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Species

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Species Empty Species

Post  The Dark King Mon May 21, 2012 12:42 pm

This is the list of species that have been confirmed by all staff in this post. In addition to all the races listed here, the GM is free to use any and all life on earth for quickly populating an area. They can also add races on the fly, but this is a good starting list. More will be added as they are created.

Note: unless otherwise stated, all traits such as organs, height and weight ranges, immunities to disease and poison, and all other physical and mental traits are the same as humans for any race listed under Humanoids.

Humanoids:

Humans: Humans are humans, highly versatile, very adaptable. Humans can use all types of magic, and any weapon style the choose to. Humans also have two subtypes, Lycanthropes and Vampires. Humans populate every planet in the solar system, but are fewest in number on Naturala, due to species discrimination. They possess average to genius intelligence, but there are exceptions to that rule. Humans do not regenerate, and do scar. Civilization in general has a democratic government, and near universal trade with other colonies and settlements. They are at peace with almost every species, with a few exceptions. Humans are known for being the "jack of all trades, master of none," species. They are good all around, but are the best with guns. Humans can be pretty much anything they want to be, and can be augmented mechanically as well. Humans can live up to 120 years.

Lycanthropes: Lycanthropes have the ability to change shape into a were-creature, usually a wolf. Lycanthropes can gain complete control over their were-creature stage, but that takes time. Other than that, Lycanthropes have all the same abilities as normal humans. They may also be forced to assume their alternative state when night falls, at the GM's discretion. The transformation is not instant, it takes anywhere from 30 seconds to 5 minutes in game time (think 1 turn). In this state, they are typically faster, stronger, more durable, and more athletic in general. If they are in control of their form, they can still use magic, but not other weapons. They suffer a penalty to intelligence, willpower, and charisma while they are in this state, and the penalty is stronger if they are not in control of their form. Their clothes are not destroyed by the change, and return with them when they change back to normal. Transformations can last from 5 hours, if the form is not controlled, to unlimited, if they control their other state. Lycanthropes can live up to 200 years.

Vampires: Vampires are humans that have been infected with the vampirism affliction. This affliction causes them to become weaker in daytime, especially in direct sunlight, but more powerful at night time. They also have the ability to drink blood form other humanoid species, but each vampire has their own preference for species (some vampires may like goblin blood more than human blood). Vampires have no resistances or weaknesses, and can infect other humans through their bite. This can be cured in any state of vampirism. They are more stealthy than normal characters are, and can also detect living organisms up to 10 meters away at all time. This does not work on plants, undead, golems, or machines. They generally have a paler skin tone than non-vampires, and have fangs which are barely noticeable. Vampires can live for up to 1000 years, and are more vulnerable to fire and light-based attacks.

Orcs: Orcs are spilt into two categories, Noble Orcs and Feral Orcs. Orcs are generally larger than humans, but still have the same basic features and organs. Orcs have the same lifespan a normal human does.

Noble Orcs: Orcs that have gathered together and created a society of their own, or joined another society. They are as knowledgeable as humans, speak the language humans do, as well as the orc tongue. They look like humans, but they are usually light-green skinned and possess pointed ears and possibly small horns. They do have hair, and will fashion it in traditional orcish style. They are less proficient at magic than humans, but are generally better fighters. They are usually rather wealthy, and polite to others. They generally have the same type of civilization as humans do, as well as the same type of combat. Noble orcs make their settlements out of stone and metal, as well as wood for decoration. They make ferocious allies in combat.

Feral Orcs: Orcs that have forsaken society and banded together to pillage and destroy. They are only able to speak the orc tongue, and are not as intelligent as humans are. They have a tribal mentality, and adhere to it very strongly. They are larger than Noble Orcs, around 7 feet tall, and have a pronounced underbite, large, bony ridges on their foreheads, dark green skin, and horns. They also wear tribal tattoos, and wear animal teeth as a show of strength. They have tribal shamans, who are the only ones who are allowed to use magic. They are mainly focused on guerilla warfare, not the use of magic. They mainly live in small villages, composed of wigwams and a single long house for meetings. They have a chief who is elected by might, and a shaman elected by prowess. They have no formal government, and spend most of their time hunting and fighting. They don't farm or fish, instead they pillage nearby villages for resources. They have been allied with Silent Elves in the past though.

