Sept 1, 2021 15:52:20 GMT -6
SEPTEMBER UPDATE 2021
A SLICE OF SOMETHING NEW
Greetings members! We have worked on getting some new updates for you, from new species to some minor style changes, everything will be covered in this. With everything done, we hope you enjoy the new additions to the site and come to enjoy them fully! I will mention, we are still working on some things to get formulated and received a confirmed method, such as the anniversary rewards for members when they reach a year on the site.
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There are three new species available for member playing, one being long-awaited by staff as an addition to give more open variety for members to enjoy. Both the species are custom-made creatures in hopes of fulfilling some different abilities combination for members to try out! There are no updates to present species at this moment!
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Fame Claim: A portion of this update does similarly consist of a new claim we have been intrigued in adding. For people who have characters with infamy levels, we decided to add a fame claim to operate as a nexus for famous characters. We hope this will allow people to know who can be widely known and what can be known about them as well as rake in fans who are played characters! Special thanks to Zac for making the fame claim template for us!
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Skin Changes: Thanks to Zac once again, the skin will be undergoing some minor changes. After years of the same images, TDOM is being spruced up and hooked up with some new images! This will be happening right after the posting of the updates.
MADE BY ★MEULK
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NEW SPECIES
LET US RISE!
NEW SPECIES
LET US RISE!
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As per usual, we have managed to create some more species in order to provide a variety of different options. From an alternate to gifted to custom made species only available on TDOM.
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[attr="class","adspec"]deviants
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A sub-race of gifted, deviants are known for having a single, defining difference in comparison to gifted. These creatures are renowned for their appearance, of which can vary immensely. Deviants, similar to boogeymen, can exhibit traits such as horns, wings and various other features that can lead to them appearing inhuman. Unlike gifted, many have come to fear deviants because of their outlandish appearances. Similar to their gifted counterparts, deviants have a variety of abilities and operate under the ruling of at most 3 gifts, two of which can be powerful or strong (manipulations, healing, rapid regeneration) and one of which can be considered weaker (night vision, omnilinguistics, enhanced eyesight). However, deviants have a fourth ability, specifically a glamour that can hide their extraordinary traits.
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Similar to gifted, each of a deviant’s abilities should have weaknesses that balance them. This makes their powers various and their weaknesses equally various. Additionally, certain deviants because of the manner of their appearance have required to heft the burden of slots being taken in favour of self-sustenance for their assured survival. They also do not have the durability or bodily strength to survive harsh attacks, unless their abilities accommodate for those weaknesses. Their strengths and weaknesses heavily depend on what they have received in the roulette of genes.
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As previously stated, deviants are renown for their differing traits. However, the main trait is they do appear at least somewhat human, having a few notable humane traits. When in glamour, a deviant is impossible to spot for they will appear as the most human version of their regular form.
A sub-race of gifted, deviants are known for having a single, defining difference in comparison to gifted. These creatures are renowned for their appearance, of which can vary immensely. Deviants, similar to boogeymen, can exhibit traits such as horns, wings and various other features that can lead to them appearing inhuman. Unlike gifted, many have come to fear deviants because of their outlandish appearances. Similar to their gifted counterparts, deviants have a variety of abilities and operate under the ruling of at most 3 gifts, two of which can be powerful or strong (manipulations, healing, rapid regeneration) and one of which can be considered weaker (night vision, omnilinguistics, enhanced eyesight). However, deviants have a fourth ability, specifically a glamour that can hide their extraordinary traits.
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Similar to gifted, each of a deviant’s abilities should have weaknesses that balance them. This makes their powers various and their weaknesses equally various. Additionally, certain deviants because of the manner of their appearance have required to heft the burden of slots being taken in favour of self-sustenance for their assured survival. They also do not have the durability or bodily strength to survive harsh attacks, unless their abilities accommodate for those weaknesses. Their strengths and weaknesses heavily depend on what they have received in the roulette of genes.
[break][break]
As previously stated, deviants are renown for their differing traits. However, the main trait is they do appear at least somewhat human, having a few notable humane traits. When in glamour, a deviant is impossible to spot for they will appear as the most human version of their regular form.
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[attr="class","adspec"]electricytes
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A group of creatures thoroughly discovered when technology became more readily available to the public. Electricytes are renowned for their association with electronics and machines and are capable of generating power to operate machines without batteries if their abilities are trained properly. Their culture is similar to humans due to years of allegedly being other species. Their abilities consist of: electricity manipulation, technopathy, force field generation, enhanced speed, enhanced memory (natural), electricity immunity (natural).
