MSF's Menagerie

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MSF's Menagerie

Postby Mitera Nikkou » Mon Apr 05, 2010 2:47 pm

MSF offers a number of unique creatures/entities/beings/races/et cetera for people to roleplay as, or to have as a character (or trait of said character). So, I thought I'd set up a place that would list them, so people can take them into consideration the next time they put a character together, or even as a reference for when they transform someone into one of them. In part because I noticed that I have a few of them, and I'd like to jot them down somewhere before I forget too many details. But, of course, it's also so others can enjoy them. I'll add one to get things started, but I'll get around to adding the others I've conceived. In the meantime, I'll edit in what everyone else thinks should be added to the list.

(So, y'know... I figure this topic could be stickied.)

The qualifications are fairly simple:

1: It has to be conceived at MSF, or, at the very least, not be well known or used much outside of MSF, if its origins lie elsewhere but eventually migrated here.

2: It has to have notable differences from many other things that have been established out there, such as the catgirl. Giving a catgirl magical powers, for instance, just makes them a catgirl with magical powers. A catgirl that can only use as much magic as cats they've befriended, because they have made a pact with a cat spirit, and thus the reason for their current form, makes them more than just a catgirl.

3: It has to be something that anyone could choose to become, or have a chance of being transformed into.

Now for the list, as it currently stands. Please be thorough when providing information, in regard to a potential addition, in order to make sure that others know everything that they will need to know to be one, or for when they transform someone else into one.

Bubblegum Faery

Appearance: Mature bubblegum faeries can be anywhere between four and six inches tall, and assume a human shape. The color of their skin, eyes and hair are dependent on what flavor of gum they are. Their hair is made of cotton candy, so it tends to stick up like the hair of a treasure troll. Their wings are made of crystallized sugar, shaped like the wings of a butterfly or dragonfly and, with or without a thin, sugary membrane, are veined.

Abilities: As with your typical faery, they have access to magic and are particularly good with creating illusions. Their magic is the source of their flight, while their wings are merely ornamental. Whatever may cause their body to become disfigured or malformed (due to being chewed, usually) they can easily and painlessly reform back into its original shape. When being chewed, they release a flavor that never loses its strength, and thus never fades entirely.

Mentality: There are no direct changes to the mind, but their sugary bodies give them an inordinate amount of energy and, because of that, it can make them too antsy to be still and/or do nothing. Which, of course, results in a lot of hyperactive behavior. Over time this can become their normal behavior, via acclimation.

Particulars: As their name implies, it is in their nature to be chewed like any other type of gum. The experience of being chewed is likened to the sensations of sex and a really good, whole-body massage. It is also the means by which they replenish their own energy. Once they run out of energy, they fall asleep and become a regular stick of gum, until someone chews on them and, thus, restores their energy. If swallowed, they can not be digested, like you'd expected from normal gum. However, rather than an unpleasant trip through the digestive system, they have a natural response that releases some of their magic, intermingled with their own life energy, which transforms the swallower into another bubblegum faery. If two or more bubblegum faeries are chewed together, there's a chance that they'll spawn a child. As with many faeries, bubblegum faeries are, naturally (which implies that other arrangements can be made), all female.

How to become one: Magic that requires a significant amount of skill, as well as general knowledge of the fae. Highly advanced science, or a form of magitechnology. Swallowing a bubblegum faery.

Femtoine

Appearance: Highly variable, akin to a shapeshifter's form but even more so.

Abilities: Depending on the amount of mass available to them, they can distribute their weight (mass) as they please, alter their appearance, size and shape, and even become, as a part or as a whole, an inanimate object. With their control over their molecular structure, down to the atom, they can manipulate them so that they can pass through solid objects, through spaces that are so small that they can only be seen using a special instrument. They can convert any amount of their mass into energy and back. All of the aforementioned abilities can be initiated with just a thought, and the femtites respond quickly to fulfill the demands made of them. Mass can be obtained if needed, and it can also be lost, either purposefully or due to other circumstances (incurred in a fight, for instance).

