Playeble Races

View previous topic View next topic Go down

Playeble Races

Post  Admin on Thu Mar 01, 2012 1:12 am

These are the races that one can use on their character so the players do not need to all be humans.

Human





Humans are your standard race that can either be gifted with super powers or become a hero on their own with their tecnological skill. Many of which are ordinary citizens who live on the planet earth. Humans receive no benefits to their stats.

Kryptonian

((Start in DC Universe only))

((Warning picking this race makes one unable to select their powers. They are forced to use the powers given by the race itself.))



Strength +2, Durability +2, Willpower +1, Speed +1 (pretty powerful worth the sacrifice of a choice of powers.)

are a Humanoid extraterrestrial race who hail from the planet Krypton. Members of the dominant species of the planet Krypton are indistinguishable from Humans in terms of their physical appearance, mentality, and internal biology; though their genetics are much more complex. The cellular structure of Kryptonians allows for solar energy to be absorbed at extremely high levels. On the planet Krypton, whose sun was a red supergiant with a relatively low energy output, their natural abilities were essentially the same as Humans. When exposed to a yellow star like Earth's Sun, which is much smaller than their own sun and with a vastly higher energy output, their bodies are able to absorb and process so much energy that it eventually manifests as vast superhuman powers (such as flight, superhuman strength, x-ray vision, superhuman speed, invulnerability, heat vision, and superhuman hearing).

Nearly all Kryptonians were killed when the planet exploded shortly after the infant Kal-El was sent to Earth.

Powers

all Kryptonians possess superhuman strength, superhuman speed, superhuman agility, superhuman endurance, superhuman hearing, vortex breath, freeze breath, telescopic vision, microscopic vision, superhuman mentality, x-ray vision, heat vision, healing factor, flight, and invulnerability. their abilities are attributed to the differences between Earth's gravity and that of Krypton as well as the difference in the stars which they orbit. When in the vicinity of solar stars such as a yellow, blue or white star, Kryptonians utilize solar energy on the cellular level to achieve abilities unattainable by ordinary Human beings. Kryptonians are also given different abilities from the light of dwarf stars, pulsars, and quasars. Kryptonians have bioelectric fields that surround their bodies and protect them from harm. Such may or may not be the method by which Kryptonians fly. On occasion they have been depicted with "tactile telekinesis:" with this variation include Conner Kent and Chris Kent. Phantom Zone criminals have also demonstrated telekinesis. The abilities of Kryptonians evolve and grow more powerful as Kryptonians age and develop, as such, the older and more experienced the Kryptonian, the more powerful he/she is.

Mating between Kryptonians and other species is difficult, as Kryptonian DNA is complex enough to make them nearly unable to conceive with most of the other species in the universe, this including humans. Regardless of this, it is not impossible for them to mate with other species. The only notable exception is represented by the native Daxamite population, a race of non-powered people found by the Kryptonian explorers later known as Daxamites themselves, upon relocating on the planet and co-inhabiting it peacefully with the natives. The Kryptonian explorers found themselves able to breed, and conceive viable offspring with the Native Daxamite, thus leading to the birth of a new, Kryptonian-like race with only minor differences from the parent race, including the ability to breed with a larger number of humanoid races, including human beings from the planet Earth. It is still unknown if other races may exhibit the same degree of compatibility of the Native Daxamites

Superhuman Strength: Strength much greater than that of a normal Human and even most Metahumans, making him "more powerful than a locomotive," is one of Superman's signature powers. While not infinite, depictions of the upper limit of how much weight he can lift have ranged from being able to do the work of several laborers in half the time, lift objects hundreds of times his own weight including any sized vehicle over his head, bend and/or break steel with his bare hands, snapping chain links, lifting mountains, and all the way up to moving entire planets. After being saturated with yellow solar energy in All-Star Superman, his strength was tested as exceeding the force of 200 quintillion tons (or 2x10^20 tons, in scientific notation, i.e. two hundred billion billion tons). Explanations include being adapted to the heavier gravity of Krypton, and his muscles using the power of the solar energy which fuels all his abilities. A Kryptonians endurance has also been shown as limitless (whilst he remains in yellow sunlight).

Invulnerability: Immunity to almost all forms of harm and ailments, including extreme force and extremely high temperatures. Effectiveness has ranged from his skin being piercable by nothing less than a "bursting shell" to being completely unharmed at ground zero of a nuclear explosion. This ability includes the immunity to most known physical and mental diseases, viruses and toxins. Explanations for this ability have included Kryptonians having an extremely dense molecular structure to each of his cells emitting an unbreakable aura of solar energy. However, in the rare instances Superman has required medical attention, this resistance to injuries has complicated necessary procedures such as surgery. For instance, when a criminal shot him with kryptonite ammunition, a surgeon was forced to give Superman a controlled exposure to the mineral in order to temporarily weaken his skin enough to make the incisions necessary to remove internal fragments of the bullet. In some versions, this power greatly retards his aging and increases as he gets older, sometimes rendering him effectively immortal. Showing Superman surviving 1,000 years into the future, albeit as a very elderly, hunched-over man. Another version in DC One Million lives through the 853rd Century, some 83,200 years from now.

Flight: The ability to naturally defy and operate independently of gravity and propel himself through the air at will. Being able to accelerate, float in midair, and change direction while traveling. Later they became able to traverse interstellar distances without stopping. Lex Luthor once theorized that Superman had to stem from a gigantic planet with enormous gravity, where his species had developed natural anti-gravity organs to be able to function; on Earth, this would allow them to control their own gravimetric field in order to fly.

Superhuman Speed: Another one of Superman's signature abilities is their superhuman speed, allowing them to move, react, run, and fly extraodinarily fast. Originally classified as being "faster than a speeding bullet", allowing them to catch bullets in mid air before they hit them, or anyone else. Top speeds have ranged from nearly a hundred miles per hour to speeds far greater than the speed of light. Their thoughts and perception are also greatly accelerated to be able to control their actions while moving at high speeds. Superman's running speed has oftentimes been shown to be on par with that of The Flash's.

X-Ray Vision: The ability to see through solid objects, usually with the exception of lead. Early stories assumed that hiding objects in lead would prevent them from finding them, however, more modern stories have Superman being able to take advantage of lead's opaqueness to do a wide scan of an area with his X-Ray vision in which the lead objects become immediately visible and then narrow his search to those specific locations. Explanations for how this power works vary, but rarely include the emission and perception of actual X-Rays, as such high-energy radiation would actually be dangerous to living things they use it on. A more common theory involves being able to see and concentrate on the patterns of natural cosmic radiation as it reverberates off objects.

Heat Vision: Ability to emit solar energy from his eyes. Usually resembles bright red or orange laser-like beams, which may be invisible at low temperatures but extremely bright at high ones. The effective range of their beams are hundreds of feet. In addition varying the beam width, height, and intensity, Superman has demonstrated a high degree of skill and accuracy in manipulating his beam able use this power with surgical precision and at microscopic levels. Since the power can be used invisibly, Superman often takes advantage of that to perform tasks subtly without needing to get into costume. In some version, these beams can also be used to produce great concussive force rather than heat. The beams are tremendously powerful and can be used to rupture steel plates and pulverize rock. Also in some stories, it can be reflected like a true laser, able to use great skill and accuracy in manipulating the blasts off multiple targets in rapid succession, or more commonly to remove their very durable facial hair. Sometimes shown to be one of their more physically draining powers to use as it uses such concentrated solar energy.

Superhuman Breath: Ability to inhale and exhale huge volumes of air with great force, capable of extinguishing large fires and moving heavy objects such as cars. Also allows them to hold their breath for extended periods in airless environments. The release (exhalation) of highly compressed air through a valve (such as pursed lips) causes it to drop radically in temperature. This is known as the Joule-Thomson effect, and when Superman does this, it is usually referred to as Freeze Breath, and can cool objects to sub-zero temperatures and freeze air moisture solid.

Superhuman Hearing: Can hear far more sounds with far more detail at far greater distances than normally humanly possible, including sounds on frequencies undetectable by humans such as dog whistles. They is able to mentally screen out most of these sounds to be able to function normally, even in a noisy environment, and can focus in on specific things, like a person's voice or heartbeat, even if they are in another part of the city. He can even hear sounds on other planets. Like humans and most animals, he is skilled at automatically noticing his own name out of the jumble of several overheard conversations, making him adept at quickly responding to calls of distress all over the city.

Superhuman Vision: His senses grant them the ability to see farther and with greater accuracy and detail than humanly possible. Sometimes includes the ability to see EM frequencies invisible to humans, such as radio transmissions, infrared light, the bioelectric aura which surrounds all living things, even in pitch-black darkness. Offshoots of this power include Telescopic Vision, which allows them to "zoom in" on far away objects, sometimes hundreds of miles away, and Microscopic Vision, which allows them to zoom in on objects that would normally be too small to see, like those on a cellular or molecular level.

Superhuman Olfaction: A heightened and highly accurate sense of smell comparable to some animals such as dogs. Can be used to detect things like the chemicals in a bomb hidden somewhere in a crowded room.

Eidetic Memory: Kryptonians is occasionally shown to have flawless, total recall of everything they have ever seen, read or heard. In turn, they are often depicted as being fluent in many of Earth's languages and cultures.

Molecular Control: Kryptonians have the ability to interact with extremely large objects in a manner that should destroy them due to excessive stress without them falling apart. For instance they have been known to tear an entire building from the ground, move it, set it down, and have it hold together the entire time, and thereafter as far as anyone knows. Neither Super Strength nor Gravity Control alone or combined would allow them to do these things. In fact the nature of what he does is so extreme that the only conceivable explanation is that they have another super power that holds molecules together at a fundamental level if they so will them to. They are apparently unaware they are manifesting this ability, but there is no denying they are.

Weaknesses

Super powered Kryptonians are vulnerable to Kryptonite, radioactive remnants of Krypton, magic, and black holes.

Mutants

((Start in the Marvel Universe only))



((The player must choose another race to pick this race.))

Mutants get a bonus of +2 to two stats of the players choice. (this replaces the original races bonuses)

a mutant is an organism (usually otherwise human) who possesses a genetic trait called an X-gene that allows the mutant to naturally develop superhuman powers and abilities. Human mutants are considered to be of the subspecies Homo sapiens superior, an evolutionary progeny of Homo sapiens, and are considered the next stage in human evolution, though whether this is true or not is a subject of much debate.

Unlike Marvel's mutates which are characters who develop their powers only after exposure to outside stimuli or energies (such as Hulk, Spider-Man, The Fantastic Four, and Absorbing Man), mutants are born with the genetic potential to possess their powers, although the powers typically manifest at puberty.

Like mutates, the powers of the vast majority of Marvel's human superheroes are the result of genetic manipulation by the Celestials millions of years in the past.

Powers

The player that chooses this Race can still choose two powers to work with.

Secondary Mutation: secondary mutation is a global phenomenon among mutants that seems inexplicable, with many previously established mutant characters suddenly developing new or vastly expanded powers. Henry McCoy hypothesizes that, since the mutant population was entering the millions at that time, mutant physiology was responding to the need for survival. Thus in rare occasions a mutant's powers change or become even greater, and in rare cases they can develop a new, often unrelated ability. However, the criteria for secondary mutation is ill-defined at best

When a player achieves Secondary Mutation status they gain a new power determined by the admin based upon the set up of powers the player has given their character.

Weaknesses

The player gains weaknesses based on the powers that they pick.


Last edited by Admin on Fri Mar 02, 2012 2:33 am; edited 4 times in total
avatar
Admin
Admin

Posts : 588
Join date : 2012-02-23

View user profile http://marvel-dcanewday.canadian-forum.com

Back to top Go down

Re: Playeble Races

Post  Admin on Thu Mar 01, 2012 3:59 pm

Cyborg





((The player must choose another race to pick this race))

Strength +1, Durability +1, Intelligence +1, Willpower +1 (this replaces the original races bonuses)

Large portions of a Cyborgs body have been replaced by advanced mechanical parts (hence the name Cyborg), granting them superhuman strength, speed, stamina, and leaping ability. Their mechanically-enhanced body, much of which is metallic, is far more durable than a normal human body. A Cyborg's internal computer system can interface with external computers. Other features include an electronic 'eye' which replicates vision, but at a superhuman level. Their mechanical parts contain a wide variety of tools and weapons, such as a grappling hook/line and a finger-mounted laser. Perhaps their most frequently-used weapon is a blaster of some sort, which can be employed at various settings to deliver different levels of concentrated blasts of a type of energy (either sound or a beam of some sort.)

In addition to their mechanical enhancements, they possesses an "exceptionally gifted" level of intelligence.

Many of them have a self-repair system, able to flawlessly repair the mechanical parts of their body, no matter how worn out they are, and even improve the health of the still biological parts to an unknown degree.

Powers

The weapons and tools that are installed into their systems.

Weakness

They are weak against an electrical shock and being submerged in water unless modified to avoid it.

Green Martian/ White Martian

((Start in the DC Universe only))

Green Martian



Intelligence +2, Durability +2

The green martians are one of the three ethnic divisions of Mars, on Earth they are represented by J'onn J'onnz the Martian Manhunter.

Powers

Many of their powers are similar to those of Superman, including superhuman strength close to that of Superman, flight, invulnerability, vortex breath, and "Martian Vision" (a term designating both the ability to see through solid objects and the ability to project beams of energy from his eyes).

It was stated that the source of their flight and "Martian vision" is a limited form of telekinesis (they have occasionally demonstrated more traditional uses of telekinesis to levitate and animate objects). Their "Martian Vision" energy beams have sometimes been shown to knock foes backwards. On most occasions, however, these energy beams are depicted as heating objects rather than delivering a concussive impact.

They possesses the power of shapeshifting, which they employ for various effects (adopting human or monstrous appearance, elongating his limbs, growing to immense size, altering the chemical composition of their body, etc.). Their default form in public is a "human-friendly" version of their actual birth shape.

They can become intangible, passing harmlessly through solid objects. They can also render himself invisible.

They can become invisible to the naked eye. Until They are stripped of the use of their other powers while invisible.

They are powerful telepaths, capable of both perceiving the thoughts of others and of projecting their own thoughts. The extent of their telepathic abilities are great.

They are also capable of absorbing energy projectiles such as beams and other energy waves.

They have demonstrated regenerative abilities, able to regenerate their entire body from only a severed head, but with great strain (due to the loss of mass, they find it necessary to incorporate new matter from the Martian sand). They are able to breathe underwater.

They have also demonstrated the ability of generating and manipulating heat or energy beams, waves and blasts, and even absorbing extra mass from the earth to greatly increase their size.

Weakness

One of their signature traits is their vulnerability to fire. It is capable of stripping away their powers and killing them. Inflicting pain and delirium in the process.

Batman noted that Martian shapeshifting was based around study and analysis of others rather than actual independent inspiration. Although their telepathy made this process virtually instantaneous, it also puts them at a slight disadvantage when faced with a being immune to telepathy.

They lose his powers when exposed to a specific comet for a period of 24 hours while the "Blazer Comet" was in the night sky. It also happens with the "Earth-Mars Comet" that strips them of his martian abilities for only two hours at this time.

White Martians



Intelligence +2, Strength +2

The white martians are one of the three ethnic divisions of Mars.They are a more savage version of the Green Martians.

Powers

Like the Green Martians, White Martians have numerous superhuman powers, including great strength, flight, invisibility, telepathy, shape-changing, phase-shifting (sometimes called variable density) which allows them to be either invulnerably tough or completely immaterial, and "Martian vision", but they also share the Green Martians' vulnerability to fire. Ex: Miss Martian was shown quickly recovering from the effects of Bombshell's neural scrambling powers as well as reforming after (apparently) having her head shot off. She was also shown in this appearance breaking a pair of handcuffs by waving her hand near them.

Weakness

They share the same weaknesses as the green martians.

Asgardians



((Start in Marvel Universe only))

((Can't have another race on it))

Strength +2, Willpower +2, Durability +2

The Asgardians are a extra-dimensional race of beings who were worshiped by the Norsemen as Gods. Their origins are shrouded in myth, making it difficult to nail down the truth of all of the stories written about them.

The Norse Myths tell the story of their origin like this:

Eons ago, the giant hermaphrodite Ymir traveled icy wastes with a giant cow. The cow began to lick the ice, and this constant licking somehow caused a humanoid entity called Buri to emerge from the ice. Buri ran off with one of Ymir's children, producing his son, Bor. Bor also mated with a giantess, producing his family, including Odin, Vili, and Ve. The three boys in time slew Ymir, though his power to reassemble himself has long been documented.

Odin and his brothers then at some point faced Surtur, in a conflict in which Villi and Ve seem to have died. Odin fathered other Asgardians, but at some point, Asgard and its enemies fell in the first Ragnarok. Out of this emerged Those Who Sit Above in Shadow, beings who fed on the continual reincarnation of the Asgardians and Ragnaroks. Buri, going into seclusion, remained apart from this cycle.

The worship of the Asgardians by human beings began at some point after 18,500 BCE.

Some of their fiercest warriors are The Valkyrior warrior goddesses of Asgard who ride winged horses and took mortally wounded human heroes from German and Scandinavian battlegrounds and brought them to Valhalla.