Goblins: Goblins are small, unintelligent creatures who speak a very basic language. Goblins are up to 4 feet tall, and wear only a loincloth or crude dress as their clothing. Goblins breed very fast, so they use their numbers to their advantage. Goblins are very spiritual, and listen to their shaman above even their chief. Only shamans are allowed to use magic. Goblins lack the control, and frequently blow themselves to pieces trying to cast spells. They are loose allies of Feral Orcs, and enemies of every of everything else. Their villages are composed of small lean-to's that are constructed very crudely, and anywhere they want. Their average lifespan is 20 years, and they breed whenever they feel like it. They are easily eliminated by larger predators, who have a taste for goblin meat, and that keeps the population in check.

Elves: Elves can be divided into Forsaken Elves, Dark Elves, Forest Elves, and Silent Elves. Elves are smaller than humans are, not as adept melee fighters as humans, but are better spellcasters. Elves live up to 300 years, and will only show signs of old age when they are 270 years old. Until that time, they look like humans around the age of 30.

Forsaken Elves: Elves that have been cursed by a long dead mage, cutting them off from conventional magic methods. They can only cast spells by Blood Magic, but they are more used to it than humans, so they are able to use it longer. They seek a way to reverse the curse and return to normal. They have pointed ears, completely black eyes, and a gaunt appearance, making them seem like ghosts. They travel in caravans to carry their houses and equipment, and never stay for more than a year in one spot. They are savvy traders though, and have a knowledge of herbs and remedies, making them sought after as healers. They have no formal leader in their groups, but they usually look to the most experienced elves for guidance. A single band will consist of no more than 200 elves. They rally around the chance to regain their magical power, and will go on vast journeys to lift the curse.

Dark Elves: Elves that live deep underground, they rely on their ears to move around, as well as possessing an ability to detect minute levels of magic, though they are near blind. Their ability allows them to "see" by making a picture of the surrounding area out of their magic sense. They are reclusive, and tend to not interact with other species. They tend to favour cloak and dagger style warfare, excellent tacticians. They have pale skin, reddish eyes, pointed ears, are a hunched over appearance. They have a formal leader, called the Empty One, who hears the ideas of all the city. Each district has its own head as well, who sees the day-to-day run of the place. There are up to 15 districts in a city, and all the leaders make up the Solemn Council, who meets once a week to discuss matters in the city. Dark Elves are actually very open and unbiased, unlike their home would suggest. They are friendly people who welcome outsiders into their home and culture. They are highly righteous, and will oppose all evil before them. They fled underground when their civilization was destroyed by Silent Elves for opposing them in their war on humans.

Forest Elves: Elves that have gained the favour of nature. They rely on nature for all their needs, and never eat meat. They are the most common type of elf, and can be found in large numbers on Naturalis. They favour earth magic, as well as the use of bows and arrows. They have pointed ears, wild, brown hair, bright green eyes, and a thinner frame than most humans. Forest Elves live simple lifestyles, and establish communities around the best area for settlement. They make large villages in trees, and domesticate local wildlife to help them. They are pacifists by nature, but will fight to protect their homes and nature. They make excellent druids, and are in touch with the spirit world. They specialize in wooden products, and are excellent bow makers. They also establish trade caravans to journey to far places to procure goods, such as metal and leather, from other civilizations. They will guide lost travelers, and are generally very friendly people to everyone except Silent Elves. They recognize no true leader, but all follow the belief that they are only a small part of the universe, and should not harm other races. Each village has a leader, simply called the Head Caller, who runs the village. The Head Caller appoints others for leadership in specific fields, who are called The Fingers of the World. Villages will seldom meet with each other, due to the vast distances between settlements.