Mentality: There are no known effects on the personality of those that become a femtoine, though, with their mind now housed in their spirit, they do acquire a perfect memory and can process information much faster than before.

Particulars: Femtites are not made of the same base material as everything else in the universe, and are instead composed of atoms made of femtons (instead of protons, neutrons and such). Because of this, the femtoine doesn't benefit or become handicapped by being exposed to normal atoms. Their size can be deceptive, for they can, if they wished, pack enough mass in a body that people would assume would only weigh a hundred pounds to weigh, in actuality, a thousand pounds. Exactly how much mass a femtoine will accumulate mostly depends on how they live, by how they normally use their mass and if weight becomes an issue in some form or another. Femtites, by their nature, are attracted to anyone, or anything, that has a spirit, and converts that spirit's vessel into more of itself, in order to bond with the spirit. Once the bond, or synchronization, has been established, the femtites are then capable of absorbing more mass and energy, no matter what it is. Which means that they can have a high recovery rate in the right environment... such as an atmosphere. This function makes them very resilient, but they can still lose more mass by force than they can recover (depending on the circumstances, of course); and, once the last femtite is torn away from the spirit, they essentially die (the same thing happens to the spirit as if a human body had died). The problem with scattering a femtoine into oblivion (especially if you're trying to get rid of them, and not any particular one) is that the femtites, no longer synchronized to a spirit, can attach themselves to someone or something else. The relationship between the spirit and the femtite-body is the opposite of how it is for a human: instead of the body being in control, with the spirit along for the ride, it's the spirit in control, with the body as the ride. Femtoines are female because of the duality of the third dimension, wherein there is "me", "you" and "them", with "them" being a combination of "me" and "you", much like how a hermaphrodite is a combination of "he" and "she." Bearing that in mind, the nature of the body is male (active); the soul, female (passive); and, the mind between them, both. Femtites make the passive spirit the active force, and vice versa for the body, so the nature of the spirit, dictated by the rules of the universe, can only compensate enough to express the anomaly in the simplest way that it can: to accommodate the feminine nature of the spirit with a feminine body. And it can not be changed because the neutral mind becomes one with the spirit, which allows the spirit to reign over the body like the body had over the spirit before.

How to become one: By exposure to femtites, which are like nanites except they're much smaller. While it is unlikely for anyone to know how to make one, it's possible. The most likely source, however, would be from an existing femtoine, who can will some of their own femtites to desynchronize with their spirit, so that they can roam free and synchronize with another person. (Note: these femtites are not to be confused with Lio's femtites, which, while the inspiration for these femtites, are different in their nature.)

Mitera

Appearance: Highly variable, though they tend to match the general appearance of the entities that they intend to mingle with.

Abilities: Mitera (μητέρα; Greek for "mother") have no offensive capabilities (it's not in their nature to cause pain and suffering), though they can use their unmatched empathic abilities to share their feelings of love and compassion, which, sometimes, can cause suffering in someone who doesn't like those feelings. However, since they themselves can't see how such feelings could cause suffering, they see it as a self-destructive response rather than anything that they themselves are doing. They have very strong defensive capabilities, especially when they're protecting someone else, to the point where they can warp space and time around them to fend off an attack. They can teleport anywhere within sight, or any place they remember. They originally come from a place between realms, so they are able to travel between realms. Since they are beings based on emotion, they can use all five of their senses to understand the feelings of others, which makes it possible for them to find those who they think need their attention the most. A passive ability, of sorts, is how those around them can sense their maternal love (because it's so strong), which, while tending to draw a lot of attention, also works well to discourage unwanted behavior, to them or to others in the affected area.

Mentality: Every Mitera's nature revolves around the concept of maternal love, which, to put it simply, more or less acts as a filter for their thoughts and actions. They are, thus, unable to think, do or say anything that contradicts their nature; and, for those who become Mitera, it is something that they literally grow into, and becomes normal.