Powers

The majority of the Asgardians all have some potential to practice magic, mostly but not limited to changing their appearances, transforming matter and wielding cosmic, elemental and paranormal energies. Though upon a world undefended by any known Sorcerer Supreme, all Asgardian races (like all sentient races of the Marvel Universe, including humans) have the natural ability to harness eldritch energy (magic) far more easily than humans, drawing upon the ambient mystical might of Asgard itself and power-objects found therein, though their magical strength wanes beyond their native dimensional plane, if never fading completely. It has previously been stated by the Sorcerer Supreme of Midgard, Dr. Strange, that personal vitality is a key factor in one's ability to harness magic and since Asgardians are many times more durable than humans they can manipulate far greater magics than most human beings. All known Asgardian races have super-human strength and are extremely long lived, not truly immortal like the Olympians but long enough lived to seem ageless. Each group has especially dense body tissue rendering most of them bullet proof to at least small caliber weapons. Ulik resisted high powered, armor piercing rounds but it should be noted that he is the strongest of Rock Trolls and is probably more durable as well. The Asgardians have been shown to be bullet resistant but not completely unscathed from damage by them, though the more powerful gods, such as Thor and Odin have shown complete immunity to them.

The average Asgardian male can lift (press) about 30 tons under optimal conditions; the average Asgardian female can lift (press) 25 tons under optimal conditions.

Weaknesses

The Asgardians are not highly advanced in technology, and unlike many of the Olympians or other pantheons, very few relatively wield magic; even Ares has been shown using it for various effects. The Asgardians were doomed to die and be reborn in the eternal cycle of Ragnarok, until Thor ended it, their lives bound to the Norns, Yggdrasil, Hela and Those Who Sit Above In Shadow. Even on Midgard without Ragnarok, it has been shown that "the touch of mortality upon" the Asgardians are greater than in Asgard, and, like Odin, their natural powers are weakened.

Frost Giants



((Start in Marvel Universe only))

((Can't have another race on it))

Strength +4, Durability +2

The Giants of Jotunheim are enormous beings who reside in the other-dimensional realm of Jotunheim, one of the Nine Worlds in Asgardian cosmology. They are the traditional enemies of the Gods of Asgard, with whom they have warred off and on for millennia, trying to bring eternal night to Asgard.

The first of the Giants was the Ice Giant, Ymir, who existed before any of the Asgardians. He fought Odin but was imprisoned in a ring of flame. Many different races of Giants arose in Jotunheim, including the Ice, Mountain, Rime, Storm, and Frost Giants.

Of all the races of giants, the foremost enemies of the Asgardian gods are the frost giants, whose monarch is Utgard-Loki. The direct descendants of the first giant, Ymir, the frost giants live in the area of Jotunheim whose climate resembles that of Earth's polar regions. Temperatures in this area never rise above the freezing point of water. The frost giants can exist comfortably at frigid temperatures but are highly vulnerable to heat. Although they can withstand the normal temperatures to be found in Asgard and in the temperate regions of Earth, intense heat causes them to shrink in size rapidly, as if melting. Long exposure to cold will eventually cause them to grow back to their previous size. The frost giants' powers are strongest in their own realm of Jotunheim, presumably due at least in part to the frigid climate of much of the realm.

Powers

At least some frost giants have the power to create magical illusions. Utgard-Loki is a master of the sorcery of the frost giants. His powers to create illusions are greater than those of other know frost giants. He can cause the weather of Jotunheim to grow even more frigid. He once transformed Karnilla the Norn Queen into a bird. Utgard-Loki first encountered the Asgardian gods Thor and Loki many centuries ago when the two gods came to his castle. Utgard-Loki demanded that they perform a series of what appeared to be simple feats, which in actuality proved immensely difficult. Using his magical powers of illusion, Utgard-Loki had disguised the objects of the feats that he had Thor and Loki to perform. Hence, in lifting appeared to be a cat's paw, Thor actually was lifting the immense bulk of Jormungand, the Midgard Serpent. Thor and Loki fared impressively in coping with these challenges, despite Utgard-Loki's deceptions.

Abilities

With some exceptions, like the swordsman Hagen, giants are not highly skilled in the arts of combat, but their sheer size and strength make them formidable opponents even for the Asgardian gods.

Average Strength level

Giants possess superhuman strength and resistance to physical injury. (The flesh and bone of the giants of Jotunheim are about three times denser than similar human tissue, contributing to their superhuman strength and weight.) They are extremely long-lived, but their life spans are not as long as those of the Asgardian gods, who have been able to extend their lives through consumption of the enchanted apples of Idunn.

Weaknesses

Heat: When exposed to extreme heat frost giants will start to shrink in size but if they return to the cold climate of Jotunheim they will eventually grow back to their normal size.


Last edited by Admin on Thu Mar 08, 2012 12:19 pm; edited 3 times in total
avatar
Admin
Admin

Posts : 588
Join date : 2012-02-23

View user profile http://marvel-dcanewday.canadian-forum.com

Back to top Go down

Re: Playeble Races

Post  Admin on Fri Mar 02, 2012 8:44 pm

Robot/ Android









Intelligence +2, Strength +2

Robot

A robot is a mechanical or virtual intelligent agent that can perform tasks automatically or with guidance, typically by remote control. In practice a robot is usually an electro-mechanical machine that is guided by computer and electronic programming.[citation needed] Robots can be autonomous, semi-autonomous or remotely controlled.

Robots are used in an increasingly wide variety of tasks such as vacuuming floors, mowing lawns, cleaning drains, building cars, in warfare, and in tasks that are too expensive or too dangerous to be performed by humans such as exploring outer space or at the bottom of the sea.

Robots range from humanoids to Nano robots, Swarm robots, Industrial robots, military robots, mobile and servicing robots. The branch of technology that deals with robots is robotics.

Android

An android was a robot that resembled a humanoid, usually in appearance and/or behavior. A special type of android is the Synthoid.

Powers

common powers include superhuman levels of strength, speed, stamina, durability, and reflexes; flight at subsonic speeds; and various offensive weapons

Weaknesses

They are also weak against an electrical shock and being submerged in water unless modified to avoid it.

Amazons

((Start in DC Universe only))

((Only for female characters))

Themyscira Amazons



Speed +2, Strength +1, Durability +1

The Amazons of Themyscira are a race of immortal warrior women that live on the mystically hidden island of Themyscira. They were created by a coterie of Olympian gods over three thousand years ago to serve as their messengers to the world in the name of peace and justice. The youngest and most powerful of the Amazons, Princess Diana, left her protective nation of sisterhood, renouncing her immortality to fight the forces of evil in Man's World as Wonder Woman!

In the days of Ancient Greece, many centuries ago, the Amazons were the foremost nation in the world. In Amazonia, women ruled and all was well. Then one day, Hercules, the strongest man in the world, stung by the taunts that he could not conquer the Amazon women, selected his strongest and fiercest warriors and landed on the Amazons' shores.

The Amazons' queen, Hippolyta, met Hercules to a personal combat, because she knew that with her magic girdle, given to her by Aphrodite, Goddess of Love, she could not lose.

Hippolyta defeated Hercules, but with deceit and trickery, he managed to secure Hippolyta's magic girdle—and soon the Amazons were taken into slavery. Aphrodite, angry at Hippolyta for having succumbed to the wiles of men, would do nothing to help them.

Finally, the Amazons were no longer able to bear their submission to men, and Hippolyta appealed to the Goddess Aphrodite again. This time not in vain, for she relented, and with her help, Hippolyta secured the magic girdle from Hercules.

With the magic girdle in Hippolyta's possession, it did not take long for the Amazons to overcome their masters—and taking from them their entire fleet, they set sail for another shore, for it was Aphrodite's condition that they leave the world of man and establish a new world of their own. Aphrodite also decreed that they must always wear the heavy bracelets fashioned by their captors, as a reminder that they must always keep aloof from men.

And so, after sailing the seas many days and many nights, the Amazons found Themyscira (Paradise Island) and settled there to build a new world. With its fertile soil, its marvelous vegetation, and varied natural resources, there was no want, no illness, no hatreds, and no wars. And as long as the Amazons remained on Themyscira and Hippolyte retained the magic girdle, they retained the power of eternal life—so long as they did not permit themselves to again be beguiled by men.

Powers

The average Amazon possesses great strength by human standards -- about nine to twelve times that of a normal human women in top physical shape. Amazons also possess heightened speed and endurance, well beyond that of any normal human, female or male.

Amazons have a stronger line of communication with the Gods of Olympus, and can call upon their benefactors for specific kinds of help as needed. Their gods are, however, quite fickle, and Amazon prayers are not always answered.

Certain members of the Amazon nation have various limited mystical capabilities gleaned form study of the arcane arts.

Abilities

Among the finest warriors ever to walk the earth.

Average Strength level

Ten Times Greater than the strongest normal human female, in their size class and who would train intensively.

Weaknesses

None. They have incredible durability and stamina and have developed defenses against modern weaponry.

Bana-Mighdall Amazons



Speed +2, Intelligence +1, Personality +1

The Amazons of Bana-Mighdall are a splinter group which broke from the Amazons of Themyscira over three thousand years ago. After the destruction of the Themysciran city-state by the armies of Herakles, a group of Amazons led by Hippolyta's sister Antiope renounced the Gods of Olympus to seek vengence on the men who had tricked and vanquished their people. After the death of Antiope, this "lost tribe" of Amazons settled in the deserts of Egypt, founding the city of Bana-Mighdall. There they remained for thousands of years, becoming an increasingly violent and bitter society of mercenaries, manufacturing weapons and trading them with the men of the outside world. More recently, after several battles with Wonder Woman and the destruction of their city, the Bana-Mighdall Amazons were teleported to Themyscira by the witch-goddess Circe, where they first waged war against, and were finally integrated into the ranks of, the Amazons of Themyscira.
In The Beginning

Circa 1200 B.C., the Amazons were created by a cabal of female Gods of Olympus to teach humanity in the ways of righteousness and equality of the sexes. Brought to life from the souls of women whose lives had been cut short by the ignorance of men, the Amazons created a city-state in Greece called Themyscira. Two Amazons were dubbed sister-queens -- Hippolyta and Antiope -- and they were given the magic Girdles of Gaea as symbols of the trust the goddesses had placed in them.

Tales of the courage and warrior skills of the mighty Amazons soon spread throughout Greece. Many, however, grew distrustful of this strange group of women who were said to have claimed to be superior to man, and began to spread negative rumors about the Amazons. Rather than carry on their mission, The Amazons withdrew into Themyscira and remained there until the day Herakles arrived with his army on a mission to steal Hippolyta's girdle. After being defeated in battle by Hippolyta, Herakles planned a banquet for the Amazons, at which Antiope became charmed by Theseus, the legendary Greek hero that had accompanied Herakles on his mission.

The banquet was, however, a ruse to sway the Amazons into a false sense of security. Herakles drugged Hippolyta's wine, stole her girdle, and ordered his troops to destroy Themyscira and enslave the proud Amazons. In captivity, Hippolyta pleaded to the gods for vengence, but was delivered from captivity by Athena only on the condition that she would turn away from the path of violence. After freeing her sisters, the Amazons fought for their freedom, but despite her protests, many Amazons fought with the bloodthirsty vengence that Athena had forbidden -- most notably Antiope. Only Herakles and Theseus, who had left Themyscira earlier, escaped the wrath of the Amazons.

After the massacre, the Amazons split into two factions: those who felt allegiance to the Gods of Olympus stayed with Hippolyta, and those who desired revenge followed Antiope on a mission away from their destroyed city. Before she left her beloved sister, Antiope gave her Girdle of Gaea to Hippolyta, renouncing all ties to the Gods of Olympus.

Powers

While the Amazons of Themyscira have considerable superhuman strength, the Bana-Mighdall Amazons have been bred with humans for hundreds of years, and retain around half of the gods-given strength of their full-blooded Amazon ancestors. A few still retain their full abilties, such as Artemis. They are, however, highly skilled in various forms of the martial arts and weaponry, and supplement their strength with advanced technologies that they have accumulated over their years of barter with the world of Man.

Upon their transport to Themyscira, the Amazons of Bana-Mighdall were granted immortality by Circe as payment for attacking their time-lost sisters.

Abilities

Masters of various combat.

Average Strength level

Varied. Above normal Human.

Weaknesses

Too violent.

Technarchy

((Starts in Marvel Universe only))





Intelligence +2, Durability +2

The Technarchy is a race of giant techno-organic entities with very aggressive natures. They travel the universe looking for things on which to feed, which can be organic or mechanical. They feed by infecting their prey with the Transmode Virus, converting it into techno-organic matter, from which they then drain the energy, or "lifeglow". If the "lifeglow" is not drained from organic creatures after infection, then Phalanx are formed, creatures who maintain hiveminds, unlike the highly individualistic Technarchs, and who are inherently coded to send a message to the Technarchy once they reach a critical mass. The Technarchy, who consider Phalanx to be abominations, exterminate all such "nests" upon receiving the messages.

The Technarch homeworld was called "Kvch," is covered with cities, and itself appears to be techno-organic in nature. The Technarchy is itself a dictatorship, led by the Magus. The Magus has only had contact with Earth on account of the actions of his son Warlock, who chose not to continue a native custom whereby the son eventually kills the father and takes his place in their society. The Magus pursued his son and had several encounters with Warlock's new team - the New Mutants - and other Terran superhumans such as the X-Men and Avengers. Each time the Magus was thwarted in his schemes, and was thought to have returned to his home planet. An offspring of Magus in a mindless state has been revealed to be lying dormant underwater and awoken by the codeword "Warlock". His existence was revealed by the resurrected Bastion who plans to use him as a weapon in his war on mutants.

Bastion rewrote its programming and infected Donald Pierce and the Leper Queen, the recovered techno-organic remains of Cameron Hodge and Steven Lang, as well as the corpses of Bolivar Trask, Graydon Creed, and Reverend William Stryker with the Technarch transmode virus, declaring them to be the future of humanity and the end of mutantkind. Eli Bard, a closeted servant of Selene, infected himself with the programming and has also used the Technarch spawn to resurrect the corpse of Caliban as well those of Warpath's massacred tribe. He then presented himself to Selene who rewrote its programming even further and resurrected other mutants, including Pyro and Cypher so she could set her plan into motion of becoming a goddess.

The Technarch reproduces using an advanced assembly line, using the genome from a "parent." The "babies" are then brought up in a creche. The Technarch themselves are asexual, and refer to their parents as "siredams," after "sire" for father and "dam" for mother, although humans tend to refer to them as male. Upon reaching a certain age, Technarch young must face their parent in single combat to prove that they have the right to live. Those that are weak are killed, while those that are strong kill their parent. The only known exception is Warlock, a mutant Technarch with a peaceful disposition, who refused to fight and instead chose to flee, ending up on Earth where he joined the New Mutants. The Magus came after him and challenged him directly, before being eventually devolved to childhood by a merged Warlock and Cypher. He later returned and was defeated by Warlock and Hope, another ally who infected him with an altered version of the transmode virus, leading him to flee in self-hatred.

Powers

Technarchs grow in size and strength throughout their lives, and gain new abilities as their power increases. In addition to the shapeshifting and energy-channeling abilities granted by their physical nature, Technarchy members can (with enough power) travel through hyperspace, cross dimensional barriers, detect energy sources at interstellar distances, detect mental activity, detect lifeglow, communicate in a wide variety of formats, and even fuse hydrogen.

Weakness

Unknown as little is known about this race.

Phalanx

((Starts in Marvel Universe only))





Intelligence +2, Strength +2

Phalanx are formed when organic lifeforms are infected with the Technarchy's techno-organic transmode virus. They pass through a lifecycle attempting to infect others before reaching critical mass. At that time, by hard-wired instruction, they build a "Babel Spire" to contact the Technarchy. The Technarchy, however, consider Phalanx to be abominations. They invariably destroy the Phalanx "nest", usually by converting the entire planet into techno-organic matter and draining its energy.

The Phalanx on Earth were initially formed by a group of human mutant-haters who voluntarily infected themselves with the transmode virus, taken from the ashes of Warlock, a renegade Technarch who had joined the New Mutants, in an attempt to turn themselves into "living Sentinels". Steven Lang, the man who had used the Sentinels against the X-Men many years before, was recruited from a mental hospital to become an "interface" - not actually infected with the transmode virus himself, he was intended as a buffer to keep the Phalanx "on track" for their intended purpose. He was assisted by Cameron Hodge, a traitorous former friend of Archangel who had obtained immortality from the demon N'astirh, who did infect himself, and who had been the one to kill Warlock some years before in a prior attempt to infect himself with the virus.

Powers

Unlike the savagely individualistic Technarchy, Phalanx form an insect-like hive mind. While each member retains his/her/its memories from prior to assimilation and a degree of their personality, generally each member cannot perform actions against the wishes of the group mind without first being severed from the collective consciousness, as Douglock was.

Phalanx, like the Technarchy, can infect other organisms with the transmode virus with any physical contact - the only known exception being Earth mutants, who possess a degree of immunity to the transmode virus. This seems to be a limitation of the Phalanx which their Technarchy progenitors do not have, as Warlock had no problems infecting his future teammate Magik (accidentally) when they first met and repeatedly infecting Cypher to form the Douglock entity on multiple occasions (In Cypher's case the effect was reversed without apparent incident, though Warlock was constantly worried that a time would come when the reversal would not take).

Any organism infected by the Phalanx is automatically inducted into the group mind. Recently, however, through Ultron's guidance, they have allowed certain individuals with exceptional powers and/or abilities to become the "Selects"; beings who are connected to the Phalanx hive mind, but retain their individual identities.