Silent Elves: The most "elite" of all the elves, they believe themselves to be the highest life form. They look down on all other races, including other elves. They are the most physically fragile of all the elves, but are the best magic users. They scorn humans and orcs in particular, and use goblins as servants and foot soldiers. They are very thin, have very angular features, ice blue eyes, pointed ears, and an absence of body hair. They are considered to be the most brutal of all the elves, and are regarded by the other species to be heartless killers. They recognize a formal leader, called the High Queen, who controls the entire race. She appoints are head of each city, called an Invoker, who directs the city. They employ up to 7 other elves beneath them to oversee different aspects of the city, such as trade, military, and citizens. The High Queen's word is law, and her orders are followed on pain of death. High Queens are the ones responsible for starting wars, but they may be advised by others to start it. Their cities are vast, sprawling expanses of marble and oak wood built in an orderly session of streets and buildings. Every year, all Invokers and their appointed heads meet with the High Queen to discuss the past year, and the upcoming year. They believe technology makes them weak, and rely almost solely on magic for combat and life. They have very few trading partners due to their haughty attitudes, and rarely put their goods on the open market.

Dwarves: Dwarves are a race of smaller humanoids, being not much taller than a goblin, but as physically strong as any orc, and more durable than one. They prefer not to use magic, and are master craftspeople. They usually live in large cities carved from solid stone, but also make their home under the surface of the ground in an intricate network of tunnels. They are primarily divided into 3 categories, Deep Dwarves, Hill Dwarves, and Mountain Dwarves. Dwarves can live up to 1000 years old, but rarely pass 800 due to hazards, and their restless nature. All dwarves formally acknowledge the Stone Father as their ruler. The Stone Father is chosen from all dwarves, and is the greatest fighter and tactician among the dwarven people. The Stone Father is ruler of all dwarves for up to 200 years, where they hold an selection for a new Stone Father.

Deep Dwarves: Dwarves that live deep underground, they are the most secluded group of dwarves, but still maintain friendly relationships with nearby settlements and other dwarven settlements. They are used to the darkness of the underground, but they still have excellent use of their eyes. Their eyes see the thermal spectrum, but can also see the visible spectrum of light. They are characterized by their dark hair, paler skin, and clan markings on their skin. They live in cities carved from stone deep underground. They decorate their homes with valuable ores, and consider wood to be a sign of wealth. They still trade with the outside world though, and have a market on the surface nearby their cities. They are good allies with the Dark Elves, and will aid them for all troubles. They elect a Speaker, who is the voice of the city and directs all activities within the settlement. They elect a new one when the previous one either steps down or dies. They are known for their incredible artistic detail of furniture and decorative pieces, but still are good armourers.

Hill Dwarves: Dwarves that make their home near the surface, they live in a long network of tunnels about 10 meters below the surface. They are friendly to all humanoids except goblins and Silent Elves. They decorate their homes with intricate wood and stone carvings, and take great pride in their carving. They are characterized by their light coloured hair, tanned skin, and carved leather necklaces. They elect a council of 7 dwarves to govern their settlements, and they are called the 7 Wildgrasses. They hold council every day, to discuss the events in and around their settlement, as well as the economy and agriculture. They are excellent farmers and animal breeders, as well as guides. They set up a market nearby their settlement to trade, and rarely bring non-dwarves into their homes. They are the most wary of all dwarves, but are still friendly people. They are good at making household utensils and farm equipment, and are known to be the best suppliers of those commodities.

Mountain Dwarves: Dwarves that live in mountains, they are the most accepting dwarves, and frequently make trade routes with nearby settlements in return for materials. They are hearty folk, and love nothing more than a drink and a good punch up. They make good adventurers, and love being on a journey. They are characterized by their red hair, braided beards, and stocky build. They elect 3 dwarves to run the settlement. They are called Stone Callers, and each one supervises a different field of work. They are the best armourers of all dwarves, and make very high quality weapons and armour. They are known to decorate their cities with huge amounts of gold carved in representations of the past. They have a market just within the gates of their city for local goods, and a market outside of the mountain they live in for general trade with the outside world.