Particulars: The Mitera came into being due to the nurturing and caring nature in mothers, and those who wished to be comforted and protected by them. These thoughts, from countless realms (realities or universes, if you will), culminated into a thought-form that existed between all of these realms. This thought-form is referred to by other Mitera as the First One, or Hestia (Ἑστία; Greek for "hearth"). However, while the basic concept was the same, how people thought a mother should express it differed; and, thus, Hestia had no real mind of her own to act, for all intents and purposes -- stuck in a perpetual state of indecision, as she was. This situation changed when someone managed to come into contact with her with their mind. However, since Hestia was formed by many minds, this someone was overwhelmed by her nature and became the first functioning Mitera, with their own mind determining how to express their new nature, as a being of maternal love. Mitera live out their eternal existences moving between realms and finding those who need their attentions. In particular, they look for those who are in such a state as to desire to be with them always, because they don't have much to leave behind. This is because each Mitera understands that she alone can only do so much, but in creating more Mitera can they be of one mind in accomplishing the same thing, only to a greater extent. So, in a way, adding another Mitera is akin to making an extension of oneself, since the effort of each Mitera is shared. Newly-adopted Mitera are referred to as Kori (κόρη; Greek for "daughter") by the Mitera who created them, who are, in turn, referred to as Mana (μάνα; Greek for "mother") by their Kori. Kori start out at the nadir of puberty, and mature into motherly women as the relationship between their new nature and minds integrate fully and harmoniously, so that the latter can properly express the former. Once a Kori has matured, they can leave their Mana and find Kori of their own. Because they are extra-dimensional thought-forms, their existence is fueled by the thoughts of others, from countless realms, so that essentially makes them immortal. While their physical guise can be banished/destroyed, it is really only an anchor to a realm, which causes them to be sent back to where they originated, between realms. Mitera, while assuming a physical form, change others into Mitera via breastfeeding. This is because of the belief that maternal love is centered within the bosom, where the heart and breasts are. Otherwise, there's nothing else that is so distinctively, and definitively, motherly, since kissing and hugging could be done by anyone, and anything short of that fails to convey the intimacy that a mother's love requires.

How to become one: By somehow coming into contact with the First One, between realms. By accepting a Mitera's offering to become one, or asking a Mitera of one's own volition.

Mivalkiaps

Appearance: Small blue cats of sorts that are about two and a half feet tall or so. They have a large tuft of black, puffy fur that goes around their neck. They possess two long, black cat-like tails that end in a small sphere. The ends of their black cat-like ears also have tiny spears on them as well. They can have actual human-like hair on the top of their heads as well. Their feet and hands are also black, and their bellies have some red on them. On their cheeks are small black circular markings as well

Abilities: One of the Mivalkiaps main abilities is that of shape-shifting. They are able to assume various different shapes while having a clear mental image of it within their mind. They also have some access to magic, but the Mivalkiaps greatest aspect is the ability to enter and travel through the Dream Realms throughout the multiverse. They do this by entering through the head of a being, and once inside, they can interact with everything as if it were real to them. They move from dream to dream, world to world, dimension to dimention, and etc via doorways that only appear to them.

Mentality: There's really no set mentality for Mivalkiaps, because one can very greatly from another depending on interests. They also like to collect things from dreams.

Particulars: Not all Mivalkiaps remain in their birth form. Several end up finding a different form they like and sticking to it for a long time; one that helps them better blend in with people around them. Often times, one could be right around you, and you wouldn't even know it until they revealed themselves.

How to become one: Other than methods pertaining to the usual aspect of a TF Gun or some such, one could manage to come in contact with the Mivalkiaps crystals, which are special minerals that the Mivalkiaps have created with their own magics and energies. The speed of the transformation depends on just how many crystals one is around, but it can still be sped up with just a few if a Mivalkiap is there to help.