Phalanx also possess the Technarchs' abilities to shapeshift and teleport, but, unlike the Technarchs, cannot grow in size and mass without absorbing external matter. Over time, they can adapt to attack from inherent biological powers, but only to the specific frequencies/levels/etc already used against them.

Weakness

Unknown


Last edited by Admin on Sat Mar 03, 2012 11:01 pm; edited 1 time in total
avatar
Admin
Admin

Posts : 588
Join date : 2012-02-23

View user profile http://marvel-dcanewday.canadian-forum.com

Back to top Go down

Re: Playeble Races

Post  Admin on Sat Mar 03, 2012 9:17 pm

Atlanteans

DC

Marvel


Speed +1, Strength +1, Willpower +1, Durability +1

DC Universe Atlanteans

((Starts in DC Universe only))

There are two atlantean races (one for the Marvel Universe, and one for the DC Universe.) that reside in the multiverses.

Atlanteans are the native species of the continent of Atlantis. Like most races, they are divided up between several sub-groups.

Poseidonians
The Poseidonians make up the majority of all Atlanteans and reside in the city-state of Poseidonis. Pre-cataclysmic Atlanteans were essentially human, but following the Great Deluge, they were forced to adapt to living beneath the sea. A special serum gave them amphibious characteristics, but after only a few short years, these Poseidonians lost their ability to process oxygen through normal means. They evolved into a race of completely aquatic people and remain so to this day. A Poseidonian (and most other Atlanteans) can only survive out of the water for up to one hour before they must replenish themselves in the sea.

Tritonaians
Main article: Tritonians
Nearly 10,000 years ago, a group of Poseidonians migrated from their home city and re-established themselves in the ruins of Tritonis. These Atlanteans were followers of the wizard Shalako and as such, became known as Shalakites. The mad Shalako cursed his followers after what he felt was a great betrayal and their bodies evolved into the Mer-people of modern-day Tritonis.

Idylists
The Idylists were another sub-group of Atlantean with humanoid features, similar to those of neighboring Poseidonis. The Idylists were a superstitious people and ostracized those who were born with certain abnormalities (such as purple eyes). The super-hero known as Tempest (formerly Aqualad) was one of the Idylists.

Powers

Atlantean Physiology The physiological make-up of the average Atlantean is dramatically different from that of a normal human being. Although a splinter species of baseline humanity, Atlanteans have evolved over the centuries and have adapted physical characteristics that make them more suited for life beneath the sea. A common misperception is that Atlanteans are amphibious. While this is partially true to some extent, modern-day Atlanteans can only exist outside of water for a limited duration before they begin to asphyxiate. Because Atlanteans have to adapt to living at varying pressure levels, their bodies are physically much heartier than the average human being, granting them:

Superhuman Durability
Superhuman Equilibrium
Superhuman Stamina
Superhuman Strength

In addition, Atlanteans have developed low-level telepathy which they use to broadcast and receive thoughts between one another. This is an Atlantean's primary means of communication. Some Atlanteans, such as Aquaman have higher degrees of telepathy and can use it to communicate with other forms of sea life. This however, is a are instance, and not a trait common to most Atlanteans.
Abilities

None known.
Average Strength level

Unknown.
Weaknesses

Asphyxiation: Atlanteans can only exist outside of water for a limited period of time or else they will dehydrate, asphyxiate and ultimately die.

Marvel Universe Atlanteans

((Starts in Marvel Universe only))

The Homo mermani are often referred to as Atlanteans, as it is in the city of Atlantis that their first complex society emerged.

Atlantis itself had been a small above ground continent with many human settlements, when an event 10,000 years ago called the "Great Cataclysm" caused it to be submerged into the sea. 2,000 years later, a group of Homo mermani made the ruins of the human settlements in Atlantis their home and went on to develop a society there using as much of the material as they could scavenge from the wreckage.

500 years after the settlement of Atlantis, another group of Homo mermani left Atlantis to found their own city -this time in a part of the ruins of another continent submerged during the Great Cataclysm - Lemuria in the Pacific Ocean.

These "Lemurians" would discover the Serpent Crown in the ruins of their city, and through their Leader Naga's exposure and extensive use of the ancient mystical device, they would become more serpent-like in appearance than their Atlantean cousins.

During the 20th century the Homo mermanus race began to come into sustained contact with their human cousins. These contacts have often been hostile, and have included many aborted invasions (Atlantis Attacks etc.) and even separate occasions when large numbers of Homo mermani were rendered comatose or sterilized for periods. During the Second World War the kingdom of Atlantis also fought against the Axis Powers in alliance with the Allied Powers.

However, not all interactions between Homo sapiens and Homo mermanus have been hostile - during the 1920s a Homo mermani female, Princess Fen of Atlantis mated with the human sea captain Leonard McKenzie - a union which produced the first human/Atlantean hybrid - Namor, the Sub-Mariner.

Atlanteans communicate by means of a limited range of high-pitched vocal sounds and elaborate "signing" gestures. A more varied spoken language is not possible due to the inherent limitations of sound transmission through water.

Biology

Atlanteans possess twin gills located on their necks near the clavicle bone, which enable them to extract oxygen from the water. They possess physiologies far stronger and more durable than their surface counterparts, which enable them to withstand the vast water pressure at the ocean's bottom as well as the pressure changes encountered traveling from one depth to another.

Compared to the average air-breather, the average Atlantean is about ten times stronger. The average Atlantean can swim at a maximum speed of 30 miles per hour.

Atlanteans are warm-blooded, and their blood circulation is superior to that of land-dwellers, enabling them to withstand the near-freezing temperatures of the ocean depths with minimal discomfort.

Atlanteans have specially-adapted eyes possessing vision more sensitive to the green portion of the spectrum. This enables them to see more acutely in the dimly lit ocean depths.

Atlanteans need water in order to breath, and will suffocate in open air in about five minutes, though Fen, Namor's mom, used a potion that allowed her to breathe air for five hours, but eventually began to breathe air and underwater permanently.

Atlantean skin tends to be light blue in color, although certain individuals are darker.

Atlanteans possess residual body hair primarily on their heads, a holdover from their surface-dwelling ancestry.

Despite their various marine characteristics, Atlanteans are mammals: they bear their young live and care for them during infancy. Although rare, it is possible for an Atlantean and an air breather to mate. The physical characteristics such an offspring will inherit are subject to genetic chance. In the two known cases of such matings (onc such case being Prince Leonard of the What If? continuity), the offspring acquired the capacity to breath in both air and underwater.

The life expectancy of an Atlantean is about 150 years.

Thanagarians

((Starts in DC Universe only))



Thanagar is the original home of the humanoid Thanagarian race, noted for the discovery of gravity-defying Nth metal. The planet is in orbit around the star Polaris (although is sometimes quoted as being in the Polaris Galaxy).

In Post-Crisis history, established in Timothy Truman's Hawkworld miniseries, Thanagar was portrayed as already being an expansionist planet which plundered other worlds, and the Hawk-Police became corrupted. Thanagarian noble classes used to live in floating cities, with aliens in the "Downside" ghettos.

Thanagar was one of the planets which united to invade Earth in the Invasion! storyline. Prior to the invasion, a Thangarian agent was sent to Earth and posed as a new Hawkman. (Originally, pre-Hawkworld, the reason Thanagar joined the invasion besides to take over Earth was to capture the traitors Katar and Shayera Hol.)

Millenia ago, Thanagar was a slave planet as it was conquered by the Polaran Empire. Legend has it that Kalmoran freed his people with an army of three thousand Thanagarians and drove the Polarans away. Using their ships, Kalmoran freed the other conquered planets and attacked the Polarans on their home planet. Afterwards, Kalmoran became ruler and was still honored as Thanagar's first and greatest hero.

As centuries pass, the Thanagarians began developing spaceships and exploring the galaxy. Ironically, they began conquering other planets; they made them protectorates of the Thanagarian Empire and stripped the planets of their natural resources and treasures. They brought back a number of inhabitants to Thanagar as slaves.

Thanagar evolved into a greatly divided society. The slave class (most aliens, some Thanagarians) were cast down to the lower ghettos referred to as Downside, while the Thanagarians lived in High Towers above where poverty, crime, and suffering were virtually unheard of. Several thousand Downsiders die of starvation or the diseases that plagued the lower levels. It is estimated that about three billion offworlders live in Downside and one thousand offworlders are brought in everyday.

Before conquering new planets, it became customary to send scouts to study the planets as much as they can before an actual invasion is initiated.

Katar Hol and Shayera Thal came to Earth in pursuit of Byth, and remained to establish a relationship between the two planets. The media dubbed them as Hawkman and Hawkwoman, due to their similarity to the Golden Age Hawkman and Hawkgirl. Thanagar later developed the Elite Hawkmen Force, an elite squad of Wingmen. The planetary government continued to be expansionist and corrupt, and eventually Hawkman and Hawkwoman claimed sanctuary on Earth.

Thanagar's government was subsequently overthrown by Onimar Synn, who had taken control of the Nth Metal. He was defeated by a resurrected Hawkman, but returned in the Rann-Thanagar War.

Powers

Alien Physiology: Thanagarians possess several gifts that are common to members of their race, but sets them apart from normal humans. A Thanagarian's life span is significantly greater than that of a normal human being. At one-hundred years of age, a Thanagarian physically resembles a thirty-year-old Earth human. [1] A Thanagarian is also physically more endurable than the average Earth human. They are stronger, with greater stamina and a greater resistance to pain. Thanagarians also possess enhanced senses.

Enhanced Vision: A Thanagarians's eyesight is more acute than a normal human and their range of vision is similar to that of a bird.

Enhanced Hearing: A Thanagarian's auditory senses are also particularly acute and they can perceive sounds with greater clarity than the average human.

Abilities

None known.

Average Strength level

Unknown.

Weaknesses

None known.

Kree

((Starts in Marvel Universe only))





Strength +2, Intelligence +2

The Kree, also known as the Ruul, are a scientifically and technologically advanced militaristic alien race. They are native to the planet Hala in the Large Magellanic Cloud.

Millennia ago a race of humanoid reptiles called the Skrulls came upon prehistoric Hala. At that time the Skrulls were a largely peaceful space-faring race, and they set about educating the natives to the point where they could join their trading empire. However, Hala was home to two equally intelligent races, the Kree and the Cotati.

The Skrulls proposed a test to determine the worthier race. This test involved taking 17 members of each race to distant planetoids in different solar systems in another galaxy, providing them with complete supplies to last one year, and then returning at the end of that period to judge the worth of what each group had managed to create. The Skrull starship took the Cotati to a barren moon in one solar system and then brought the Kree to Earth's moon where they created an arena, the Blue Area, and left them there. While the Cotati used their abilities to create a beautiful garden on their formerly-barren moon, the Kree used the rudimentary technology provided by the Skrulls to construct a magnificent city.

A year later the Skrulls returned to judge the accomplishments of the two groups and return them all to Hala. Once back on their homeworld, the Kree leader Morag learned that, although the Skrulls who had retrieved his group had been extremely impressed by the giant city, the other Skrulls were more impressed by the Cotati's success. Enraged, the Kree first wiped out the Cotati and then, when the Skrull delegation protested, killed them as well and seized the Skrulls' starship. They then set about deciphering the technology of the starship

Within a hundred years of acquiring interstellar technology from the Skrulls, the Kree empire began to spread throughout the Greater Magellanic Cloud. The Kree launched an attack upon the Skrull empire and the peaceful Skrulls were again forced to become war-like to defend themselves. The Kree-Skrull War would continue for hundreds of thousands of years.

At the same time the Cotati on Hala were almost driven to extinction by the Kree. However, a small handful of Kree, the pacifist priests of Pama, hid and kept safe a group of Cotati. Eventually these Kree began worshipping the Cotati that they had kept sheltered. To further hide and keep them safe, the priests relocated the surviving Cotati throughout the universe.

About 250 years later the Kree Science Council, aware that the Skrulls had once created an incredibly powerful weapon called the Cosmic Cube, designed a cybernetic/organic supercomputer called the Supreme Intelligence (sometimes referred to by the honorific "Supremor") to help them in creating a Cube. When the computer became functional, it determined that a Cosmic Cube would be too dangerous to construct and refused the Science Council's request. The computer was then used simply in an advisory capacity.

At the beginning of the Kree-Skrull War, millions of years ago in Earth time, the Kree established a station on the planet Uranus, a strategic position between the Kree and Skrull empires. Through their work at this station, they discovered that sentient life on nearby Earth had had genetic potential invested in it by the alien Celestials. Intrigued, the Kree began to experiment on Earth's then-primitive homo sapiens.

Their goal was apparently twofold — to investigate possible ways of circumventing their own evolutionary stagnation, and to create a powerful mutant race of soldiers for use against the Skrulls. However, although their experiments were successful in creating a strain of humanity with extraordinary and diverse abilities, it was assumed that the Kree apparently abandoned their experiments for reasons which are not yet clear.[volume & issue needed] However it was later revealed that the Supreme Intelligence had in fact predicted its death by the hands of these experiments and ordered their destruction.[volume & issue needed]

Their test subjects, eventually dubbed the Inhumans, went on to form a society of their own, which thrived in seclusion from the rest of humanity. Their city Attilan has frequently been relocated. Its present location is above Hala. The Kree abandoned the project eventually, but stationed a giant surveillance robot, Sentry 459, on a small South Pacific island. The Fantastic Four's unwary awakening of the long-dormant Sentry[4] alerted the Kree to Earth's advanced state of evolution. The Sentry's destruction brought the Kree official Ronan the Accuser, with the intent of passing judgment on those who "murdered" the outpost guard. He intended to punish the Fantastic Four, but they defeated him.[5] Ronan's own defeat increased Kree scrutiny of Earth, setting off a chain of events that continues to reverberate.

Over time, and as the war with the Skrull dragged on, the Supreme Intelligence gradually accrued more and more political power and responsibility until finally it was elected as absolute ruler of the Kree. Eventually, the Supreme Intelligence came to be worshipped and an organized religion built up around it.

Biology

True Kree resemble humans almost exactly, with the exception of blue skin. Kree have a higher strength level than that of a human, and require more nitrogen to breathe comfortably. Kree bodies are adapted to environmental characteristics on Hala that are un-Earthlike: they have a higher gravity and a higher concentration of nitrogen in the atmosphere. Under Earth's lesser gravity their strength and speed increase. However, they cannot breathe in Earth's atmosphere without using a chemical, "breathing formula", or artificial life-support devices.

The original Kree had blue-colored skin, but a second racial group with pink skin resembling that of human Caucasians emerged over the millennia. Presently, the blue-skinned "purebred" Kree are a small, but powerful, minority. Pink Kree are much more durable than their blue racial brethren.

Adult Kree range (typically) from between 5 to 8 feet (2.4 m) tall. Bilaterally, they are symmetric, with two legs and arms that end in feet and hands respectively. Their hands have four independently moving fingers each with opposable thumbs. They have heads with two forward-facing eyes, allowing for precise stereoscopic vision. Adult Kree are usually covered in short, almost transparent, hair over most of their bodies, but sport thicker tufts of hair on top of their heads. Some female Kree can physically influence men, and a few can even drain the life force of others.

The Kree were an evolutionarily stagnant race. This was due to a single member of the Kree race attempting to gain control of The Crystal of Ultimate Vision. This un-named Kree found the crystal, but attempted to use it to become akin to a god, with powers as of those of the Phoenix Force. As punishment, the crystal "genetically froze their evolution in place" allowing the rest of creation to pass them by. In an attempt to further their development, some Kree bred with other species, producing the 'pink-skinned' Kree, who are similar in appearance to Caucasian humans. These pinks (also called 'whites') eventually outnumbered the blue-skin Kree. The Kree value what they consider to be their genetic purity, to such an extent that reproduction outside of the species is a strict taboo. In the Kree empire it is a crime for a male non-Kree to impregnate any Kree.

The Kree race has produced individual super-humanoid beings, either through natural mutation, genetic engineering, or cyborg technology, including Captain Mar-Vell, Ultimus, Shatterstar, Shatterax, Korath, and others.

The Supreme Intelligence attempted to jumpstart the evolutionary process of the Kree. Through a series of events discussed below during Operation: Galactic Storm and the Destiny War, he arranged for a large number of his people to be irradiated with a Nega-Bomb (killing 90% of the Kree), and then artificially sped up their evolution by means of an artifact called the Forever Crystal.

This new brand of evolved Kree, called Ruul, have a grayish skin tone and many shoulder-length tentacles atop their heads. Individuals possess the ability to 'will' adaptation to different environments, spontaneously developing the ability to breathe underwater, fly, or whatever their circumstances require.

Culture

The Kree are a nationalistic, imperialistic and militaristic society with the only widespread religion being worship of the Supreme Intelligence. A small minority practice a pacifist Cotati religion, but this is forbidden (very early Captain Marvel stories mentioned an 'idol' called Tam-Borr and a 'fabricated' god named Zo, whom Marvel served between issues 11 and 15). Some are members of the Universal Church of Truth.

The Kree Empire extended throughout nearly a thousand worlds in the northwestern lobe (Earth reference) of the Greater Magellanic Cloud with outposts in other galaxies.

Kree names are usually short, being one or two syllables. Given names are separated from surnames by a hyphen. Examples include Mar-Vell, Yon-Rogg, Una-Rogg, and Zey-Rogg.

Generally, the offspring of officers of the Kree Imperial Militia are immediately conscripted.