Voth: Voth are a race of insect humanoids who still possess some key insect characteristics. They have six or more eyes, placed evenly around their head, 4 arms and 2 legs, some have wings, and they are very strong physically. They can't use magic at all, but are experts at wielding multiple weapons at one time. They communicate through a series of high pitched trills that are above the range humans, elves, and dwarves can hear. They can be heard by goblins, but can't be understood. They are highly intelligent, as tall as orcs, and can live up to 500 years. They can range in colour from deep red to bright green. They can every language, and are adept translators. They can shed their exoskeleton to grow a new one. They shed once every 10 years. They possess mandibles and antennae, as well as claws, and can also secrete a fluid that hardens rapidly when exposed to air. They can walk on walls and ceilings, and reproduce once every 200 years. They only become stronger as they age. They can adapt to virtually every environment except underwater, and are primarily found on Arcana. They do not live on Enigma or Tartarus, and only in small numbers on Naturala. They are recognized by the Arcana government to be peaceful, and no prejudice against them exist on Arcana. They are built heavily, like a bodybuilder, and can easily lift 200 kg total. They are vulnerable to fire, but can adapt to it. They are inherently peaceful, and will build vast cities out of amber and wood in forests. They welcome trade, and can appreciate the practical applications of magic. They like to explore, and will willingly join adventurers that may come. When they are within 50 metres of another Voth, they have a hive-mind ability. They can also transmit information over long distances through other Voth. They have 2 stages of life, pupae and adult. Pupae stage lasts from the time they hatch to when they are about 20 years old. In this stage, they resemble large, lightly armoured maggots. When they reach 20 years old, they undergo a metamorphosis. They emerge into their adult forms, and spend the rest of their lives growing. As insects, they are severely hurt if their exoskeleton is broken. The fluid they emit hardens rapidly when exposed to air, and can be shaped into various shapes when it is still fluid. In solid state, it behaves much like iron does, only with a lower boiling point (around 80 degrees Celsius). In its fluid state, it has the consistency of molasses, but can be shaped. They are omnivores, but possess a slow metabolism. This allows them to go for up to a week since their last proper meal. They are also immune to most forms of poison, and can create antibodies for those who aren't Voth. They don't blink, but possess eye shades that they can lower at will to act like sunglasses. They consider dwarven crafts to be the best, and dwarven items are considered to be a sign of wealth. They have no formal queen, instead they reach consensus through their hive-mind. Voth cities usually cover a minimum of 500 square meters, but the larger ones cover up to 2 square kilometers. They expand their cities for new residents, and there is no measurement for the largest population. Voth with wings can fly at speeds of up to 80 km/h for up to 10 hours straight.

Haelcoth: Haelcoth are a race of large, bear-like individuals. They are bear-like because they possess fangs, pointed ears, fur, padded palms, a bear-like snout, and incredible sense of smell. They don't possess the grace or finesse of bears however, and are considered to be both rash and clumsy. They are highly temperamental, very aggressive, and not very bright. They are larger than orcs, at about 8 feet tall, and very heavily built. Males are incredibly muscular, very durable, very strong, and about as fast as the average human. Females are built more like human females, only larger, and are not as muscular, durable or strong, but are much smarter (think human and elf level), faster (can run up to 80 km/h for up to 30 minutes at a time), and can use more complex weapons than males can. They live in tribes, where two leaders are picked. One male and one female. The female is the true clan leader, overseeing all important decisions and maintaining peace with nearby groups. The male is the war leader, as well as the lead hunter. He oversees battles and the sustenance of the tribe, as well as the right of passage. They are not mates however, they each have their of families. They are able to use limited magic, but most males see it as a sign of weakness and prefer not to use it. Females can be adept in it, but are not as good as orcs in magic. They are highly athletic as a species, and can use primitive weapons such as clubs and swords for males, and anything up to guns for females. They are naturally suspicious of outsiders, and will never ally with Feral Orcs, Silent Elves, or Goblins. They know natural remedies, such as salves, as well as hunting and gathering. They inhabit Naturalis primarily, with a few imprisoned on Tartarus. Tribes can range from 20 members to 2000 members. They have permanent settlements, and stay there all year long. They are able to resist cold to some degree, due to their fur, but are also adapted to Naturalis' climate. They are among the most dangerous of Naturalis' creatures due to their tendency to hunt in groups, as well as use weapons, and magic, makes them formidable foes. Their fur colour ranges from light grey to deep red, and they can also have black stripes. They may also have a tattoo on their body that dictates what their tribe is.