Ovalisk: Old School

(Note: This is based on flawed memory and what most people are familiar with at MSF, nowadays. Ovalisks have had some further development over the years, though, so that's why this is the "old school" version. Help me add or change anything that I missed or got wrong, respectively. And if you're more knowledgeable than I about their current developments, that works, too.)

Appearance: They're cute to the extreme, and their cel-shaded appearance allows for exotic colors, unnaturally-large eyes and physics-defying hairdos. You know, like a character out of an anime. They're young in appearance, with the eldest, as far as anyone knows, looking no older than twelve. Their skin is soft and smooth, utterly hairless, akin to snake skin (because it is like snake skin).

Abilities: They vary, considering that they're from the Makai realm. The only definite thing to know is that, when it comes to ningen (humans), they often discover their strength and speed when it's too late to do anything about it.

Mentality: When a ningen becomes an Ovalisk, they experience a complete overhaul on their mind; usually a varied mixture of suppression and revision, to the point where they simply aren't anything like the person that they used to be.

Particulars: Ovalisks are somewhat reptilian in nature, both physically and mentally. One of the more obvious physical traits being that they're ectothermic, which requires special accommodations whenever an environment's temperature is unsuitable for them. Since they're usually hyperactive, at least from time to time, it's not uncommon for them to burn themselves out of energy, take a nap, and then repeat. Of the mental, the easiest way to describe it is to compare it to the mind of a child, who usually don't use complicated means to get what they want/need. Where an adult human will likely get from point A to point E by taking the "necessary" steps of point B, C and D, Ovalisks are more likely to arrive, or try to arrive, at point E directly from point A. However, while they seem to act like children, for all intents and purposes, they are by no means stupid: Ovalisks just have different priorities, and their way of thinking steers away from complicating (or overcomplicating) matters like adults do. Basically, it'd be surprising for them to do anything remotely redundant, to do more than what's necessary. In a nutshell, however, you could say that they are exemplars of cuteness, affection, happiness, innocence and honesty. And, while humans may not think so, they could also be seen as benevolent, as their desire to change them is well-intentioned (they tend to believe that humans are Ovalisks that have lost their way). Humans that become Ovalisks usually retain most of their old life as a human, though there are cases when the memory of their life as a human is lost completely. Practical knowledge (such as how to cook, clean, read, working with numbers (mathematics), drive a car, ride a bicycle, et cetera) is retained and immediately accessible, but memories of experiences are usually buried for a time, and may or may not rise to the surface at some later date. When they do, and to what extent, depend on whether the experiences were good or bad, with the good memories usually coming back sooner and in greater supply, while bad memories will come back later, if at all, and not in great quantity (which may be due to their volatility, and thus measured so as to not be overwhelming). If someone willingly becomes an Ovalisk, especially if they were unhappy with their life, the chances that they'll remember anything of their old life is very low, since, usually, they want to become an Ovalisk to forget it. Ovalisks who do remember a great quantity of their old life change very little from what they've become, if they change at all from the knowledge. This is, in part, due to their new mindset and nature, and thinking that humans are really Ovalisks that have lost their way. But it's also because of the simpler, happier, virtually stress and worry-free life of being an Ovalisk. They can change humans with a mere touch (because of microscopic scales that are released, I believe), but this effect often doesn't work on many other entities, for one reason or another (which includes many makai). While Ovalisks are usually female, males are infrequently born/created.

How to become one: Either from being born as one, or by being touched by one.

Prismpire

Appearance: Prismpires are female humanoids, due to the overwhelmingly feminine nature of colors. In their weakest state, they appear to be transparent, like glass. Otherwise, they can use the colors that they've drained from others to shapeshift their physical appearance and clothes in accordance with whatever color they use (except any reserved for males), in addition to choosing the color of their hair, eyes, skin and attire.