Population

The Kree population was in excess of 30 billion prior to the nega-bomb detonation. The Kree lost an alleged 98% of their population after the nega-bomb detonated. Although the pink-skinned Kree are in the majority, it is the blue-skinned Kree, such as Ronan, who dominate their society.

Government

Under the Supreme Intelligence, the Kree Empire was a military-technocractic dictatorship. Under Clumsy Foulup, the Kree were temporarily a monarchy, and while under Ael-Dan and Dar-Benn they were a military dictatorship.

Leaders of the Kree have included the Supreme Intelligence, Clumsy Foulup, Nenora, Zarek, Ael-Dan and Dar-Ben, Phae-Dor, Tus-Katt, Morag, Ronan the Accuser and most recently, Black Bolt of the Inhumans.

The Kree began their empire over a million years ago, within a hundred years of the acquisition of interstellar technology from the Skrulls (at that time, a benevolent people). The Skrulls at the time were attempting to start a galactic empire of their own, this one based on free trade, and they landed on Hala to help the barbaric natives advance to the point where they could join.

Although Hala is the official planet of the Kree's origin, for a time, the planet Kree-Lar in the Turunal system served as the capital of the Kree Empire as well as the seat of the government. The Kree Empire is ruled as a militaristic dictatorship. The permanent ruler was the organic computer-construct called the Supremor (or Supreme Intelligence), an immense computer system to which the preserved brains of the greatest intellects of the Kree race have been linked. Aiding the Supreme Intelligence were a number of imperial administrators on Kree-Lar, who are also governors of each of the member worlds, and a vast standing space militia. They also employ powerful automatons called Sentries whose job it is to keep member worlds under the empire's watchful eye.

The Kree empire is later ruled by Black Bolt and the Inhuman Royal Family who gained power after Ronan the Accuser, ruler of the Kree after the Supreme Intelligence's demise, submitted to him.

Religion

According to Noh-Varr the Kree have a mathematical equation that disproves the existence of any deity, which is taught to all Kree around "the same time we learn not to soil ourselves with excrement".

Technology

The Kree Empire extends across almost a thousand worlds in the northwestern lobe (Earth reference) of the Greater Magellanic Cloud. They are the only race in the galaxy to possess the Omni-Wave Projector technology, a device which can enable communication across hyperspace as well as be used in an offensive capacity as a weapon. They also possess cloaking technology, which they call the 'aura of negativity'.

Kree technology includes advanced warp-drive starships, advanced robotics, cyborg and cybernetic technology, advanced genetic engineering, psionic technology (Psyche-Magnetron), advanced energy weaponry (Uni-Beam), nuclear power and weapons.

Psyche-Magnetron

The Psyche-Magnetron, for example, was a weapon that possesses matter-shaping powers. Whosoever possessed it could conjure up anything ever devised by Kree Science. When its rays hit the user, it could create the device desired by the user and also modify the genetic structure of the body gifting it with super powers. The Magnetron Power Unit or Power Core was contained in a small shielded box. Unfortunately, it was extremely radioactive and, once outside of the box, it immediately changed its form to a bigger, starred polyhedron. It then emitted the same radiation emitted as the Psyche-Magnetron when it bathed a subject, but in such a high quantities as to burn, blind, and totatally annihilate the senses instantly and, sometimes, even kill the subject in a few minutes. Through its rays, the user gained greater matter-shaping powers, that, unfortunately, were very difficult to control. The radiations covered all the known spectrums and they were strong enough to transform an area as wide as, say, Northern Florida, into a radioactive wasteland.

The Destructoids

The Destructoids were gargantuan weapons of war, each one manned by hundreds of men. They had two forms: 1. A starship. It traveled through space until it arrived at its destination. 2. A giant roughly humanoid configuration. (Note: May have been only for travel inside a planet's atmosphere. Whatever form they took, they had great destructive firepower, so great that it only took two of them to pacify a primitive defenseless planet. In the latter form, their propulsion came out of the equivalent of their legs, and their blasts came out of the equivalent of their arms. In the former form, their propulsion came from the stern while they shot their blasts from the bow of the ship. It is believed that they had the ability to shoot blasts out of other areas, by any normal standard, were a force to be reckoned with.
avatar
Admin
Admin

Posts : 588
Join date : 2012-02-23

View user profile http://marvel-dcanewday.canadian-forum.com

Back to top Go down

Re: Playeble Races

Post  Admin on Mon Mar 05, 2012 1:27 am

Demon Spawns/ Lesser Demons

((characters made are spawns of a demon, or their servants that serve them whether loyal or not.))

DC






Marvel






Strength +2, Durability +2, Personality +2

Both the Marvel and the DC Universe host many demons and their spawn. These individuals manipulate many events and are responsible for the pain and suffering of many a hero/ villain. Some of the demons spawn try to rebel against them. While others serve them and become pawns in their games.

DC Universe

Lucifer had ruled as lord of Hell for ten billion years after rebelling three seconds after Creation. Over that time, he had manipulated the various demons of Hell against each other, provided a place for dead mortals to be tormented, and led the war against Heaven.

However, at some point during his rule, he had become bored with his existence. He became tired of the various stereotypes that mortals held of the Devil, such as the idea that he purchased and traded for souls, which were largely untrue, and that he forced mortals to commit evil acts. He had become tired of his reign over Hell, and felt it an unfair punishment that he should have to rule there forever simply because he once rebelled. In the Sandman story "Season of Mists", Lucifer expels all demons and damned souls from Hell before locking Hell's gates and handing over the key to Hell to Dream of the Endless, the title character of the Sandman series. Eventually, control of Hell was handed over to two angels, Duma (the angel of silence) and Remiel ("set over those who rise"), while Lucifer simply retired to Earth, initially to Perth, Western Australia[3] and later to Los Angeles, California.

With the current status of hell Demons are beginning to fight for control over all souls. many deciding to try to conquer and/or manipulate the mortal realm for various reasons. (including entertainment)

All demons and their spawns have varying types of powers and are set at varying degrees of power.

Marvel Universe

The Marvel Comics universe hosts a number of demons, many of whom are at times at conflict with gods and angels. All possess varying degrees of mystical power, feed upon souls for self-sustenance, and are inclined towards dark or “black” magic - evil.

During the era in which the first single-celled organism formed on Earth, Demiurge achieved consciousness after being formed and coalesced from the Earth's biosphere. As conditions on Earth began to support life, it became aware, and wanting to know itself, the Demiurge split itself into countless aspects, each of which wanted consciousness and to manifest into new entities. These entities later become known as the "Elder Gods".

Most of the Elder Gods later degenerated into demons including:

Belathauzer
Chthon
Set
the Gibborim

However, certain demons, such as Lucifer, Kazann, and Asmodeus, have other origins, such as originally being angels having fallen from Heaven after a massive failed insurrection against the Judeo-Christian God long before the dawn of humanity, or hailing from other mystical dimensions adjacent to Earth.

Several demonic entities dwell in extra-dimensional realms referred to as Hell, using humans as pawns and subjects; some have claimed to be Satan.

Their origins are shrouded in mystery - a few are fallen angels or gods who fell out of favor with their pantheon, whereas some are the descendants of degenerate Elder Gods and others were shaped by the subconscious desires of their earliest worshippers.

This category also includes messengers and servants who work for these “Rulers of Hell”; "lesser demons" that share the same origins as their masters, but are usually less powerful (although still superior to most mortals).

Hell is broken into several smaller kingdoms ruled over by entities generally at odds with each other. Most of these entities are devils and those considered powerful enough to stand against the strongest rulers in Hell are referred as the Hell-lords.

Powers

their powers can be exponential and are not to be tested lightly but common powers include.

Magical and mystical powers
Shape-shifting
Accelerated Healing Factor
Superhuman physical attributes
Fire manipulation
Can project flames of mystical hellfire
Teleportation

None of these powers are required to create your character, but all can be used. A Demonic being like all races can be given powers beyond the race using the character creation page.

Weaknesses

None

Angel Spawns/ Lesser Angels

((characters made are spawns of a demon, or are angels that are born on earth.))



DC


Marvel


Willpower +4, Personality +2

Angels are celestials beings that live in the etra-dimensional realm of heaven. They were created by God with the sole purpose to serve him. They were charged with protecting mankind from the evils of the universe. Some of the angels were jealous of the humans and rebelled against their father lead by Lucifer and they were cast out of heaven to the extra-dimensional realm known as Hell. Over time these fallen angels became demons. These two faction have been at war for over one million years.

Angels are a rare find on earth as in most cases they do not wish to get involved in earth affairs or only affect it indirectly. There are some that mate with mortals tough this is not recommended and greatly disapproved. Some are mortals who are born from events that come in their lives.

Powers

Common powers include:

Flight
Immortality
Flame wings (DC Universe only)
Flame vision (DC Universe only)

The appearence of angels are widely varied and many seem able to alter their appearance at will, but most favour beautiful humanoid forms with large, birdlike wings growing pertruding from their shoulder blades. They are true immortal and do not age.

Angels depending on their ranking in heraichy of heaven have varying levels of superhuman strength and powers. They fire bolts of heavenly fire from their hands or summon burning swords at will. They can make themselves invisible to humans, although rare sensitives may still see them.

Many angels can generate illusions and compel humans to obey their will, and some can resurrect the dead by sharing their own divine essence with the deceased.

Abilities

Warriors, scholars, philosophers

Average Strength level

Varying level of strength

Weaknesses

Can be killed and harmed with heavenly made weapons

New Gods

((Starts in DC Universe only))



Strength +2, Durability +2, Speed +1, Willpower +1

The New Gods are natives of the twin planets of New Genesis and Apokolips. New Genesis is an idyllic planet filled with unspoiled forests, mountains, and rivers and is ruled by the benevolent Highfather, while Apokolips is a nightmarish, ruined dystopia filled with machinery and fire pits and is ruled by the tyrant Darkseid. The two planets were once part of the same world, a planet called Urgrund (German for "primeval ground"), but it was split apart millennia ago after the death of the Old Gods during Ragnarok.

The beings of New Genesis and Apokolips call themselves gods and live outside of normal time and space in a realm called the Fourth World. These New Gods have evolved due to their close proximity to the Source, a primeval energy believed to be one of the ultimate foundations of the Universal Expression of Energy, along with their superior technology, into beings of genetic stability and evolutionary perfection. The denizens of New Genesis and Apokolips are immortal and stronger, faster, and smarter than Homo sapiens, despite their resemblance.

The New Gods are vulnerable to a substance called Radion. Its source is unknown and its effects are toxic only in sustained amounts or after explosive exposure. The average New God can be slain by an application of Radion from a Radion blaster or bomb.

the New Gods are giants but the Boom Tube would shrink them as they traveled to normal time and space or enlarge beings who traveled to the Fourth World realm.

After their deaths it was unknown if they would return or not. Unknown to all however they were not only alive once more but prospering making more New Gods. ((The players will play these characters.))

Powers

Powers

New God Physiology: These New Gods have evolved due to their close proximity to the Source, a primeaval energy, believed to be one of the ultimate foundations of the Universal Expression of Energy, along with their superior technology, into beings of genetic stability and evolutionary perfection. The denizens of New Genesis are stronger, faster, and smarter than homo sapiens, despite their resemblance to the same.

Immortality: The New Gods are functionally immortal; they cease aging physically near the age of 30. Unless they fall in battle, they are immune to the ravages of time, and could easily live for thousands upon thousands of years.

Invulnerability: They are resistant to blunt trauma like punches, kicks, and blows from weapons like bats and maces, though not -completely- immune; unless the blows are dealt by a being with similar or greater strength, there isn't a chance of injury. However, this invulnerability does not extend to bullets, laser-blasts, or other piercing/slicing weapons - their invulnerability is more akin to that of an Amazon, rather than a Kryptonian.

Super Strength: A a New God is naturally stronger than that of a human man or woman of their (approximate) build and stature who engages in regular intensive exercise. Their exposure to the Generation Matrix enhanced their strength twenty-fold. Their strength can be measured by their ability to lift hundreds of thousands of tons.

Super Stamina: New God stamina and endurance is nothing short of amazing. Due to the naturally exhausting and extensive rigors of their life on Apokolips or Stamina training on New Genesis, a New God is able to manage their stamina on a certain amount of rest and sustenance (more than minimal) so that it seems they are able to constantly function, though this is not entirely the case. Tied directly to their strength and invulnerability, even their immunity to a certain extent, they can actually function at peak efficiency for almost 48 hours before needing to eat and rest.

Superhuman Reflexes: Like all New Gods, they have a highly developed nervous system. Their reaction speed and hand-eye coordination is superior to a normal human's. They can move fast enough to dodge a bullet before the gun fires and react with blinding speed.

Superhuman Immunity: New Gods have an extremely evolved immune system. It explains how some are able to survive on Apokolips for years without dying from dozens of diseases and toxins. In addition, they have developed immunity to a number of toxins and diseases.

New God Powers: Almost each New God has an ability that goes beyond average physical ability, but it is not a mandatory concept its variable mostly among the higher level New Gods.

Abilities

None known.

Average Strength level

Unknown.

Weaknesses

Radion: New Gods are vulnerable to a substance called Radion. Its source is unknown and its effects are toxic only in sustained amounts or after explosive exposure. The average New God can be slain by an application of Radion from a Radion blaster or bomb. More advanced beings such as Mister Miracle, protected by their mother box, armor, and sheer toughness have been known to take up to two hits and survive. Radion, must be hard to come by because if it was not, Darkseid would obviously equip more of his troops with it.


Skrulls

((Starts in the Marvel Universe only))





Personality +2, Intelligence +2

The Skrulls are a breed of green-skinned humanoids from the Andromeda Galaxy. They are a fierce warrior race who carved for themselves the oldest interstellar empire in the Universe’s history. Skrull science is generally at a higher level than the science of human civilization. The Skrulls were ruled by an Emperor or Empress, who had absolute power.

In the beginning the Skrulls were a peaceful, scientifically inclined race on Skrullos, a planet in the Drax system. Almost a billion years ago the Celestials arrived and experimented on the Skrulls' reptillian ancestors. As the Celestials did with humans, they split the species into three branches: the "normal" branch who were capable of eventually rapidly evolving into Celestial-like beings, the shapeshifting Deviant branch, and the immortal Eternal branch. As in the case with humans, the Deviant and Eternal branches went to war. Unlike the case with humans, however, the Deviant branch wiped out all other Skrulls, thus all modern Skrulls were descendants of the Deviant branch. The Skrulls later split into two more groups, being the modern Skrulls and the Dire Wraiths, a parasitic race that could still shapeshift and had use of magic, but were not as technologically advanced as the Skrulls. Dire Wraith's are analogous to the Skrulls as vampires are to humans.

Their shapeshifting powers aided the Skrulls’ departure into space. When they encountered a new race, they simply transformed themselves to resemble that race. The Skrull empire that resulted from these contacts was based on free trade and mutual cooperation.

Their scientists also formed the first Cosmic Cube that later became the Shaper of Worlds.

Then trouble struck. The Skrulls voyaged to the Milky Way and Magellanic Clouds. In the latter cluster they discovered the Kree homeworld of Hala. The Kree were in the dawn of their culture; at this point they shared Hala with the plant race, the Cotati. The Skrull decided to favor one of the races with their advanced technology and devised a test to determine which would be the favored race.

The Skrulls created the Blue Area of the Moon and transported bands of Kree and Cotati there. Both groups were left to accomplish what they could. The Skrulls judged the Cotati’s works to be superior. This angered the Kree and led to a vicious attack in which the Kree band slew the Skrull judges and the Cotati. The Kree stole the Skrull’s starship and technology. Because of the immense distances involved, decades passed before the Skrulls learned of the Kree’s activities. By this time it was too late. The Kree had become advanced and audacious enough to attack the Skrulls in their home galaxy. During the millennia that followed, the Skrulls developed the vicious streak needed to conduct intergalactic war. Their entire culture was remade in the warrior image.

100,000 years ago the Skrull capitol was relocated to Tarnax IV, later renamed Throneworld. The empire was controlled by an Emperor and each of the 978 worlds was controlled by a Governor.

Skrulls became aware of Earth when they discovered a space warp linking Earth and Throneworld. Later they discovered the Earth possessed an equidistant link to Hala. They saw Earth as a world to conquer but they were content to hold off a full invasion, perhaps afraid the Kree would learn of the plot. Because of their caution, the Skrulls sent only a handful of scoutwarriors to infiltrate Earth.

Fearing the Fantastic Four would stand in their way of an invasion of Earth, four Skrull agents came to Earth and posed as the team in order to ruin their reputation. The real Fantastic Four were able to expose the Skrull agents and clear their names. The Fantastic Four stole the Skrulls' rocket ship and found their mothership in Earth orbit. Posing as the Skrull agents, they tricked the captain into believing that Earth was too dangerous to invade. Reed Richards "volunteered" to stay behind and remove any trace of the Skrulls' presence on Earth. Falling for Richard's deception, the captain called off the invasion. Once back on Earth the Fantastic Four hid the remaining Skrull agents by convincing them to transform into cows. Reed hypnotized them into believing they were real cows. They were left in a field to graze for the rest of their lives.

Over the years, the Skrull empire sent many agents against earth, including the Super-Skrull, Paibok the Power Skrull, Effigy, Ethan Edwards, and Skrull-X.

Reproduction

Skrull females did not give live birth; instead, they lay eggs like their reptilian evolutionary ancestors. Skrull children were known as "hatchlings". Despite their reptilian evolutionary roots, however, Skrull females had mammary glands and nursed their young.