Giants: Giants are a race of mostly-peaceful humanoids who spend most of their lives farming and herding domesticated animals. They also have hunting groups that are highly efficient, being able to bring down almost any animal. They have no distinct sub-types, like elves and dwarves, but their pigmentation and general appearance will vary depending on where they live. If they live in cold climates, they will have light-blue skin, in a forested area, light-green skin, in deserts they have light-brown skin, and so forth. Giants typically are between 4.5 and 6 metres tall when fully grown, and weigh between 500 and 800 kg. They live for up to 300 years, and are fiercely loyal to their species and tribe. Some Giants will live near other settlements to negotiate defense contracts, or farming contracts. Some Giant bands choose to openly rob settlements, but they are characterized by the large amount of bone jewelry. Giants typically wear larger versions of humanoid clothing, such as shirts, shorts, dresses, etc., but the males also frequently wear loincloths as their only clothing. Each Giant also has a different form of war paint on their body. This dictates their status in the tribe. Giants are slightly more proficient than goblins at magic, and elect a shaman who acts as council for other tribe members, as well as a general healer. Giants elect a chief by merit of deeds, that is to say, who has accomplished the more impressive feats. Any Giant can challenge the chief of their own tribe at any time for leadership of the tribe. They are excellent farmers, and their crops are highly sought after for their high quality and intense taste.

Nitschei: They are a species of snake-like humanoids native to both Narturalis and Tartarus, with distinct subspecies. The ones native to Narturalis are longer, leaner, possess thinner scales, and have green or dark brown scales. They are also more social with other species, but still prefer to live off the grid. The desert subspecies from Tartarus are shorter, stockier, and coloured light brown and tan, and are much more hostile because of the environment they live in. No matter where they live, they are characterized as appearing like a mix between a viper and a human, with two strong muscular arms, with two fingers and a thumb. The viper-like head has long fangs set on a hinge containing very strong a hemorrhaging venom (changes the permeability of the blood vessels), causing bleeding from the eyes and mouth into the lungs and can cause a stroke or brain hemorrhage. The species in terms of skills are good at stealth and make good mages as well. They are also very good swimmers and climbers because of their very strong muscles. They are stronger than orcs, and are on par with the Voth in physical strength. They are somewhat secretive to other races and not totally trusted because of myths about their feeding habits, which is not helped by their rather fondness for small furry animals(small to them they weigh over 200 lb). They are very trusting and loyal to their friends, even risking their lives to save them if the need arises. They are also very flexible, able to coil themselves in knots and are up to 20 feet long, but "stand" only about 5-7 feet. Also very intelligent, good at planning, and respect the natural world, only killing if they must. Will only join people they know, but they tend to make a valuable asset to the group.

Animals and Monsters: A basic section of monsters that are listed in the game.

Wyrms: Basically dragons, there are two types of Wyrms, lesser and greater. They are effectively the same, only Great Wyrms have wings and can fly. They can breathe some element, including but not limited to fire, ice, lightning, poison, acid, force, light, smoke, or high pressure water. Wryms range in length from 30 centimeters at birth to 50 meters when fully grown. They live for up to 700 years, and grow in size all their life. Their colouring can range from black to white, and everything in between, as well as metallic colours such as gold, silver, bronze, copper, and other such metals. The Wyrm is only limited by the parameters set here, and the GM. Great Wyrms can fly at speeds of up to 200 km/h for up to 6 hours straight. Wyrms have tough scales, like plate mail, and have limited resistance to magic. Wyrms are found primarily on Naturalis, with a few colonies on Arcana. There are tales of Wyrms on Tartarus, but these are as of yet unconfirmed. Wyrms are not intelligent, and cannot speak any language spoken by player-characters. Because of their durability, they are prized as ingredients in alchemy, and crafting. They are not easy to kill though, so be warned.

Razor Snakes: One of the most feared species in the universe, Razor Snakes are large, four-legged, snakes whose scales are highly resilient and razor sharp on the edges. They are usually about 2.5 metres long, but specimens have been found that have been 4 metres long. They have a diameter of up to 75 cm. Each of their legs has 4 talons on it, all of which are as sharp as their scales. They also have a mouth full of sharp teeth, all of which grow back if lost. They detect their prey through pit organs located on their snout and down the length of their body. They are nearly blind, but can also sense vibrations in the ground around them. They are dark green in colour, and sometimes have spots on them that look like eyes. They mature fast, reaching adult age in about 5 years, and only live for about 20 years. They are slightly resistant to magic. To kill prey, they wrap around their prey and constrict it, all the while shredding the prey with their scales. Victims of Razor Snakes are easily recognized due to the large amount of lacerations on their body.