Abilities: A Prismpire's abilities depend on what colors they've obtained, and the potency of those abilities depend on the amount. Red colors increase physical strength and defense, blue colors increase magical strength and defense, green colors enhance the five senses, yellow colors increase physical and magical stamina, orange colors increase dexterity and balance, purple colors increase charisma/charm, and brown colors increase physical attraction (kind of like pheromones). They can drain color from people by sinking their teeth into them, by eating colored fruit, and by being targeted by a medium that delivers color (magic, beams from gun, et cetera). Since they are supernatural creatures that thrive on color, they are effectively immune to any affects that they don't desire.

Mentality: There are no notable changes, except for when they have no color stored within their bodies: in which case, their hunger for color can be very demanding, to the point where they can think of little else.

Particulars: Although Prismpires are masters of color, they do have a limit, and it's their main weakness: direct sunlight. They can not handle so much of every color at once, so their body has to release their stored color and allow the sunlight to pass through them instead of absorbing it, or risk exploding from color overload. This leaves them in their weakest state, so they prefer to live during the night. However, they do have a natural defense when they're in direct sunlight, and it's the reason for their name: the sunlight that passes through them is refracted, which sends out colored beams of light all over the place. While being affected by some of them normally wouldn't be a problem, it's very disorienting because there are so many changing and moving beams of color, which results in anyone nearby being transformed over, and over, and over again; likely before they were done changing from another beam to begin with. Because they are luminous creatures, a person can identify a Prismpire if they see someone in the dark without any evidence of light shining on them. While this can put a Prismpire at a disadvantage, especially if their prey is also in the dark, with enough color a Prismpire can see in the dark as if it were day, because they become more sensitive to a color depending on how much of one they have. You can tell how powerful a Prismpire is by how luminous they are, so if they light up the night like a halogen light... caution is very much advised. The usual victims of a Prismpire usually appear to be black and white, with shades of grey, and seem to have little energy or interest in anything. They can regain their color by having other colors applied to them, but they're extra sensitive so the usual amount will likely give them an overdose, which would result in exaggerated effects and their appearance only exhibiting shades of the color used. Those completely drained of color become transparent, like the Prismpire, thus becoming one. Whatever clothes (it's optional) a Prismpire wears is effectively a part of them, which they can create once they have enough color. They don't wear normal clothes because they're uncomfortable and stifling, because they're not made of color and luminous, and thus not compatible with the nature of their body.

How to become one: Being completely drained of color by a Prismpire. Possibly through magical or scientific means.

Purrian

Appearance: With the general exception of their feline ancestry (ears, tails, eyes and teeth), which still expresses itself to various extents, they look very much like humans in appearance and size. The only exception are the tribes that live in the cold and mountainous regions of their world, who still have fur that covers most or all of their bodies.

Abilities: Purrians are four to five times stronger than humans on average, and naturally display greater poise and gymnastic feats. Because of their active lifestyle and brutal past, they have evolved to the point where they can recover from a great deal of physical trauma and injuries both faster and more thoroughly. Their sense of smell and hearing are like those of Earth felines, and their eyes are like a human's with the exception of being able to see in the dark much better.

Mentality: There are no known changes to the mind, though those who are new to being a Purrian will have more trouble dealing with the urges of estrus, whether female or male, than a natural-born Purrian.