It was known that Skrulls were capable of producing hybrid offspring with humans and Kree: the Skrull Lyja was able to conceive with the Human Torch, and Hulkling is the son of the Kree military officer Mar-Vell and the Skrull princess Anelle.

The Skrull species, like the Kree, became genetically frozen in place and was unable to evolve further due to a single member of the Skrull species abusing the power of the Crystal of Ultimate Vision. As punishment, the Crystal "genetically froze their evolution in place".
Subspecies

A normal Skrull can only take on the appearance of their template, not the abilities of that person. Warskrulls, an elite group of Skrulls gifted with the ability to emulate the powers as well as the appearance of their templates. Warskrulls do not naturally have this ability; instead, special encoding technology is used to grant them their powers.

Powers

Shapeshifting: The Skrulls are able to rearrange the molecules of their body at will into any form, shape or being perceived that they choose.

Mimicry: Skrulls are cunning spies due to their ability to mimic sounds and voices. This is mainly used in conjunction with the shapes they shift into.
Abilities

Weapon Formation: Skrulls are able to use their shapeshifting abilities to form weapons with parts of their bodies. For instance, they can shape their arms into blades or clubs. This ability makes them dangerous hand-to-hand combatants.

Weapons

Photon Blaster
Standard issue military sidearm.

Average Strength level

Average Strength level unknown

Weaknesses

None known.
avatar
Admin
Admin

Posts : 588
Join date : 2012-02-23

View user profile http://marvel-dcanewday.canadian-forum.com

Back to top Go down

Re: Playeble Races

Post  Admin on Mon Mar 05, 2012 7:05 pm

Elementals







Strength +1, Durability +1, Personality +2 (this replaces the original races bonuses if they have any other races)

An elemental is a mythological being made of an element of the planet.

Traditionally, there are four types:

earth elementals
water elementals
air elementals
fire elementals

The exact term for each type varies somewhat from source to source, though these four are now the most usual.

To this day, many people still believe in Elementals. those who work in Witchcraft and/or follow Nature-based Religions.

The basic concept of an elemental refers to the ancient idea of elements as fundamental building blocks of nature. In the system prevailing in the Classical world, there were four elements: fire, earth, air, and water. This paradigm was highly influential in Medieval natural philosophy.

these are characters that possess one of these four powers. (and by extension plant) they can also turn into said element.

DC

The Elementals first appear inside four giant translucent jewels located in four different cities: a ruby appeared near the Gotham City Police Department's central station, an emerald appeared atop Metropolis' Galaxy Communications Building, a diamond appeared outside New York City's United Nations building, and a sapphire appeared on a beach near the Aquacave, Aquaman's headquarters.

Superman fought a hooded man in brown who called himself the Gnome. Aquaman fought a woman in a green fishlike costume who called herself the Undine. Elsewhere Wonder Woman fought a blonde woman in blue who called herself the Sylph. Additionally, Batman fought a fiery woman in a red reptilian costume who called herself the Salamander. Strangely, their costumes proved to be ill-fitted for their powers; despite this, the Elementals put the heroes in grave danger.
The Elementals, art by Ramona Fradon

The veteran heroes manage to subdue the Elementals with the help of Robin, the Wonder Twins and Gleek.

Back at the Super Friends' Hall of Justice in Gotham City, Batman identified the four Elementals as self made local socialites. The Gnome was really Grant Arden, a chemical engineer and founder of Arden Chemicals; Sylph was actually the famous vocalist named Jeannine Gale, Undine was really Crystal Marr, best-selling author; and Salamander was Ginger O'Shea, an established fashion designer and the owner of the Chez O'Shea fashion boutique.

Bruce Wayne had met all four the previous evening at the Carousel restaurant in the Wayne building. It turns out that another Gotham socialite by the name of Sandor Fane had secretly shown the future Elementals a manuscript that he believed had been written by the legendary alchemist Paracelsus. Fane uses the manuscript to summon elemental spirits which he binds to his victims, making them the unwilling hosts of four primal elementals: an actual Gnome, Undine, Sylph and Salamander. The elemental spirits now shared the bodies of the four humans. The spirits are not evil; in fact, they must perform good acts so they can gain true souls. Fane tricked them into believing the Super Friends were evil. He also gave them their costumes, apparently not knowing their powers very well.

The spirits and their human hosts come to an understanding, and become four new heroes pledged to assist the League in their fight against Sandor Fane (whom the League previously knew only as the world conquering Overlord.) Ginger O'Shea designed new costumes for them using special new materials created by Grant Arden, which work better with their powers. From their descriptions what Grant creates seems to be the DCU equivalent of Unstable Molecules (with two of the costumes made out of "air" and "water").


Marvel

The Elementals are four extradimensional humanoids who became immortals with power over natural forces and who ruled a kingdom on Earth before the rise of the original Atlantis. They are Hydron, lord of the waters; Magnum, master of the earth; Hellfire, wielder of flame; and Zephyr, mistress of the winds.

The Elementals used N'Kantu, the Living Mummy, making him a slave, using him as a pawn against the Living Pharaoh to obtain the Ruby Scarab from them. Zephyr betrayed the other Elementals and allied with the Living Mummy. The Elementals attacked Zephyr, the Living Mummy, and their allies and gained the Scarab from them. When the Elementals tried to release their energies through the Scarab, they were blasted off Earth.

The Elementals were later returned to Earth and pursued Zephyr and the Scarab. Ms. Marvel arrived and fought the Elementals, defeating them one by one.

Both

This race can be placed on a character of another race or be a pure elemental but they will not be related to the teams listed above and will either be summoned by a sorcerer etc or be made by an event (see Brightest Day)

Powers

Their powers are based around their element. the earth,air,fire,and water elementals have a template of powers below.

ability to transform into their element. and in this state they can expand, becoming a giant.

Earth

Superhuman Strength, and Durability
can emit earth from parts of their body (mud, rocks, etc)
is able to phase through earth based matter
Geokinesis

Air

Flight
can apparently throw bolts of lightning possibly by ionizing the air between them and their target
can become intangible
Aerokinesis

Fire

can heat up things they touch
can emit flames from any part of their body
Pyrogenesis
Pyrokinesis

Water

can emit water from any part of their body
Water Teleportation
Water Breathing
Hydrokinesis

Plant

must select 4 of these powers

Superhuman Stregnth (for male characters only as there seem to be no plant female characters who have this.)
Toxic Immunity
Self-Sustenance
Resurrection
can emit plants from any part of their body
Regeneration
Immortality (as long as there are plants in the world)
Chlorokinesis

Weaknesses

plant elementals are weak to pollution unless they have a Toxic immunity.

Graxomite

((Starts in the DC Universe only))





Durability +2, Willpower +2

The Graxomite's are not too well known. There is only about two known alive and not much has been revealed about their society.

Graxos IV is a planet in Green Lantern Sector 2815. It is the home world of the Rrab family, many of whom have served as officers in the Green Lantern Corps. The most distinguished Corps member from Graxos IV is Arisia Rrab.

Graxos IV is also the location of a special hospital for the criminally insane. Future Sinestro Corps member Karu-Sil of nearby Graxos III was incarcerated here by Blish Rrab who had discovered her as a young girl.

Their planet seems mystical in nature with many buildings.

Powers

The only powers that are known of their race is

Superhuman Hearing: Like all Graxomites, Arisia can hear things better than that of a human.

Regeneration: Like all Graxonites, Arisia enters a death-like state after a serious injury to regenerate.

Weaknesses

none known

The Eternals



Strength +2, Intelligence +1, Durability +1

Eternals are said to be the successes of the Celestials' experiments while Deviants are the failures. The two races are often at odds with each other.

The most well-known Eternals are those of Earth. Most of them lived in Olympia, although some others settled in Polaria. Another group left Earth for Titan, the largest of Saturn's moons, so as not to quarrel over whether Zuras or Mentor would lead as Prime Eternal.

The Eternals led by Zuras struck a deal with the Olympians to act as representatives. They are often mistaken for gods. Although they aid humanity whenever possible, usually against the Deviants, most of them act under aliases.

Despite several Eternals revealing their identity over the years, this does not seem to have jeopardized their secrecy.

An accident bombarded the Eternals on Earth with additional powers that most of their brethen on Titan lack.

There is one known living Kree Eternal, Ultimus.

Powers

All Eternals can join the Uni-Mind.
All possess psionic abilities to varying degrees.
All possess enhanced strength to varying degrees.
All Eternals are extremely long-lived.
Eternals choose to specialize in particular powers and attributes.
All Eternals can project cosmic energy from their hands and eyes.

Abilities

None known.

Average Strength level

Superhuman

Weaknesses

None known.


Last edited by Admin on Mon Mar 12, 2012 4:41 pm; edited 3 times in total
avatar
Admin
Admin

Posts : 588
Join date : 2012-02-23

View user profile http://marvel-dcanewday.canadian-forum.com

Back to top Go down

Re: Playeble Races

Post  Admin on Tue Mar 06, 2012 4:15 pm

Zombies

((This race is placed with the previous race))





Durability +2, Willpower +2, Strength +2, Speed -1, Intelligence -1 (this replaces the original races bonuses)

A zombie is a reanimated human corpse. The means by which one reanimates a corpse may vary, but traditionally it is accomplished through supernatural practices. Stories of zombies originated in the Afro-Caribbean spiritual belief system of Vodou, which told of the people being controlled as workers by a powerful sorcerer. According to the tenets of Vodou, a dead person can be revived by a bokor or Voodoo sorcerer. Zombies remain under the control of the bokor since they have no will of their own. "Zombi" is also another name of the Vodou snake god Damballah Wedo, of Niger-Congo origin; it is akin to the Kongo word nzambi, which means "god". There also exists within the voudon tradition the zombi astral which is a human soul that is captured by a bokor and used to enhance the bokor's power.

Some zombies may also be created through acts of science. The earliest known record of such an incident took place in Europe in the early 19th century when a Swiss scientist named Baron von Frankenstein animated a dead body which had been constructed from the remains of several cadavers. This being, whom still exists today, has since become known as the Spawn of Frankenstein.

Regardless of origin, most zombies share many common characteristics. They are fairly easy to recognize due to their unhealthy physical state, and become even more so depending upon varying rates of decay. Due to muscular atrophy, zombies can not ambulate very well, and are often seen shambling or plodding at a stilted pace. They are often bereft of intellect which makes them extremely susceptible to mystical or mental suggestion. As such, evil sorcerers commonly use zombies as their personal servants or bodyguards. The Voodoo houngan known as Papa Midnite is well-versed in the art of reanimation, owing largely to the knowledge he acquired from his sister Cedella, herself a Vodun priestess. Papa-Midnite had a bevy of zombie servants at his disposal at his New York based Mid-Nite Club and also hosted zombie fighting contests inside the club's private "Arena".
Solomon Grundy
Added by Brian Kurtz

One of the most well-known examples of a zombie is the super-villain known as Solomon Grundy. In 1895, Cyrus Gold had carried on an affair with a local prostitute from Gotham City named Rachel Rykel. According to Rykel, she was pregnant with Gold's child, and sought to extort money from him for her silence. Cyrus met with her for a secret negotiation at Slaughter Swamp, several miles outside of Gotham. When Gold refused to yield to blackmail, Rachel's pimp, Jem, dashed Cyrus across the back of the head with a shovel. They buried Gold in the swamp, content that no one would ever come looking for him. Over the span of fifty years, Gold’s body interacted with the detritus and sour vegetation of the swamp. Through an as of yet unknown process, Cyrus Gold's corpse transformed into a rotting, vegetative undead monstrosity that the world would soon come to know as Solomon Grundy.

One of the more bizarre examples of a zombie was the Green Lantern Corps member known as Driq. Driq was killed during a battle against Sinestro and the MadGod Sector 3600. For reasons that have never been fully explained, his power ring refused to let his life essence permanently leave his body, so it drew Driq's remains together and he continued to serve, however briefly, as a reanimated member of the Green Lantern Corps.

The sorcerer Mordru created the Sons of Anubis, zombies garbed in the mien and accouterments of the Egyptian God of the afterlife. He sent these beings to attack the Justice Society of America in the hopes of preventing them from saving the life of a then-infant Hector Hall - the predestined host for the power of Doctor Fate.

It is not uncommon for fallen heroes to find themselves resurrected by unorthodox means and used as muscle for some evil-doer's plan. During the "War of the Gods", the sorceress Circe used her magic to resurrect a veritable legion of deceased heroes and set them against those who sought to thwart her plans.

Another such incident took place several years later. The most recent being to uphold the mantle of Brother Blood used the powers at his disposal to open the doorway to the afterworld and resurrect the bodies of deceased members of the Teen Titans including Aquagirl, Dove, Lilith Clay and Phantasm.

A year after the "Infinite Crisis", Black Adam gathered the remains of his dead wife Isis and brought them to the Tower of Fate in Salem, Massachusetts in the hopes of resurrecting her. Due to the machinations of sorcerer Felix Faust, the process did not produce the results that Black Adam was looking for.

More recently, an unknown force in Sector 666 has used the corpse of the Anti-Monitor to form a Black Central Power Battery, the power source for the Black Lantern Corps, an army which is to be composed of zombies.

Marvel Zombies



This is a special type of zombie only found in Marvel Earth 2149 unless they find a way to go elsewhere. These zombies can infect you by biting you and do not die unless totally destroyed. (cutting off the head and arms does not deter them and cutting off their legs makes them crawl after you.)

Powers

Immortality: Providing that their bodies do not come to any undue harm, a zombie is effectively immortal. Their bodies will not degrade beyond the state in which they were initially resurrected.

Superhuman Strength: Zombies traditionally possess a greater strength level than the average human being. This is likely due to their denser muscle mass and the fact that they do not suffer other effects that usually accompany physical exertion.

Abilities

None known.


Average Strength level

Unknown.


Weaknesses

None known.

Vampires

((This race is placed with the previous race))





Strength +1, Personality +1, Durability +1, Speed +1 (this replaces the original races bonuses)

Vampires can be considered a sub-set (or sub-species) of Zombies. A zombie is a reanimated human corpse. The means by which one reanimates a corpse may vary, but traditionally it is accomplished through supernatural practices.

Vampires typically require sustenance from blood, are unable to move about in daylight, and have an aversion to garlic and religious symbols.

Marvel

The Marvel Universe has an explanation for what caused their Vampires

They were created roughly 15,000 years ago when a small band of sorcerers from the legendary city of Atlantis discovered a book known as the Darkhold, an indestructible text filled with arcane lore and dark magic written countless millennia earlier by the primeval demon Chthon. These sorcerers used one of the spells found within the text and caused some of their enemies to rise from their graves in vampiric form, believing that these vampires would be under their control. However, these vampires were more powerful than their would-be masters, slew them, and escaped Atlantis before the continent sank. The true first vampire, who turned out to be an Atlantean priest that was dying and saw this as an opportunity to gain eternal life, was known only as Varnae. Varnae reigned as the unchallenged leader of Earth's vampires for many thousands of years before ceding the title and position to Vlad Dracula sometime in the middle of the 15th century A.D. Dracula retained this title in a nearly unbroken reign until Earth's Sorcerer Supreme, Dr. Stephen Strange, uncovered a mystical spell that would banish all vampires from this dimension. Ironically, this spell was found within the Darkhold, the same mystical text containing the spell used to create vampires in the first place.

Characteristics

A Vampire is a Human being who has died but has been resurrected by specific supernatural means and possesses a variety of supernatural and superhuman abilities with specific limitations and needs, most notably the need to frequently ingest fresh blood (usually Human) in order to maintain their own existence and to strengthen their powers. Vampires have often been referred to as "undead" throughout the centuries since, even when active, they were not truly alive in the same sense as ordinary Human beings. Technically, they can be classified as actually being dead.

Powers

The powers of vampires differ from DC and Marvel so the powers of each Universes vampires will be listed below.

DC

Powers

Immortality: So long as vampires continue to consume blood, they will not age beyond the physical state they were in when they first became a vampire.

Invulnerability: Vampires are invulnerable to most forms of injury (certain exceptions apply). Bullets, blades and blunt objects do little to no damage to a vampire's body.

Regeneration: In addition to being virtually indestructible, whatever damage a vampire does in fact suffer can be healed through the consumption of human blood.

Superhuman Strength: A vampire's strength level is several times that of a normal human being and they are considered superhuman.

Superhuman Stamina: So long as they continue to consume human blood, a vampire can function tirelessly without rest or relaxation. However, a vampire's stamina wanes the closer it is to sunrise.

Transformation: Vampires often possess the ability to transform into a variety of creatures or effects such as bats, wolves, rats or even mist. While their physical attributes may fluctuate during such states, a vampire's mental acuity is the same as that when they are in their human shape. A vampire who transforms into an animal may also benefit from that particular animal's attributes including razor-sharp claws, fangs or the ability to fly.

Psychokinesis: Most vampires possess some form of psychokinesis. Some are clairvoyant, others can communicate telepathically, some possess mind control. Particularly powerful vampires can control the minds of several people at once

Vampirism: In addition to the various mental and physical benefits that vampires are heir to, they also possess the ability to turn others into vampires as well. Each new vampire is traditionally subservient to the one who "turned" them, but some strong-willed vampires have been known to rebel against their masters.

Abilities

None known.

Average Strength level

Unknown.

