also have a human form. It is believed these creatures are hunted for the bodies of their shifted forms, their scaly tails have a certain beauty to them. Kelpies are mysterious creatures, believing to have lived on earth for a long time. As of abilities, kelpies are capable of: water manipulation, ice manipulation, temperature resistance (natural), enhanced swim speed, aquatic zoopathy (can speak to only aquatic creatures/natural) and underwater breathing (natural).
[break][break]
Their primary weakness is pollution, which can cause difficulties breathing underwater and can result in them becoming sick. Every day they must come into contact with a body of non-polluted water; even something the size of a bathtub. Failure to accomplish this task can result in sickness, going lengths to possibly kill should they miss three days. Water is what assists in replenishing a kelpies’ abilities, thus avoidance can result in their abilities slowly depleting. They are highly susceptible to poisons, thus they must be cautious around anything toxic. It takes approximately 25 seconds for a kelpie to switch forms, leaving them vulnerable in that time. If they are badly injured in kelpie form, they will automatically change back.
[break][break]
Appearance wise, kelpies lack any discernible features when in human form. Their kelpie form tends to attract attention on account of their unique horse-like looks. They have the front half of the horse when shifted while their back half is a large tail designed for swimming. Kelpies can live for approximately 250-300 years.
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[attr="class","adspec"]pyrrus
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The known name for an undead dragon. Some pyrrus appear to have rotting flesh while others are only skeleton. The older the pyrrus, the less flesh they have. All pyrrus shred their old flesh for new but it is a painful process, so they don’t do it often if at all. The only flesh not affected is their wings. If in human form, they appear the same as they had just before death, all wounds being healed.
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They are able to shift into their dragon form at will, appearing like a winged four-footed dragon. With a smaller size comes a chance to fly, though that is the reward one receives when they aren't nearly as heavy as they once happened to be, prior to death. Their tongues are able to capture the taste magic, but they are limited on the amount they are able to counter before it becomes taxing on their body.
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They possess the powers of flying, thermal resistance, minor regenerative healing factor (only works on self) and fire manipulation, electricity manipulation, darkness manipulation, light manipulation, earth manipulation, or ice manipulation (only one manipulation). Similarly to dragons, their element does give them a special minor ability. Fire pyrrus are immune to being burned, electric are immune to electrocution, dark are more powerful at night, light is more powerful during, earth can sense toxins in plants, and ice ones are immune to freezing. Pyrrus can cease the ageing process.
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Though it is true they aren't nearly as strong anymore or have durability, they can heal instead. Pyrrus is self-sustaining creatures. Furthermore, broken bones and fractures can create immense pain when transforming and causing difficulty in using their body.
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Created & Written by @spiritfoxxy
The known name for an undead dragon. Some pyrrus appear to have rotting flesh while others are only skeleton. The older the pyrrus, the less flesh they have. All pyrrus shred their old flesh for new but it is a painful process, so they don’t do it often if at all. The only flesh not affected is their wings. If in human form, they appear the same as they had just before death, all wounds being healed.
[break][break]
They are able to shift into their dragon form at will, appearing like a winged four-footed dragon. With a smaller size comes a chance to fly, though that is the reward one receives when they aren't nearly as heavy as they once happened to be, prior to death. Their tongues are able to capture the taste magic, but they are limited on the amount they are able to counter before it becomes taxing on their body.
[break][break]
They possess the powers of flying, thermal resistance, minor regenerative healing factor (only works on self) and fire manipulation, electricity manipulation, darkness manipulation, light manipulation, earth manipulation, or ice manipulation (only one manipulation). Similarly to dragons, their element does give them a special minor ability. Fire pyrrus are immune to being burned, electric are immune to electrocution, dark are more powerful at night, light is more powerful during, earth can sense toxins in plants, and ice ones are immune to freezing. Pyrrus can cease the ageing process.
[break][break]
Though it is true they aren't nearly as strong anymore or have durability, they can heal instead. Pyrrus is self-sustaining creatures. Furthermore, broken bones and fractures can create immense pain when transforming and causing difficulty in using their body.
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Created & Written by @spiritfoxxy