Particulars: Purrians evolved from a large feline species on their planet, Purria. Like humans, Purrians weren't the only branch of a common ancestor, and had been at odds for many centuries with a Neanderthal-like race, that were stronger than Purrians but not as smart or adaptable. The other difference between them was that, in addition to being covered in fur, their face still had a bit of a muzzle and their nails were still retractable. The Purrians eventually drove them away, some two-thousand years ago, and they believe that they are now extinct. However, the Purrians themselves had suffered great losses in the conflict, and recent advances in their modern science has postulated that there had been a bottleneck effect on the population, to where they estimate that only five-thousand Purrians had existed two-thousand years ago. It was from that small number that many Purrian tribes had co-existed for survival, and from them their modern culture had evolved and matured. Today, with modern conveniences that are similar in scope to those of the Earth's humans in the late twentieth century, most Purrians live in large communities, much like cities, and each community shares and trades their excesses with communities that can't produce enough of their own necessities themselves. The greatest example of this are the fishing communities, which ship most of their fish to communities that are too far inland and don't have access to a lake or a major river. These communities have a small government that ties them together, and enforces that each community is an autonomous state, with a ruling patriarch or matriarch (the latter being more common), with the exception of the aforementioned distribution of resources. While Purrians practice equality of the sexes, females, who naturally find themselves at the heart of communities, tend to be shown greater respect and assume a greater number of positions of authority. Communities are, essentially, large families to the Purrians, as everyone, while taking care of their own, also take part in taking care of each other. Because of this, it's a common practice for an entire community to eat together at lunch, when workers are on their break, and it can last for as long as two hours, with games and activities with the children after they help to serve the working adults and eat. Otherwise, all of the residents of an apartment building tend to eat breakfast and dinner together. And, lastly, they don't (of course!) use currency. Yay!

How to become one: Basic magic or advanced science, at the very least.

Sarpas

Appearance: Sarpa's have no set appearance. They can appear as anything, male or female, young or old, but mostly human. One common feature of the Sarpa's is they appear to have bad skin that it constantly peeling.

Abilities: Sarpa's are slightly stronger and faster then normal humans and have a heightened sense of smell and infrared sensitivity. This means that they can see things via their radiated body heat. The most amazing thing about Sarpa's however is that once a month, they shed their skin, revealing a new form underneath it. There is no way of knowing what the new form will be and after each shedding, they forget ever having a previous form, their memories changing to conform to that. They do retain their memories of family, friends etc.

Mentality: Sarpa's have no set personality, although they change with each new form. They act more childish if they become a child, more feminine if they become female etc.

Particulars: Sarpas are the result of a curse. When a wizard passed through a village, he found all the people were cordial to each other, but behind closed doors, they 'shed their skin' and would badmouth and plot against each other. Disgusted, the wizard cursed them to become more snakelike, shedding their skin each month. He made it so that they would forget their previous form after each shedding. As such, they were completely unaware of the curse. The curse was passed down the generations, and with some of each generation leaving the village, slowly spread.

How to become one: The only way to become a Sarpa is to find the shed skin of one and wear it. THe skin will conform to you and give you a new form. One month later, your skin will shed and you'll forget both your original form, and the form you took after wearing the skin.

Wraiths

Appearance: No set appearance, per se. Usually spawned of four Wraiths' binding energies, taking at most only a few characteristics fro the original two's copulation. The effect can be emulated by forcing two opposing souls upon a normal human.

Abilities: Their abilities vary wildly from person to person. Particularly vain individuals find themselves lashing out at others in order to keep them as trophies(be it as statues or otherwise), where shy people might develop more defensive techniques. Variable energy usage can result in many, MANY different things. Able to duplicate themselves at will, at the cost of a fraction of their potential energy. Two would halve, three would cut into thirds, and so on. As they are not part of the physical

Mentality: No set personality. It usually depends on how they are raised, but there is a marked increase in volatility with half-breeds and false Wraiths. See above and below.

Particulars: Every Wraith is made mostly of binding energies from several different souls. It is not uncommon to find them talking to themselves. A staging point is required to stay in the physical plane of existence. This is called a Nexus, which is mainly a repository of their energy. Notably, when a Nexus is destroyed, it releases all of its pent up energy in an explosive manner, easily vaporizing things around it. This leaves the duplicates, or 'Facets,' disconnected, no longer able to function as a hivemind, and also leaves the Wraith vulnerable to death. Should the facets be destroyed while the Nexus is in disrepair(or the Nexus has not been moved to another physical object), the Wraith would be eliminated. They feed on energies, be it natural energy, life energy, or even energies of the sexual kind. Some have been confused with incubi and succubi as a result. When the Wraith's energy supply begins to dry up, they suffer intense pain which will only be relieved by immediate absorption of energy. Some sects of Wraiths deem the act of feeding upon a living being until they are no longer living a rite of passage.