Plants: The flora and fauna that is present in the universe. Like the other species, all plants on earth are automatically in the universe.

Despair Mushrooms: A highly poisonous species of mushroom, they are feared for the wild hallucinations they create, as well as the sense of despair that they give when eaten. They are small, only up to 10 cm tall when fully grown. They have pale green spots on them, and the mushrooms themselves are off-white. They are only lethal when ingested, or injected directly into the bloodstream. They can be used to make potent hallucinogens, as well as various narcotics(drugs). They are only found in dark, wet areas, and even then only grow on Naturala. They never grow in bunches, only one at a time in a certain area.

Spring Bush: Among one of the more rare plants on the planet Naturalus, this plant has the unique ability to grow in any environment granted soil that has the ability to sustain plant life. The plant itself looks similar in structure to a small (1 meter tall) palm tree, but where the leaves would be there are slightly elastic branches with no leaves. On the ends of these branches are 1-10 head sized bulbs ( 1 for each year the plant has matured) that look like water balloons. Each bulb has the capability, when squeezed, to produce 2 liters of a slightly sweet and refreshing juice similar to water. The bulbs are sort of rubbery in texture and are fairly durable (so something like squeezing and bumping around in the wind would not burst them).

More to come later.
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Species Empty Re: Species

Post  The Dark King Thu Jul 05, 2012 8:00 pm

Updated the plant life section.
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Species Empty Creep Bramble

Post  RagingSeas Thu Jul 05, 2012 8:26 pm

The creep bramble usually tends to grow along things such as buildings and trees, but when unaided grows in a wall like structure. The plant itself has a large multitude of vines that sprout from the seed and more as time goes on. If there is anything in the way of the growth of the plants it will entangle the object in its stiff vines. The vines itself are fairly durable, if someone swung a sword a it it would only cut down a set amount depending on how strong they are, how sharp they sword is, etc. They are however less impact resistant (clubs, maces, etc.) and will break easier. The brambles themselves have dissuading jagged 2cm thorns all along each vine. For each year of maturity gained it will gain an additional 10cms of depth and an additional foot to the height and length from the seed. Another ability the Creep Bramble possesses is that when something comes into with it, the vine may actually strike out at whatever touched it (only on a six).
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Species Empty Freeze Spine

Post  RagingSeas Mon Jul 09, 2012 11:09 pm

The Freeze Spine is a rather unpleasant looking plant because it is nothing but a mass of spikes similar to a urchin. the spines grow up to a foot per year of age up to a maximum of ten feet away from the center point assuming it was a entire sphere and not a half one. The colour of the plant itself is a icy blue shade that is semi reflective. Spikes of the plant are usually one centimeter in radius and the spikes themselves usually have around half a foot space from one tip to the next. The name misleads you to that when pricked by this that you freeze solid when you actually just become paralyzed for a certain duration and are unconscious (GM`s discretion for duration). This will only happen when someone is pricked by the point of the plant anything else is safe to touch. The joints where the spike meets the base is fairly brittle so when something becomes pricked the barb will catch and the spike drops off so a new one can grow in its place. This means that it can be pulled off and used as a weapon if wanted, the paralyzing liquid can also be drained through the use of a spiton so it can be used in smaller doses on the tips of darts and so forth.
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Post  RagingSeas Sun Jul 15, 2012 10:31 pm

Armored Cabbage: The Armored Cabbage gets its name from the resilience of its leaves. Each leaf of this plant is shaped like a shield and is as durable as a shield itself. A defensive adaptation that it has is that it can make an impacts net force zero upon contact with the leaf up to a certain amount of force (GM`s discretion), and that amount of force increases with the maturity of the plant. However that is only the resilience of the leaves and they can still be ripped off the plant. The only way for these leaves to soften up is if they were to sit in a bath of boiling saltwater for an hour until softened. The plant can grow to be fairly big in size, after twenty years of age the cabbage will be around twenty meters in radius from the seed above ground (around a meter per year).
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Post  RagingSeas Mon Jul 16, 2012 10:04 pm