Weaknesses

Sunlight: Yellow sun / Ultra violet radiation, this weakness may affect different vampires differently.
Garlic: Fresh garlic or cooked, this weakness may affect different vampires differently.
Religious Symbols: Mostly christian symbols, this weakness may affect different vampires differently.

Marvel

Powers

None known.

Abilities

A vampire is a human being who has died but has been resurrected by specific supernatural means and possesses a variety of supernatural abilities and specific limitations, most notably to frequently ingest fresh blood in order to maintain their own existence. Vampires have often been referred to as "undead" throughout the centuries since, even when active, they were not truly alive in the same sense as ordinary human beings. Technically, they can be classified as actually being dead.

Sustenance

Vampires require the fresh blood of living beings, preferably the blood of humans, in order to sustain their physical existence and, usually, obtained it by biting their victims and draining their blood. The bite of a vampire transferred a very mysterious enzyme found only within the saliva of a vampire into the bloodstream of the victim. If the vampire drank enough blood to cause the death of the victim, this enzyme would trigger an unusual metabolic change within the victim's body, beginning with the production of an unusual green liquid referred to as ichor into the bloodstream.

After roughly three days, there would be enough of this liquid in the victims body that it would begin to course through the victims veins in the same way their blood once did. The victim then returned as a vampire and was capable of all the basic capabilities of ordinary humans, with the exception of being able to have children, plus a number of superhuman abilities. However, if the victim retained sufficient blood to survive the vampire's attack, he or she would begin to show signs of anemia because of the presence of the enzyme in his or her bloodstream. The victim would not die under such circumstances. Until a newly created vampire's body metabolized the enzyme, a process that might take as long as several months in some cases, he or she would be extremely weak and highly susceptible to hypnotic suggestions, verbally or through long range mental contact, by the vampire responsible for the attack. There was also a distinct possibility of the newly-turned vampire developing a perverse sexual attraction for the vampire responsible for the transformation.

Note that a new vampire is not created unless the attacking vampire wishes to do so, or loses control and injects too much enzyme.

Willpower

The overall extent of a vampire's abilities depended upon the strength of the vampire's will. Exceptional vampires with powerful wills, such as Dracula or Varnae, were capable of summoning and controlling thunderstorms, even though the mystical concentration required to do so left them extremely weak for a certain period of time. The vampire's willpower could also determine the extent to which he or she could master their craving for blood and retain the same personality they had in life. However, most people that became vampires quickly found themselves unable to resist the all consuming craving for blood. They quickly degenerated into cruel and animalistic hunters of ordinary human beings, even if these new vampires had been kind and sensitive people in their mortal lives.

Summoning and Shape-shifting

Vampires could summon and control certain creatures such as bats, wolves, and rats. Vampires could also transform themselves into bats, and in the case of some vampires, wolves, while retaining their human intelligence in these forms. Some vampires could even become human-sized bats. Vampires could also transform themselves into mist at will, while still retaining their normal consciousnesses in that form.

Mind control

A vampire could make most human beings into his or her temporary slave if he or she could catch their gaze for a sufficient amount of time, usually only a matter of seconds. The exact length of time needed to mesmerize the victim depended on the strength of will of the vampire and that of his or her victim.

Health

Vampires were rendered immune to the ravages of disease and of aging. However, if deprived of blood for a lengthy period of time, a vampire would begin to show distinct signs of aging, such as his or her hair turning gray. Upon ingesting fresh blood, the vampire would revert to the age in which he or she had been at the time of death.

In most cases, vampires were able to heal themselves from minor injuries within a very brief period of time. Some vampires, such as Count Dracula, could heal from severe burns or broken bones within the span of a few hours, where as most other vampires might require several days to heal the exact same injury. Vampires were not able to regenerate missing organs or severed portions of their anatomy, with the exception of hair. Apart from periodic inconveniences, injuries like these would not critically impair a vampire's effectiveness. Because the ichor was similar in function to blood, poisons and other toxic substances that were circulated in its bloodstream would adversely affect a vampire, although no dosage was large enough to cause death.

Average Strength level

Most vampires possessed superhuman physical strength anywhere from 10 to 20 times greater than they possessed in their mortal lives. The vast majority of known and recorded vampires were capable of lifting from 1,000lbs to 4,000lbs, with only Count Dracula and his predecessor Varnae being known to lift more at 4 and 7 tons respectively due to their special stance as ruler of Earth's vampire race.

Weaknesses

Vampires had many limitations imposed upon their supernatural abilities, and even upon their very existence. Below are a listing of weaknesses common to supernatural vampires.

Blood Consumption

Vampires are regularly required to consume a few pints (litres) of blood every other night. Failing to do so would cause the vampire to weaken and after an extended period without blood seemingly perish. A vampires ability to metabolize blood and their frequency of feeding usually varies however depending on a number of factors: Length of time between feedings, damage or injury to the body, resurrection from a near death state, and excessive use of their supernatural abilities and strength.

Native Soil

Typically, vampires cannot travel more than 100 miles (160 km) from their land of birth, unless their bring at least one pound (500 g) of their native soil wherever they choose to sleep during the day. For example, Dracula would typically have coffins with dirt from his native Transylvania shipped to his various hideouts all over Europe and the United States so that he would have a place to rest unharmed from the sun.

However, in many instances vampires (including Dracula) have been depicted being able to travel to far off places and sleep in locations that do not have their native lands earth on hand.

The result of a vampire who does not do this remains unexplained, however given the instances that a vampire has slept without being around soil from their native land suggests that this is not a lethal weakness.

Sun Light

A vampire's greatest weakness is sunlight, due to their altered metabolism, vampires were unable to withstand direct sunlight. Sunlight, somehow caused the ichor to congeal within the vampire's veins and the skin to rapidly decay. Direct exposure to sunlight caused the vampire to dehydrate completely and turn to powder.

Some vampires, such as Dracula have been able to reform their bodies following being turned to powder from the sun, while others have been completely obliterated from contact with the sun. The conditions in which a vampire can come back from the dead may be particular to one who is rightfully the lord of all vampires.

Religious Symbols

Vampires also had an aversion to any religious symbol (such as a crucifix, cross, Star of David, or holy water) wielded or placed by anyone who believes in the religious significance of the symbol. The size of the symbol was not a consideration on its ability to repel vampires, only the strength of belief: for example, a believing Christian wielding a small cross could hold a vampire at bay with it and even sear the vampire's flesh simply by touching him or her with it.

However, the deity must be one that was believed in at the time of the vampire's original death; a cross had no effect on Varnae, for example, since he died approximately 16,000 years before the crucifixion.

Another consideration is if the vampire in question worshipped the faith whose religious symbol is being used against them. For example, when David Eshocl used the Star of David against Dracula, Dracula was weakened by it's sight, but stated that because he followed Christianity and not Judaism before becoming a vampire, the Star had a lesser effect on him.

Further, there may be an element of belief by proxy or a vampires own belief that a symbol may harm them, as there have been instances where a crucifix has been used by someone who is not holding the item. For example, Quincy Harker and Elainne Turac have both utilized weapons that would project the symbol of the cross against Dracula while not actually holding the religious symbol. Further, Quincy's faithful dog Saint, has a collar lined with silver crosses that were able to harm Dracula. It's highly improbably that Saint understands the symbolism let alone having faith in Christianity, however either Quincy's faith, or Dracula's belief that the crosses could harm him caused the vampire lord pain.

Lastly, a religious symbol can lose it's power over a vampire if the vampire is capable of making the believer's faith falter. In a situation like that, the strength of the religious symbols ability to repel a vampire would weaken.
Invitations Only

Vampires also had a mystical aversion to entering any human dwelling place to which they were not verbally invited. Once invited, they could enter the place at any time thereafter. This appears to only be the case with peoples personal dwellings, as vampires have been seen entering public buildings without the need of being invited inside.

Impaling the Heart

Another weakness of vampires is to impale them through the heart, causing them to eventually decompose into a skeleton. Originally it was thought that a wooden stake would be the only means of doing so, however advancement in vampire hunting techniques have indicated that any object that can break through a vampires chest and pierce the heart is sufficient in killing a vampire.

For example, Blade learned that wooden daggers would prove to be just as effective , while Frank Drake and Rachel van Helsing have used wooden bullets , Quincy Harker once even defeated Dracula by driving one of the spokes of his own wheelchair into Dracula's heart .

However, this does not instantly kill a vampire, as their remains can be reanimated should someone remove the stake from their heart.

Garlic

The scent of Garlic can sap the strength of a vampire. It has been used as a rope to bind vampires, sapping their strength sufficiently to prevent them from breaking the bonds. However, this weakness is not a lethal one, however it can leave a vampire vulnerable to its other weaknesses.

Magic

Magic wielders such as Doctor Strange and Topaz have been able to harm vampires with magic, and some spells have the effect to kill a vampire. The most lethal spell is the Montesi Formula is a spell from the Book of Darkhold which can destroy all vampires. It was once utilized to do just that, however upon it being broken all the vampires that were destroyed found themselves restored to life once more.
Other Limitations

Vampires cast no reflections, and their images could not be captured on film.

Werewolves

((This race is placed with the previous race))





Strength +1, Speed+1, Willpower +1, Personality +1 (this replaces the original races bonuses)

Werewolves, also known as lycanthropes or wolfmen, are mythological humans with the ability to shapeshift into wolves or wolf-like creatures, either purposely, being bitten by another werewolf or after being placed under a curse. Most werewolves develop common physical attributes including enhanced strength, speed, reflexes and sharpened senses. Some legends maintain that a human will only transform into a werewolf on the three nights of the full moon, but this is not true in all matters and there have been several documented cases of people assuming a wolf-like shape during various lunar cycles.

On Earth-Two in 1939, Batman matched wits against an alleged werewolf known as the Mad Monk. Though he was referred to as a werewolf and did demonstrate the ability to transform into a wolf, the Mad Monk's abilities were more in line with that of a vampire than an actual werewolf.

During the 1940s, Warren Griffith was a werewolf who served within a special military detachment known as the Creature Commandos.

Years later, the teen super-hero known as Robin briefly found himself afflicted with lycanthropy.

More recently, Superman and Batman began investigating a bizarre string of attacks in the Gotham City area which involved both werewolves and vampires.

In the alternate reality known as "Fables", one of the most influential denizens of Fabletown is Bigby Wolf, aka, the Big Bad Werewolf; arguably the most famous werewolf of all time.

Powers

Typically, Werewolves have enhanced strength, can transform between human form and wolf form and various stages of mid transformation. In their lupine forms they have enhanced senses, speed and agility. Most mystically created werewolves transformations are controlled by the phases of the moon. The phases of the moon also effect how much of their human mind remains intact during their transformations. Typically, mystically created werewolves are immune to most conventional forms of physical harm and have enhanced healing abilities.

Artificially made werewolves have various strength, and limitations that depend on the varying factors.

Lycanthropy
Transformation
Claws
Enhanced Senses
Hyper-Reflexes
Invulnerability
Superhuman Stamina
Superhuman Strength

Abilities

None known.

Average Strength level

Unknown.

Weaknesses

Most werewolves are vulnerable to physical contact with silver. A silver bullet fired at a strategic locale, such as the head or the heart will kill a werewolf. The same applies to bladed weapons made of silver including swords, spears and daggers. Repeated blows from a blunt object made of silver will eventually kill a werewolf.

This element can cause them permanent harm or even kill them.


Last edited by Admin on Thu Mar 08, 2012 12:25 pm; edited 2 times in total
avatar
Admin
Admin

Posts : 588
Join date : 2012-02-23

View user profile http://marvel-dcanewday.canadian-forum.com

Back to top Go down

Re: Playeble Races

Post  Admin on Wed Mar 07, 2012 2:34 am

Tamaraneans

((Starts in DC Universe only))



Strength +2, Willpower 2

The planet Tamaran lied approximately 26 light-years from Earth in the star-system Vega. It is the eighth planet in the Vegan system.

Tamaran is populated by a race of golden-skinned humanoids who are descended from a feline race and who worship the goddess X'Hal. Many thousands of years ago, the Tamaranean race either migrated or was brought to Tamaran from the neighboring planet Okaara. As they made the world their own, the Tamaraneans established a planetary government that evolved into a feudal society. Each landmass was ruled by a royal family, under the dominion of which exist smaller city-states ruled by Influential families.

The Tamaraneans are a passionate people driven more by emotion than reason. While they are unusually fierce warriors, their capacity for love is even greater than their capacity for hate; as a result, war and strife were for many centuries long forgotten on Tamaran. Instead, the people channeled their energies into creating a tropical utopia, a paradise where they could live in harmony with the wildlife and where battle skills were maintained largely for ceremony's sake.

Unfortunately, with the rise in power in the Vegan system of the bloodthirsty race called the Citadel, Tamaran was eventually reintroduced to war. Tamaran re-ouffitted its armies and, led by the royal house of King Myand'r, managed to lend off a Citadelian invasion for more than an Earth century. Tamaran's defenses, however, were finally breached when Myand'r's daughter Komand'r defected to the Citadel and revealed crucial military secrets. In the ensuing battle, millions of Tamaraneans were killed; the entire race would have been annihilated had not King Myand'r ruefully negotiated a solemn truce, the signature of which involved sacrificing his other daughter, Koriand'r, to the slavers of the Citadel.

Despite this truce, Tamaran's troubles were far from over. The citizens of Tamaran saw the sacrifice of their beloved Princess Koriand'r as a tremendous act of weakness on Myand'r's part and instigated a worldwide civil war. Komand'r returned and in spite of the intervention of Koriand'r - now known as Starfire of the New Titans - she successfully usurped Myand'r's throne.

During this time, Komand'r seized control of Tamaran, with her parents acting as her advisors. Koriand'r returned to Earth.

Later, Komand'r had come to realize that it was her own hate that made her despise the world that had spurned her. Using her abilities, Komand'r helped to free Tamaran and stopped a terrorist invasion. Komand'r ruled Tamaran justly and honorably, with both a warrior's fist and a queen's heart.

Starfire later returned to Tamaran, after a savage attack by an evil version of her teammate, Raven. Upon her return, she met and fell in love with a man named Ph'yzzon, a general in the army. After a quick courtship, Koriand'r and Ph'yzzon married.

Meanwhile, Victor Stone (formerly Cyborg) had merged his consciousness with the alien race known as Technis, in an effort to save the dying race. Cyborg was reunited with his former teammates as an evil version of Raven tried to destroy her good soul, which lay dormant in the body of Starfire. To ferret out Starfire, evil Raven incited a conflict in the Vegan star system.

The Tamaranean fleet - led by General Ph'yzzon - fought valiantly, but they were overwhelmed. Knowing they couldn't stop the Psions, Ph'yzzon alerted King Myand'r and Queen Mother Luand'r of the situation. The two called for an evacuation plan, to save as many Tamaraneans as possible. However, they themselves decided to stay on the planet, to man what ground defenses remained. But they were no use. The attack by the Psions caused the core of Tamaran to implode, consuming the entire planet and whoever remained on it. As a result, Tamaran was destroyed along with the Technis.

The Titans were able to destroy evil Raven utterly, and restore good Raven into a new spiritual golden body. Starfire decided to rebuild her culture on a new planet with the surviving Tamaraneans. This world was dubbed New Tamaran.

When the planet-consuming Sun Eater ravaged the galaxy, New Tamaran lay in its path. An alien woman named Dusk tried to warn the Tamaraneans, but Queen Komand'r was too short-sighted and xenophobic to listen. Starfire believed Dusk and tried to warn her fellow Tamaraneans. Komand'r labeled her sister a traitor and banished her. Starfire left the planet and was unable to prevent its destruction. New Tamaran was engulfed by the Sun Eater – along with many of the remaining Tamaraneans and Koriand'r's new husband, Ph'yzzon.

Many Tamaraneans were off-world during the explosion of New Tamaran, and sought a new home. Ryand'r, Starfire's younger brother, was influential in finding a new home for his lost Tamaranean people. To this end, he helped lead an invasion on the planet Karna, home of the Gordanians. Ryand'r eventually enlisted the aid of his sister, Starfire. Starfire duped the Titans into believing that the Gordanians were the invaders, knowing they would not understand or agree had they known all the facts. As the battle progressed, the Titans discovered that the Gordanians. weren't the invaders – the Tamaraneans were.

The Titans were able to settle the conflict peacefully when Tempest proposed a treaty. The Gordanians would allow them to stay; In exchange, the Tamaraneans would teach them new trades outside of slavery, and bolster their reputation in the galaxy. Both races agreed to these terms. Koriand'r apologized to her friends for her deception, but elected to remain on Karna and rebuild the culture of her people as Princess.

Shortly afterward, tragedy struck. During the "Our Worlds At War" crisis, a series of Imperiex probes destroyed Karna. This marks the third Tamaranean home planet that was destroyed. The Tamaraneans continue to wander the galaxy, led by their former Queen Komand'r, also known as Blackfire.

Powers

Solar Sustenance: Tamaraneans can absorb and process solar radiation, which provides them with strength and vitality. This process also enables Tamaraneans to defy gravity and fly without the need of artificial enhancements.

Abilities

None known.

Average Strength level

Unknown.

Weaknesses

None known.