How to become one: The then "Master of Shadows" created Wraiths as a weapon. Using dark arts and souls of millions, he warped normal humans into weapons capable of destruction to serve his needs. However, when they squabbled amongst themselves and ran out of control, he left them to destroy themselves...A mistake that would later come back to haunt him. Forcing two wayward souls into a human's and binding them together with the correct energies is required to create a Wraith through the more unnatural means, but be warned that this may cause a slight mental instability.
Last edited by Mitera Nikkou on Fri Feb 25, 2011 9:01 pm, edited 11 times in total.
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Re: MSF's Menagerie

Postby Mitera Nikkou » Tue Apr 06, 2010 1:40 am

Whew... I added the Femtoines. That was fun.
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Re: MSF's Menagerie

Postby Mitera Nikkou » Tue Apr 06, 2010 6:12 pm

Next, I added the Mitera. This is more work than I thought. ;/
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Re: MSF's Menagerie

Postby Mitera Nikkou » Wed Apr 07, 2010 2:06 pm

I added the Purrians. w00t.
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Re: MSF's Menagerie

Postby Mitera Nikkou » Thu Apr 08, 2010 3:52 pm

Okay, I strained my brain and added what I could of the Ovalisks.
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Re: MSF's Menagerie

Postby KonokoHasano » Thu Apr 08, 2010 9:24 pm

Mivalkiaps

Appearance: Small blue cats of sorts that are about two and a half feet tall or so. They have a large tuft of black, puffy fur that goes around their neck. They possess two long, black cat-like tails that end in a small sphere. The ends of their black cat-like ears also have tiny spears on them as well. They can have actual human-like hair on the top of their heads as well. Their feet and hands are also black, and their bellies have some red on them. On their cheeks are small black circular markings as well

Abilities: One of the Mivalkiaps main abilities is that of shape-shifting. They are able to assume various different shapes while having a clear mental image of it within their mind. They also have some access to magic, but the Mivalkiaps greatest aspect is the ability to enter and travel through the Dream Realms throughout the multiverse. They do this by entering through the head of a being, and once inside, they can interact with everything as if it were real to them. They move from dream to dream, world to world, dimension to dimention, and etc via doorways that only appear to them.

Mentality: There's really no set mentality for Mivalkiaps, because one can very greatly from another depending on interests. They also like to collect things from dreams.

Particulars: Not all Mivalkiaps remain in their birth form. Several end up finding a different form they like and sticking to it for a long time; one that helps them better blend in with people around them. Often times, one could be right around you, and you wouldn't even know it until they revealed themselves.
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Re: MSF's Menagerie

Postby Mitera Nikkou » Thu Apr 08, 2010 9:58 pm

How might someone become one? Other than that, it looks good.
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Re: MSF's Menagerie

Postby KonokoHasano » Fri Apr 09, 2010 11:37 am

*Scratches chin* I wasn't really planning on that aspect, but I could always pull something wondrous out of my ass for it.

... not literally, mind you. XD

How to become one: Other than methods pertaining to the usual aspect of a TF Gun or some such, one could manage to come in contact with the Mivalkiaps crystals, which are special minerals that the Mivalkiaps have created with their own magics and energies. The speed of the transformation depends on just how many crystals one is around, but it can still be sped up with just a few if a Mivalkiap is there to help.
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Re: MSF's Menagerie

Postby Mitera Nikkou » Fri Apr 09, 2010 2:22 pm

Added. Dun-dun-dunnnn!
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Re: MSF's Menagerie

Postby Blaze » Fri Apr 09, 2010 11:17 pm

Here's an idea I've been sitting on.

Sarpas

Appearance: Sarpa's have no set appearance. They can appear as anything, male or female, young or old, but mostly human. One common feature of the Sarpa's is they appear to have bad skin that it constantly peeling.