Durian Grenade: Unlike regular durian trees this one will only grow up to a height of 4 meters. After the initial 5 years of growth into adulthood for every 1 year after it will bear a additional fruit. These fruit when plucked from the tree have a 7 second gap between when they are pick and when they explode violently like a hand grenade turning all of the little sharp spikes into harmful and potentially deadly shrapnel. If you ever want to eat one of these fickle fruits then they must be cut open within the window of time alloted. The trees are very versatile and will grow in any climate except cold ones provided soil substantial for plant life.
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Post  RagingSeas Sat Jul 21, 2012 4:50 pm

Steak Vine: The Steak Vines grows along the ground just like a watermelon vive but grows steaks of varying size and quality depending on the age of the plant itself. These steaks will grow overtop of rather large leaves that can serve as plates (talk about convenience xD). Within one year the plant will grow to about 4 meters in length and bears one steak every foot. The steaks are almost identical to that of cow meat and can even be cooked in the same ways like grilling, etc., and taste the same (the longer the steaks age the better the flavor). This plant can grow in any type of soil it is planted in.
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Post  RagingSeas Sat Jul 21, 2012 5:02 pm

Salmon Bush: This bush will grow after the period of a year to about 2 meters after that it then will start growing salmon of varying types (yay for variety Razz). It only grows in costal areas by streams or large bodies of water. The longer the bush lives the bigger fish it will produce (15 cm of growth on the fish per year and a additional lb.). Can be cooked and prepared like regular fish. Yields can be from 3-6 fish per year.
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Post  RagingSeas Sat Jul 21, 2012 5:14 pm

Dressing Drops: Among one of the more exotic trees, this one grows various bubbles like apples. Even though the tree does not get very big and is fairly slim (around 2 m tall at biggest about 15 cm diameter trunk), it grows different colored bubbles that when squeezed will burst and release some sort of marinade, sauce, etc.. Will grow around 5-8 bubbles per year sauce quality improves with age.
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Species Empty Torchwood

Post  RagingSeas Wed Sep 19, 2012 4:26 pm

This tree can be found only in desert regions and are fairly common. They are always bare and are a brownish colour. Fairly sizable they resemble oak trees when grown. When a friction compareable to rubbing your hands together for 15 seconds is applied the wood will catch fire and burn for a very long time(ex. one foot would burn for around five hours continuously). They also burn with the intensity of a campfire from just one stick. They grow at around a foot per yearof age.
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Species Empty Drowsy Peach

Post  RagingSeas Fri Sep 21, 2012 10:29 am

It's fairly self expalanatory. If the peach is cut with anything less sharp than a steak knife the insides will instantly evaporate if punctured or crushed and release a powerful sleep gas capable of knocking someone out. They can be eaten like regular peaches otherwise. These grow at the same rate as normal peaches but have a slightly greenish colour.
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Species Empty Re: Species

Post  Megaprr Fri Sep 21, 2012 4:54 pm

wow dude..... waaaaaaay to many food plants..... I can understand one or two, with characteristics like "incredibly nutritious, with minimal taste"..... but I think we've got way too many of those.
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Species Empty Charge Carrot

Post  RagingSeas Wed Sep 26, 2012 9:40 pm

These special veggies can hold a large electric charge and do at all times. When growing they present no danger for they are "grounded." But when taken out of the ground he carrot turns bright fluorescent blue and they crackle with electricity. When they are uprooted they will create a electric blade from the point of the carrot to however long the carrot has had to grow, and the charge grows accordingly. For every year of age the blade will grow 1/2 of a foot and gain another voltage amount equal to that of two C size batteries. You can also add dyes to the plant when growing so the electricity will be different colors(yes I am thinking of light sabers). The electricity will still behave like electricity when it comes into contact with objects still, so proper safety gear is recommended when handling these static veggies(ex. rubber gloves).
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Post  The Silent Watcher Wed Sep 26, 2012 9:43 pm

No. Also, volts =/= charge.
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