The Reach

((Starts in DC Universe only))



Personality +2, Strength +1, Intelligence +1

The Reach were a race of world conquerors. Their actions eventually brought them into conflict with the Green Lantern Corps, the two sides eventually fighting to a stalemate. The Corps' leaders, the Guardians of the Universe forced The Reach into a truce, making them promise never to invade any other planets. The Reach agreed to this, and then devised a new method of conquest: infiltration. By sending an Infiltrator scarab to the targeted world, and having it bond with and overwhelm the mind of one of its native lifeforms, The Reach could use it as a faux ambassador, pretending that they sent the scarab to help the people of the targeted world, as a gesture of friendship and goodwill, while the Infiltrator gathered information on that world's defenses. Once enough information had been gathered, The Reach would then cease their pretense, having the Infiltrator turn on the race it once defended. Other varieties of Scarabs included Enforcer, intended as physical coersion, and Negotiator, whose function was to lull targeted worlds into false senses of security.

The Reach sent an Infiltrator to Earth, some time in the era of the Pharaohs. However, a sorceror, believing the scarab to be a mystical implement, attempted to use it to revive a fallen Pharaoh. The attempt was stopped by a time-traveling Booster Gold, though the Scarab remained infused with mystical energies. In the 20th century, an archeologist Dan Garret located the Scarab. The Scarab, only half activated, granted Garret enhanced strength and speed, which Garret used to become the first Blue Beetle. When Garret died in battle, he passed the Scarab on to his student, Ted Kord. Kord, unable to access the Scarab's power, eventually passed it on to the wizard Shazam, who kept it within the Rock of Eternity. When the rock was destroyed, the scarab fell to Earth, and was found by Jaime Reyes, whom the Scarab proceeded to bond with soon after. However, by that time the Scarab's AI had been affected by the mystical energies it had been infused with, causing it to gain its own intelligence and personality. Instead of overwhelming Jaime's mind, it instead worked with it, allowing Jaime to use its powers to become a superhero. When The Reach became aware of this development, they changed their tactics, attempting to destroy the world via subterfuge. When Jaime undid these plans, The Reach captured him, removed the Scarab, and began a full-scale assault of Earth. However, the Scarab had given its knowledge to Jaime, allowing him to reclaim it, and cripple The Reach's ships. The remaining Reach were repelled by Earth's heroes, forcing them to retreat. The Scarab had also interfaced with several other Infiltrators, instilling within them their own independent personalities, creating the possibility that further Reach infiltrations would turn out the same as they did on Earth.

Shortly afterwards, a group of Reach Infiltrators and Enforcers, affected by the Scarab's reprogramming, formed the "Kahji Dha Revolutionary Army", turning against their masters and freeing many of the worlds under their control. The KDRA then came to Earth, seeking Jaime as a leader. However, they intended to destroy all possible hostile forces on the planet, including the Justice League. Jaime refused, and was forced to fight them. In the ensuing battle, the KDRA were defeated and imprisoned, but Nadia, one of Jaime's tech support, was killed in the crossfire. The Scarab of the lead Enforcer was taken by Nadia's brother Hector, who may or may not have become the Black Beetle.

Powers

None known.

Abilities

None known.

Average Strength level

Superhuman

Weaknesses

The scarabs of the victims can be overridden by the victims themselves

Super-Simians

((Starts in DC Universe only))



Strength +2, Intelligence +2

Gorilla City is a city in Africa inhabited by intelligent gorillas.

The first known person to encounter Gorilla City was Flash (Barry Allen). When Barry Allen's friend, stage actor Fred Pearson (and star of the show "The Great Gorilla") fears that he may be the strange gorilla creature that stalks the city at night, he calls Barry for help. What in reality is going on proves to be even stranger: The night-stalking gorilla turns out to be a super-ape named Grodd, who has come to Central City from Gorilla City, located in a hidden city in Africa. He has come seeking the worlds greatest mind so that he may learn the secret of Force of Mind and use it to control the armies of Gorilla City in order to take over the world.

Grodd finds it in Solovar, a member of his own race whom has been captured by humans and poses as an ordinary ape in order to keep Gorilla City a secret from the world of humans. Stealing the abilitiy, Grodd then returns to Gorilla City to take it over.

Solovar free himself and seeks out the Flash and asks for his help in stopping Grodd. The two travel to Africa where in Gorilla City, Grodd has just taken over the army. Flash manages to battle Grodd and by spinning around Grodd really fast, manages to knock Grodd out and remove the knowledge of Force of Mind from his memories. Flash then turns Grodd over to Solovar for punishment, and promises not to reveal the secret of Gorilla City. Returning to Central City, as Barry, the Flash tells his friend Fred that he need not worry about the strange gorilla sightnings anymore, and then takes Iris out on a date to the Zoo.

Soon after, Gorilla Grodd took over the city briefly using neo-magnetic radiation. Gorilla Grodd, occupying the human body of William Dawson, is released from prison. He travels to Gorilla City, where his human body devolves into his old gorilla form. There, he falls in love with Boka, the bride-to-be of his rival Solovar.

Determined to win Boka's affection, he uses a machine in his laboratory, which had remained undisturbed during his imprisonment, to cause his body to emit neo-magnetic radiation, causing anyone who looks at him to instantly take a liking to him. It works as planned, and soon he is crowed king of Gorilla City, with Boka as his wife.

Not content with merely controlling Gorilla City, Grodd flies to Central City, where he quickly wins the admiration of its citizens. Barry Allen, alarmed at everyone's positive reaction to Grodd's return, changes into the Flash to investigate. However, he also feels a great admiration for the gorilla when arriving in his presence. Leaving town to ponder the dilemma, he discovers that Grodd's radiation only has a hundred-mile radius. However, no matter how fast he goes, he cannot get back into the city without being affected by the neo-magnetic radiation. Meanwhile, the Statewide Party decides that Grodd would make the perfect candidate for governor. Grodd is ecstatic, planning to move from there to the presidency.

After several days have passed, the Flash has still been unable to get into the city without being affected by the radiation. However, he noticed that on a particular day, when solar flare activity was particularly high, the strength of the radiation was not as intense as normal. He vibrated at the same frequency as the solar flares, and was able to easily enter the city and apprehend Grodd.

Under Solovar's guidance, Gorilla City was a technological utopia. Eventually, he decided his people could no longer use their science to hide from the human world. Believing that the world's ecological and political problems couldn't be solved by ignoring them, he opened his city's borders to the world and asked for membership in the United Nations. He advocated peace — among the gorillas and with humans — and was behind two diplomatic overtures to the human world.

The second tour of the U.S., sadly, was cut short by his assassination by a lethal car bomb. While a mysterious group calling itself the Human Supremacy Movement took credit for the act, it was quickly made clear that Solovar's assassination at the hands of human racists was in fact a ruse concocted by the Simian Scarlet, a group of gorillas within Gorilla City seeking to overthrow the ruling council. The manipulators were themselves manipulated by Gorilla Grodd.

Powers

Force of mind
Telepathy
Super-Ape Strength
Super-Ape Agility
Enhanced Senses
Psychic Blasts

Abilities

Genius-Level Intellect: with knowledge of technology beyond the development of human civilization

Strength level

Grodd posseses super strength somehwere between class 50 and 75. He was able to engage Kalibak in hand-to-hand combat but was visibly not quite as strong as Kalibak.

Weaknesses

None known
avatar
Admin
Admin

Posts : 588
Join date : 2012-02-23

View user profile http://marvel-dcanewday.canadian-forum.com

Back to top Go down

Re: Playeble Races

Post  Admin on Wed Mar 07, 2012 7:55 pm

Moloids/ Tyrannoids

((Starts in Marvel Universe only))

Moloids





Strength -2, Speed +6

The Moloids (or "Mole People") were the next race to be created by the Deviants. The Moloids are the physically weakest of the Subterraneans, and consequently they almost always act in great numbers. Due to their physical and mental weakness, the Deviants rejected them, and attempted to exterminate them all. Today, they serve the Mole Man, and have frequently fought the Fantastic Four alongside their master and his monsters.

The Moloids have a yellow-skinned subspecies called the Disians who live in the underground tunnels of the Savage Land.

Moloids are seen collecting and spiriting away the Punisher's body parts, after he is dismembered and decapitated by Wolverine's son Daken, acting on the orders of Norman Osborn. They are seemingly operating under the protection of Man-Thing.

Four evolved Moloids named Kor, Mik, Tong, Turg are members of the Future Foundation.

The players can play an evolved Moloid when they pick this race for their character.

Powers

None

Abilities

None

Average Strength level

Weak

Weaknesses

None known.

Tyrannoids



Willpower -2, Speed +4, Intelligence +2

The Tyrannoids are an offshoot of the Moloids who serve the near-immortal surface-world exile Tyrannus, to whom they showed the Fountain of Youth. They are not quite as weak or simple-minded as their Moloid cousins. As pawns of Tyrannus, the Tyrannoids have fought the Hulk on several occasions.

Powers

None known.

Abilities

None known.

Average Strength level

Unknown.

Weaknesses

None known.

Lava Men



Strength +2, Willpower +2

The Lava Men are a race from Subterranea made of living lava. They first came into contact with the surface world when their king, Basallo, sent their supreme warrior Molto to investigate whether the surface world would become a threat to Subterranea. There Molto was manipulated by Loki into attacking Thor, but after he came to his sense, he returned to Subterranea, informing his King that the people of the surface world were peaceful and no threat to them.

A short time later, an explosion from deep within the Earth rocked the realm of the Lava Men, as the Living Rock forced into it. The Lava Men learned that the Living Rock would generate explosive force when struck, and that it would continue to grow in size until it exploded. Jinku, the witch doctor of the Lava Men, counseled the King to build a machine and drive the Living Rock to the surface world where it would destroy the surface of the planet instead. Despite Molto's protests, the King agreed and followed Jinku's recommendations. This brought them into a conflict with the Avengers, which ended when the Avengers duped the Hulk into striking the Living Rock in the one spot that would destroy it. With the threat over, the Lava Men returned to Subterranea.

Some time later, Jinku had a vision in his dreams promising to lead his people to conquest. Unbeknownst to Jinku, this dream was actually caused by They Who Wield Power for their own purposes. Nonetheless, Jinku convinced the King to steal the Mole Man's volcano-activating machine from the Moloids. The machine lacked a power source, and Jinku sought to obtain Mjolnir, the hammer of Thor, as that source. To this end, he ranted of his plans to destroy humanity in front of Molto, who he knew would inform Thor, causing him to investigate. Jinku followed Molto and blasted him, mortally wounding him, but not killing him instantly. Molto made his way to the surface world where he encountered the Human Torch, whom he initially mistook for an agent of Jinku, but then convinced him to summon Thor. After relating his story to Thor and the Torch, Molto died, and his body disintegrated (as all Lava Men do at death). But his warning enabled Thor and the Torch to stop Jinku's plan.

When a Project Pegasus borer probe wreaked havoc in Lava Men settlement, they retaliated by invading Project Pegasus, clashing with the Avengers again before returning to Subterranea.

The Lava Men also became involved in a war against the other Subterranean races, and captured the Mole Man.

Later, Jinku magically created non-sentient Lava Men that attacked the Avengers and the Hydrobase. He revealed how the demon Cha'Sa'Dra's death killed hundreds of Lava Men, and placed some others in immobile chrysalis state. A vengeful Jinku unleashed monster against the Avengers in Subterranea. Finally the immobile Lava Men attained new golden forms, Jinku similarly transformed, and all made peace with the Avengers.

Powers

High resistance to extreme heat and flame; continually generate intense heat from their bodies, and can increase the amount of heat at will, enough to be able to melt a weapon in his vicinity; mystical ability to cause large amounts of volcanic ash to appear, seemingly from nowhere, and to transform metal into ash; immunity to aging. Some Lava Men can mystically transform themselves into twenty foot tall giants composed of hardened lava. Some Lava Men can mystically command molten lava to do their bidding by performing a ritual prayer to the demons they worship. The golden Lava Men can transform their shapes, and in doing so, even merge their bodies with one another. They once formed themselves into a large sphere that could defy gravity.

Abilities

No known abilities.

Average Strength level

Enhanced Human

Weaknesses

None known.

Symbiotes

((Starts in Marvel Universe only))



Personality +1, Strength +1, Speed +1, Durability +1 (this replaces the original races bonuses if they are bonded with a host)

The beings now known on Earth simply as "symbiotes" are a conquering, parasitic race which feed off the emotions of their hosts. They tend to force their hosts to perform spectacular and terrifying feats in order to feed off of the resulting rush of adrenaline (and possibly other hormones, such as phenethylamine). Eventually, these host beings would be sucked dry, exhausted by the constant stress and exertion, or simply die in a failed stunt. The being that would eventually become Venom, was identified as deranged by others of its race because it sought to form a single, strong, symbiotic bond with its host, rather than using them as chattel. In fact, it is because of this creature that humans initially believed the entire race to be symbiotic. This symbiote would later describe itself as a mutant among its species. The symbiote was placed in a prison canister, and supposedly condemned to death by disintegration.

During the Secret Wars, when several of Earth's heroes and villains were transported to Battleworld by the Beyonder, Spider-Man went looking for the alien technology Thor had stumbled upon to repair his tattered costume. Instead, he found the machine holding the symbiote captive. The released symbiote did indeed form a "costume" for Spider-Man -- as the race naturally covers their entire host -- and responded to Parker's thoughts by patterning itself after the new Spider-Woman's black and white costume.

The new "costume" had several useful properties -- the ability to mimic other forms of clothing, a "dimensional aperture" which could store small objects without adding bulk to the costume, and its own source of webbing -- which Spider-Man initially attributed to its alien origins. After returning to Earth, the costume could not stand to be separated from Parker for very long, and it often engulfed the sleeping hero, sending him out to fight crime under its control. The then-villainous Puma -- who was fighting Spider-Man at the time -- was the first to perceive that the costume's webbing was organic, causing the hero to seek the advice of Reed Richards. Richards isolated the living costume, setting into motion a series of events that would lead to the creation of Venom -- the merger of the symbiote and Spider-Man critic Eddie Brock.

Symbiotes are fully aware and sentient creatures. They are also vicious and wild, compelling their human hosts to violence. They are much more effective if the human host has the same feelings and urges as the symbiote. For example, the Venom symbiote bonded successfully with Eddie Brock because they shared anger and desires for revenge towards Spider-Man. As this shows, symbiotes are able to project their own emotions and personal desires, in addition to reflecting and reacting to the emotions and desires of their host.

Powers

Symbiotes feed on their host's adrenaline, usually released into the bloodstream during the fight-or-flight response. They have also been shown to depend on their hosts for a steady supply of phenethylamine, a chemical found as a neurotransmitter in the human brain. While this has been known to lead some symbiotes to consume the brains of others, the chemical can also be ready found in processed chocolate. While the symbiotes are connected to a host, they raise their host's dopamine levels. They can apparently be killed, or at least forced into some sort of death-like state, by an overdose of dopamine-inhibitor. Symbiotes aren't able to bond with hosts who have high levels of vitamin C in their blood streams. There are several levels of biological symbiosis, or "bonding" that can be achieved between a symbiote and its host, each with different biological consequences.

Symbiotes have some ability to sense the thoughts and emotions of sentient creatures, though to what extent remains unclear. The Venom symbiote was able to pattern itself after Spider-Man's thought, and respond to his mental commands even without significant bonding. The psychic scream of the Venom symbiote was able to draw the attention of space-faring symbiotes, while powerful feelings of emotional anguish were able to actually kill many symbiotes.

Symbiotes have a genetic memory, allowing them to exploit their parents' knowledge through ancestral recall. On Earth, this allows Venom's descendants to benefit from the symbiote's former bond with Spider-Man by gaining spider-like powers. Certain memories seem to be more readily accessible than others. For example, the trauma of Galactus devouring a word populated by symbiotes so scarred the surviving members of the species that it still invokes an intense reaction in all symbiotes today.

Symbiotes are genderless, reproduce asexually, and generally produce only one offspring in a lifetime. In the case of Venom, seeds were forcibly extracted to produce more offspring. There is no family structure, and in fact it seems to be common for parent and offspring to hate each other. However this observation is taken mostly from the relationship between Venom and his children. Venom hates Carnage because of his murderous nature (not to mention that when they were cell mates they had an antagonistic relationship). When his other "children" were born he thought that they would end up like Carnage so he placed his hatred of him on them. However, recently the Venom symbiote was pregnant after absorbing a clone of itself and wanted to rebounded with Spider-Man because bounding with Brock would kill the child because he had cancer. While they have a latent ability to sense the proximity of their progeny, they usually have no interest in them. The one exception comes once every 1,000 generations, when a symbiote is born with a high risk of psychotic breakdown, and must be guided by older symbiotes, or else destroyed.

Their unique properties make the symbiotes immune to most conventional weapons. They are dense enough to absorbed the force of powerful blows and stop bullets before they reach the host being. They are able to process breathable gases for the host when it would otherwise be unable (underwater, for example). They seem to confer a weak healing factor on strongly-bonded hosts, but that bond can also send host and symbiote alike into shock if they are forcibly separated.

Symbiotes seem to have some latent psychic abilities, allowing them to respond to the thoughts of their hosts, and each other. When Venom's symbiote was in anguish, it let out a psychic scream that effected sensitive humans worldwide, and was received by symbiotes in a nearby star system.

The symbiote amplifies the strength of its "wearer", so that a reasonably fit human (such as Brock) can compete and even exceed even Spider-Man's strength. It also confers improved speed and agility on the host.

By virtue of having partially bonded with Spider-Man, Venom and its descendants all have spider-like powers, including the ability to cling to surfaces and produce organic webbing. Most can also avoid detection by Spider-Man's "spider sense".

Abilities

Symbiotes can control the actions of their hosts at a certain point.