Abilities: Sarpa's are slightly stronger and faster then normal humans and have a heightened sense of smell and infrared sensitivity. This means that they can see things via their radiated body heat. The most amazing thing about Sarpa's however is that once a month, they shed their skin, revealing a new form underneath it. There is no way of knowing what the new form will be and after each shedding, they forget ever having a previous form, their memories changing to conform to that. They do retain their memories of family, friends etc.

Mentality: Sarpa's have no set personality, although they change with each new form. They act more childish if they become a child, more feminine if they become female etc.

Particulars: Sarpas are the result of a curse. When a wizard passed through a village, he found all the people were cordial to each other, but behind closed doors, they 'shed their skin' and would badmouth and plot against each other. Disgusted, the wizard cursed them to become more snakelike, shedding their skin each month. He made it so that they would forget their previous form after each shedding. As such, they were completely unaware of the curse. The curse was passed down the generations, and with some of each generation leaving the village, slowly spread.

How to become one: The only way to become a Sarpa is to find the shed skin of one and wear it. THe skin will conform to you and give you a new form. One month later, your skin will shed and you'll forget both your original form, and the form you took after wearing the skin.
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Re: MSF's Menagerie

Postby Mitera Nikkou » Sat Apr 10, 2010 12:21 am

Sold! Er, I mean: Sarpas! :D
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Re: MSF's Menagerie

Postby Anamnesis » Sun Aug 22, 2010 1:35 am

Wraiths
Appearance: No set appearance, per se. Usually spawned of four Wraiths' binding energies, taking at most only a few characteristics fro the original two's copulation. The effect can be emulated by forcing two opposing souls upon a normal human.

Abilities: Their abilities vary wildly from person to person. Particularly vain individuals find themselves lashing out at others in order to keep them as trophies(be it as statues or otherwise), where shy people might develop more defensive techniques. Variable energy usage can result in many, MANY different things. Able to duplicate themselves at will, at the cost of a fraction of their potential energy. Two would halve, three would cut into thirds, and so on. As they are not part of the physical

Mentality: No set personality. It usually depends on how they are raised, but there is a marked increase in volatility with half-breeds and false Wraiths. See above and below.

Particulars: Every Wraith is made mostly of binding energies from several different souls. It is not uncommon to find them talking to themselves.
A staging point is required to stay in the physical plane of existence. This is called a Nexus, which is mainly a repository of their energy. Notably, when a Nexus is destroyed, it releases all of its pent up energy in an explosive manner, easily vaporizing things around it. This leaves the duplicates, or 'Facets,' disconnected, no longer able to function as a hivemind, and also leaves the Wraith vulnerable to death. Should the facets be destroyed while the Nexus is in disrepair(or the Nexus has not been moved to another physical object), the Wraith would be eliminated. They feed on energies, be it natural energy, life energy, or even energies of the sexual kind. Some have been confused with incubi and succubi as a result. When the Wraith's energy supply begins to dry up, they suffer intense pain which will only be relieved by immediate absorption of energy. Some sects of Wraiths deem the act of feeding upon a living being until they are no longer living a rite of passage.

How to become one: The then "Master of Shadows" created Wraiths as a weapon. Using dark arts and souls of millions, he warped normal humans into weapons capable of destruction to serve his needs. However, when they squabbled amongst themselves and ran out of control, he left them to destroy themselves...A mistake that would later come back to haunt him. Forcing two wayward souls into a human's and binding them together with the correct energies is required to create a Wraith through the more unnatural means, but be warned that this may cause a slight mental instability.
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Re: MSF's Menagerie

Postby Mitera Nikkou » Sat Aug 28, 2010 2:25 am

Sorry for the later addition. I haven't exactly been "with it" these days.
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Re: MSF's Menagerie

Postby Mitera Nikkou » Fri Feb 25, 2011 9:02 pm

I did everyone the opposite of a favor and added Primspires to the list.
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