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These creatures have a strong connection to electricity to points where they somewhat feed off it for additional energy. Possessing too little electricity can lead to symptoms of exhaustion meanwhile having too much can lead to sensations of being overcharged. When electricytes are overcharged, this can lead to sickness or potentially dangerous discharges that can lead to explosions when attempting to meddle with technology and damages to the electricyte. Electricytes can face damages to their muscles and bodies from the sudden discharge which can cause seizing of the bottle. If extremely overcharged, death can be a risk factor, thus they are required to maintain their intake.
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There are few visible traits carried by electricytes to imply what they are. For the most part these creatures appear human, however, their eyes if stared deep into can exhibit small lightning bolts moving inside the pupil. These creatures are capable of ceasing the ageing process.
A group of creatures thoroughly discovered when technology became more readily available to the public. Electricytes are renowned for their association with electronics and machines and are capable of generating power to operate machines without batteries if their abilities are trained properly. Their culture is similar to humans due to years of allegedly being other species. Their abilities consist of: electricity manipulation, technopathy, force field generation, enhanced speed, enhanced memory (natural), electricity immunity (natural).
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These creatures have a strong connection to electricity to points where they somewhat feed off it for additional energy. Possessing too little electricity can lead to symptoms of exhaustion meanwhile having too much can lead to sensations of being overcharged. When electricytes are overcharged, this can lead to sickness or potentially dangerous discharges that can lead to explosions when attempting to meddle with technology and damages to the electricyte. Electricytes can face damages to their muscles and bodies from the sudden discharge which can cause seizing of the bottle. If extremely overcharged, death can be a risk factor, thus they are required to maintain their intake.
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There are few visible traits carried by electricytes to imply what they are. For the most part these creatures appear human, however, their eyes if stared deep into can exhibit small lightning bolts moving inside the pupil. These creatures are capable of ceasing the ageing process.
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[attr="class","adspec"]nocturi
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Considered a gift from Heaven, nocturi are known as guides of the night tasked with bringing people home with light while plunging the malicious into darkness. Oftentimes, these creatures lead a nocturnal life, feeling most at home under the embrace of a night sky. Protectors and guides of the night and walkers of dreams, nocturi are revered by many both inside and outside of heaven. The abilities of these creatures consist of: darkness manipulation, light manipulation, night vision (natural), dream walking, healing factor (beneath the night sky/natural), cold resistance (natural) and force field creation.
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Beneath the sun, nocturi can be considerably weaker. Excessive exposure to light can cause them to start feeling exhausted and potentially sick if they spend too much time in it. Thus, nocturi must monitor their exposure to sunlight and assure they do not spend too much time in it. Additionally, these creatures tend to be uncomfortable around immense light as it can stimulate the sun exposure of their body, however, to a less effective degree. This less effective response merely consists of tiredness. Their dream walking does not give them the power to manipulate, but rather to be an observer and participant in dreams. Additionally, when the night sky is not above them, a nocturi’s healing factor becomes slower, being barely above their regular healing factor.
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The most notable method of detecting a nocturi are their eyes. Deep within them are stars shining inside, glittering in the colours of their eyes. Depending on the colour of the nocturi’s eyes, this can gain a slightly galaxy-esk appearance. Otherwise, nocturi appear similar to regular people. These creatures are capable of ceasing the ageing process.
Considered a gift from Heaven, nocturi are known as guides of the night tasked with bringing people home with light while plunging the malicious into darkness. Oftentimes, these creatures lead a nocturnal life, feeling most at home under the embrace of a night sky. Protectors and guides of the night and walkers of dreams, nocturi are revered by many both inside and outside of heaven. The abilities of these creatures consist of: darkness manipulation, light manipulation, night vision (natural), dream walking, healing factor (beneath the night sky/natural), cold resistance (natural) and force field creation.
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Beneath the sun, nocturi can be considerably weaker. Excessive exposure to light can cause them to start feeling exhausted and potentially sick if they spend too much time in it. Thus, nocturi must monitor their exposure to sunlight and assure they do not spend too much time in it. Additionally, these creatures tend to be uncomfortable around immense light as it can stimulate the sun exposure of their body, however, to a less effective degree. This less effective response merely consists of tiredness. Their dream walking does not give them the power to manipulate, but rather to be an observer and participant in dreams. Additionally, when the night sky is not above them, a nocturi’s healing factor becomes slower, being barely above their regular healing factor.
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The most notable method of detecting a nocturi are their eyes. Deep within them are stars shining inside, glittering in the colours of their eyes. Depending on the colour of the nocturi’s eyes, this can gain a slightly galaxy-esk appearance. Otherwise, nocturi appear similar to regular people. These creatures are capable of ceasing the ageing process.