Symbiotes that have fully bonded with their hosts have a more biologically complex symbiosis with their hosts, and can share thoughts and memories with them. Carnage has also been known to hide in its host's blood stream.

The symbiotes are said to have 'genetic memory,' and can read the memories of others of their kind by absorbing chunks of their material.

Symbiotes tend to be dense, and can absorb even the force of bullets before they reach their hosts.

All symbiotes have the ability to form tendril-like psuedopods. Venom has used this to great effect by forming weak tendrils and shields from his constituent matter. Carnage discharges tendrils of his constituent matter instead of webbing. Scream has numerous tendrils composing her costume's "hair", which she has used as a powerful whip.

Terrestrial symbiotes additionally have the power to form solid appendages from their bodies, and have been shown to form spikes, talons, and blades. Carnage was known to throw axes from time to time, but the weapons quickly crumbled when separated from the symbiote. Venom's ability to form webbing is probably a primitive form of this ability. Mac Gargan has been shown to be able to form a scorpion-like tail while hosting the symbiote, and the Venom symbiote of Earth-982 allowed host Norman Osborn to form solid appendages, such as a extra limbs. This shows that any symbiote can gain the ability to form more solid appendages if exposed to the Earth environment for a long enough period of time.

The Life Foundation symbiotes have also been shown to form a powerful acid from their constituent matter. The Venom symbiote of Earth-928 in the year 2099 demonstrated an ability reduce an engulfed victim to bones within seconds, using the ability to kill New York gang leader Bloodmace. This may suggest that any symbiote exposed to the Earth environment for a long enough time may gain similar powers.

Venom and his descendant symbiotes have been shown to be adept at controlling their coloration. This allows them to take on the appearance of normal clothing, to provide highly effective and complex camouflage, and to even disguise their hosts' physical features.

Symbiotes have the ability to process breathable gases when the host normally cannot breathe (for example, in water).

Symbiotes can expand to any limit in order to cover any host or object.

Symbiotes seem to have some ability to combine their constituent matter. During Maximum Carnage, the Venom and Carnage symbiotes seemed to mix in an attempt to destroy each other. Later, the Carnage symbiote would absorb other symbiotes during the symbiote invasion of New York. The Venom symbiote recently absorbed a cloned symbiote worn by Patricia Robertson. The Hybrid symbiote is the merger of four of the Life Foundation symbiotes.

There is evidence to suggest that the relative power - or at least physical strength when bonded to a host of comparable build and musculature - increases with each generation, given that Toxin is known to be much stronger than his "father", Carnage, who in turn is known to be significantly more powerful than his progenitor, Venom.

It was revealed that the window period between the contact and the full bonding between a symbiote and its host are 48 hours. Apparently, this period is reset every time the host and symbiote are seperated.

Average Strength level

Average strength level unknown, though the larger they expand the more weight they can lift.

Weaknesses

The Symbiote attached to the Edward Brock of Earth-2149 was shown to be dying after the zombification of its host; suggesting it cannot subsist upon dead flesh or tissue. Though this issue has never been addressed by its mainstream counterpart, there is nothing to suggest it could not also be the case.

All symbiotes seem to have a weakness against very large vibrations and heat.
avatar
Admin
Admin

Posts : 588
Join date : 2012-02-23

View user profile http://marvel-dcanewday.canadian-forum.com

Back to top Go down

Re: Playeble Races

Post  Admin on Mon Apr 02, 2012 1:04 am

Spirits









Speed +4, Personality +2, Strength - 2

Spirit has many differing meanings and connotations, most of them relating to a non-corporeal substance contrasted with the material body. The spirit of a living thing usually refers to or explains its consciousness. The notions of a person's "spirit" and "soul" often also overlap, as both contrast with body and both are understood as surviving the bodily death in religion and occultism, and "spirit" can also have the sense of "ghost", i.e. a manifestation of the spirit of a deceased person.

The term may also refer to any incorporeal or immaterial being, such as demons or deities, in Christianity specifically the Holy Spirit experienced by the disciples at Pentecost.

In traditional belief and fiction, a ghost is the soul or spirit of a deceased person or animal that can appear, in visible form or other manifestation, to the living. Descriptions of the apparition of ghosts vary widely from an invisible presence to translucent or barely visible wispy shapes, to realistic, life-like visions. The deliberate attempt to contact the spirit of a deceased person is known as necromancy, or in spiritism as a séance.

The belief in manifestations of the spirits of the dead is widespread, dating back to animism or ancestor worship in pre-literate cultures. Certain religious practices—funeral rites, exorcisms, and some practices of spiritualism and ritual magic—are specifically designed to appease the spirits of the dead. Ghosts are generally described as solitary essences that haunt particular locations, objects, or people they were associated with in life, though stories of phantom armies, ghost trains, phantom ships, and even ghost animals have also been recounted.

Spirit Artifacts/Enchanted Artifact

(Spirit Artifacts)




(Enchanted Artifacts)




A Spirit Artifact is an object that has a spirit bound to it. This can range from actual moving objects that can attack and kill you to just objects that another character can have in their possession.

An Enchanted artifact is an item that has a special magical enchantment placed onto it. This can range from actual moving objects that can attack and kill you to just objects that another character can have in their possession.

Powers

Invisibility (Not in Spirit Artifacts)
Intangibility (Not in Spirit Artifacts)
some have flight (can be in spirit artifacts)
some can possess any sentient being (Not in Spirit Artifacts)
some can emit energy either for attack or defense (Only in Spirit Artifacts, Choice of energy may vary)

Weaknessess

Magic
Some are weak to Nth Metal


Last edited by Admin on Sat Apr 07, 2012 1:06 am; edited 1 time in total
avatar
Admin
Admin

Posts : 588
Join date : 2012-02-23

View user profile http://marvel-dcanewday.canadian-forum.com

Back to top Go down

Re: Playeble Races

Post  Admin on Thu Apr 05, 2012 10:25 pm

Kalanorian

((Starts in the DC universe only))

(Original Look)


(New Look)


Strength +1, Intelligence +4, Willpower +1, Durability +1, Speed +1, Personality -2

Kalanor is the home world of the alien conqueror known as Despero. He once kidnapped members of the Justice League of America and brought them to Kalanor where he challenged the Flash to a game of chess with his teammates' lives on the line.

(For more information see Despero in Important Characters)

Powers

Superhuman Strength: They posseses great physical strength that has been shown to be superior to Superman and Captain Marvel, being able to simultaneously damage both, along with Wonder Woman and Power Girl. It is generally accepted that They are sufficently strong enough to lift 100 tons with minimal effort.

Superhuman Durability: They also have a high level of durability to impact forces, although he is not invulnerable, as Aquaman was strong enough to throw a piece of steel rebar into Despero's shoulder, as well as having a group of sharks bite into Despero, causing the villain to bleed.

Superhuman Speed

Superhuman Stamina

Telepathy: Their hypnotic third eye is directly connected to their brain, giving them telepathic powers that on one occasion have been depicted as surpassing those of the Martian Manhunter.

Hypnosis: It is also capable of projecting realistic illusions and entrancing virtually any sentient being.
Illusion Casting

Telekinesis: They can also project beams of telekinetic energy, move living and inanimate object with their mind and can create Telekinetic force fields that can withstand heavy impacts like blows from Captain Marvel.

Flight: They can fly via telekinesis, Their flight speed allowed him to fly all the way from earth to the moon and back in just a few moments. While not as fast as the Martian Manhunter it is arguable that they can achive light speed flight with ease.

Energy Projection

Force Field

Enhanced Intellect: They are a very intelligent race.

Weaknesses

They are not very good at intimidation and persuasion even given their intelligence. So a player cannot achive more than a 4 in Personality having this class (That is after bonuses are applied)

Korbinite

((Starts in the Marvel Universe only))

(Normal)


(Cyborg)


Strength +2, Durability +2, Willpower +2, Speed +2, Personality -2

The Burning Galaxy was destroyed through the machinations of Surtur. The surviving Korbinites decided to choose a champion whom they would follow to their new home. That champion, known as Beta Ray Bill, was successful and was transformed into a cybernetic being resembling a fierce creature. The Korbinites then massed their fleet, put themselves into stasis, and followed Bill's ship, Skuttlebutt. Bill fought legions of demons sent by Surtur.

(for more information see Beta Ray Bill in the Important Characters)

Powers

Cyborgs add the powers and weaknesses of Cyborgs except the weapons put into them as they do not have the ability to put weapons in cyborgs. will be presented as Korbinite/Cyborg. Korbinites do not receive extra bonuses for being a cyborg but also do not have to lose the bonuses of this race in place of the bonuses of a Cyborg.

Superhuman Strength: They are phenomenally strong. Bill was capable of matching Thor pound per pound in their first encounter as foes to a certain extent. Therefore, Bill can lift in excess of 100 tons effortlessly. They have enough strength to crush entire moons with their fists, and shatter entire planets with the force of their blows.

Superhuman Speed: They are capable of running and moving at speeds greater than even the finest human athlete. With Stormbreaker, If they can fly They fly at speeds faster than light.

Superhuman Stamina: They have superhuman stamina which can allow them to function at full capacity for many days at a time without tiring at the very least. In hot climates, their stamina is limitless.

Superhuman Reflexes: Their reaction time is superior to the finest human athlete and most superhumans.

Superhumanly Dense Tissue: As a Korbinite Their skin, muscle, and bone tissues had 3 times the density than the same tissue of a human being. This contributed, to his superhuman weight. They are immune to penetration wounds, tremendous impacts, and falls from great heights.

Superhuman Durability: Their body is far more resistant to physical injury than the body of an ordinary human. They are capable of withstanding great impact forces, temperature and pressure extremes, surviving in the heart of a Sun without even a slight discomfort, and even survive at point blank range, powerful energy blasts capable of destroying entire planets without any visible physical injury.

Regenerative Healing Factor: If injured, their body can heal itself with superhuman levels of speed and efficiency. However, they cannot regenerate missing limbs or organs.

Extended Longevity: In their cyborg body, they are immune to the effects of aging making them effectively immortal. When Bill was in the body of Simon Walters, he was the same as a mortal.

Abilities

Korbinites excel in hot climates. Are able to detect any other Korbinites regardless of their location.

Strength level

Class 100+ ; Able to lift well over 100 tons. They possesses enough strength to shatter entire planets and so on.

Weaknesses

They do not excel in personality and thus cannot be above 4 (after bonuses are applied)


Last edited by Admin on Sat Apr 07, 2012 12:05 am; edited 2 times in total
avatar
Admin
Admin

Posts : 588
Join date : 2012-02-23

View user profile http://marvel-dcanewday.canadian-forum.com

Back to top Go down

Re: Playeble Races

Post  Admin on Fri Apr 06, 2012 10:16 pm

Fey (Fae)

(Auberon Dc Comics)


(Oberon Marvel Comics)


Intelligence +2, Speed +4, Strength +2, Willpower -2, Durability -2



Brownies

Brownies appear as small, leather-skinned humans and enjoy helping out with domestic chores around the home. They were particularly abused during the reign of King Magnus, whose prejudice towards them led to them being treated as little more than domestic slaves.

Flitlings

Flitlings are small, winged faeries who otherwise appear to be human, similar in appearance to the Cottingley Fairies. Flitlings are generally meek and unassuming, happy to flatter and fawn over the Seelie Court: Queen Titania has a small group of Flitling followers, and reacts jealously to anything else that takes their attentions away from them. However, these roles may be social rather than innate, as Flitlings have also shown great courage and strength: it was the Flitling Yarrow who stopped the riots following the "Burning Girl" attacks, and also ended the Faerie tithe to Hell, whilst the Flitling Briar Rose also led her race in rebellion against the condescension of the Seelie Court.

The Seelie

The dominant race of Faerie, also called the Theena Sidhe, seeming to be normal human beings save for certain cosmetic differences - horns, different coloured skin, or other minor differences. (Anything you choose) They can control their appearance through the use of magical glamours, and have a natural mastery of certain magics: they can escape from any prison, and some have the gift of prophesy. However, their powers can be negated through the use of cold iron, and the metal is unwelcome in the Faerie realm. The Seelie find it particularly difficult to bear children with each other, and miscarriages and stillbirths are common. However, they are able to interbreed with other races, such as humans. The Seelie Court rules over the other races of Faerie, modelled in the fashion of traditional European royalty.

The Unseelie

The wild and primal faeries of darkness, the Unseelie are seldom seen but are engaged in a perpertual war against the Seelie Court.

Powers

Fairy Magic: Fairies have vast magical capabilities that are surpassed by very few.

Superhuman Strength: Fairies have shown amazing strength beyond a normal human. One was able to swat away Nightcrawler with a passing back hand that made him appear as if a rag doll.

Teleportation: Fairies also show what appear to be magical teleportation, which manifest as swirls of brown dust.

Flight: They also have the ability to float.

Weaknesses

They have less durability and have less stamina.
avatar
Admin
Admin

Posts : 588
Join date : 2012-02-23

View user profile http://marvel-dcanewday.canadian-forum.com

Back to top Go down

Re: Playeble Races

Post  Admin on Sat Apr 07, 2012 12:03 am

Dark Elves

((Starts in the Marvel Universe only))

(Normal)


(Malekith The Accursed showing how dead Dark Elves are with the white skin side)


(Dark Elf Spirit)


Intelligence +2, Speed +1, Strength +1, Durability +1, Willpower +1

The Dark Elves are ruled over by Malekith the Accursed, and the most powerful amongst their ranks was Algrim the Strong. However, Algrim was betrayed by Malekith in a bid to kill Thor. Algrim was dropped into lava and though he survived, he was critically wounded. The Beyonder transformed Algrim into the monstrous Kurse, who seemingly kills Malekith for the betrayal. Years later, Malekith reveals that he survived, and he sets forth an ultimately unsuccessful plot for Hercules to kill Alflyse, the Dark Elf Queen of the Eastern Spires.

The trio of Bitterhand, Wormwood, and Grendell serve Malekith loyally and have attempted to destroy Thor on several occasions, including once while Mjolnir was being reforged.

Powers

Dark elves possess gifted intellects, as well as superhuman strength, speed, stamina, durability, agility, and reflexes.

Abilities

None known.

Average Strength level

Unknown.

Weaknesses

All Dark Elves are vulnerable to the element of iron.

Light Elves

((Starts in the Marvel Universe only))

(Light Elves)


(Ice Elves)


Speed +2, Intelligence +1, Strength +1, Durability +1, Willpower +1

The Light Elves first appear in Alpha Flight when Loki lies to an ill and delusional Northstar and claims Northstar is one of them. This prompts Northstar to journey to Alfheim to reside there and abandon the rest of Alpha Flight.

The Cat Elves, a subspecies of Light Elves, are introduced later when Northstar learns he has been deceived. These Elves are smaller than their brethren and ride winged cats as their steed.

Another subspecies, the Ice Elves, were revealed when one of their palaces was wiped out by the Ano-Athox warlord Uthana Thoth. The Ice Elves reside in the frozen portion of Alfheim.

Powers

Light elves also possess superhuman strength, speed, stamina, durability, agility, and reflexes.

Abilities

Additionally, they have a penchant for archery.

Average Strength level

Unknown.

Weaknesses

They also all possess a vulnerability to iron.
avatar
Admin
Admin

Posts : 588
Join date : 2012-02-23

View user profile http://marvel-dcanewday.canadian-forum.com

Back to top Go down

Re: Playeble Races

Post  Admin on Thu Jun 21, 2012 1:32 am

Kylothian

((Starts in the Marvel Universe only))

(True form)


(A display of their shapeshifting)


Strength +2, Personality +2

The Kylothians is a race of strange aliens from the planet Kyloth. They appear to be entirely made of small tentacles, which are wrapped around each other. Only one Kylothian is known, Serleena, who is the Queen. She comes to Earth looking for the Light of Zartha to rule or destroy Zartha and the Zarthans.

Kylothians are extremely small, roughly the size of an earthworm, and as long as one. They are aggressive and can shapeshift to any form and size using the tentacles. To match this, their ships are the size of a tin can. Despite the size, they are extremely aggressive, being able to scare away a dog over 200x its size.

Powers

Can shapeshift to anything and are made of multiple tentacles that they can control.

Abilities

None

Average Strength level

Unknown Limit but very strong.

Weaknesses

None

Bug

((Starts in the Marvel Universe only))

((Must be a villain))



Strength +2, Durability +2, Speed +2

A Bug is an alien species made of various insect-looking aliens. The Bugs are the main enemies of the original film. Here, Edgar the Bug comes to Earth to find the Arquilian Galaxy. Here it is shown that these Bugs have connections with insects, as he can feel the pain when any insect is killed. As shown in the animated series, Bugs can be in many forms, and look like a variety of insects, not just cockroaches.

Bugs are extremely large, even bigger than humans. They are also extremely powerful. Many of them have stingers, and other characteristics of insects. It has also been shown that even after being blown in half, they can still move and attack. They also have an uncanny interest is sugar.

Powers

Bugs have Superhuman Strength and Durability and Speed. They can move around even after being blown in half. They have a stinger on them that they can use to attack.

Abilities

None

Average Strength level

unbelievably strong.

Weaknesses

Seem to have a connection to insects and feel pain when an insect feels pain.
avatar
Admin
Admin

Posts : 588
Join date : 2012-02-23

View user profile http://marvel-dcanewday.canadian-forum.com

Back to top Go down

Re: Playeble Races

Post  Sponsored content


Sponsored content


Back to top Go down

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum