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Fantasy Claw & Fang Information

Aukanai

crazy = genius
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  • Superpower Interaction
    > Power Mimicry; Ability to copy or absorb another's powers or skills.
    > Power Sensing; Ability to sense or recognize superhuman powers.
    > Power Bestowal; Ability to bestow powers or jump-start latent powers.

  • Personal Physical Powers
    > Animal Mimicry; Ability to take on the abilities of certain animals
    > Duplication (physical); Ability to create physical duplicates of oneself
    > Duplication (temporal); Ability to bring past and future versions of oneself back to the present.
    > Firebreathing; Ability generate gases from the body and exhale fire from the mouth.
    > Superhuman agility/reflexes; Ability to react faster than a normal human and to possess greater flexibility and with higher/farther jumping capacity.
    > Superhuman Strength; Ability to have a level of strength much higher than normally possible given their proportions.
    > Night Vision; The ability to see clearly in total darkness
    > X-ray Vision; Ability to see through solid matter
    > Telescopic Vision; Ability to magnify and extend one's vision to various levels
    > Wall-crawling; Ability to adhere to solid surfaces, including walls and ceilings
    > Waterbreathing; Ability to respirate through water in lieu of a gaseous medium. Not to be confused with an ability to go without breathing or to be able to breathe an alternative air supply.
    > Shapeshifting; Ability to change appearance or body structure.


  • ESP
    > Empathy; Ability to read or sense the emotions and/or control the emotions or feelings of others
    > Precognition; Ability to perceive the future. It may be expressed in vague dreams while asleep, other times it can be clear and can occur at will. It may also be used as a form of "danger sense" to show the user that they are being threatened and from what direction it is coming from.
    > Telapathy; Ability to read the thoughts of, or to mentally communicate with others


  • Physical or Mental Domination
    > Memory Manipulation; Ability to erase or enhance the memories of another

  • Physics or Reality Manipulation
    > Animation; Ability to bring inanimate objects to life or to free an individual from petrification
    > Phasing; Ability to quantum tunnel through solid matter without harm
    > Mass Manipulation; Ability to increase or decrease mass in an object
    > Probability Manipulation; Ability to alter probability, causing unlikely things to happen, or likely things not to happen.
    > Time Manipulation Ability to affect the flow of time by slowing, accelerating, reversing, or stopping it


  • Elemental and Enviromental Powers
    > Air and Wind Manipulation; Ability to control, generate, or absorb air or wind
    > Electric Manipulation; Ability to control, generate or absorb electricity and electric phenomena
    > Fire and Heat Manipulation; Ability to control the kinetic energy of atoms to generate, control or absorb fire
    > Water Manipulation; Ability to control, generate or absorb water


  • Transportation and Travel
    > Portal Creation; Ability to create wormholes, portation "discs" or other spatial portals for transport between two non-adjacent locations
    > Summoning; Ability to summon beings or objects for assistance. This may range from invoking simple implements to mighty familiar spirits.
    > Superhuman Speed; The ability to move, run, fly, react, think, and sense at speeds much faster than a normal human. Those with this ability also have accelerated brain activity which allows them to process sensory information so fast that everything seems to be moving in slow motion while the user moves at normal speed.
 
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  • Flamethrowers
  • Hand/Fist Weapons: Brass knuckles, finger knife, gauntlet, deer horn knives.
  • Short swords
    > Straight;
    baselard, bowie knife, cinquedea, khanjali
    > Curved: Tanto, Koshirae.

  • One-handed Swords
    > Straight: Epee, Rapier, Estoc, Firangi, Jian, Longsword, Spada da lato, Spatha, Geom Sword, To Sword, Ssangsoodo
    > Curved: Cutlass, Dao, Dha, Kampilan, Khopesh, Kilij, Shashka, Messer, Mameluke Sword, Krabi-Krabong.

  • Two-handed Swords
    > Straight: Longsword, Katana, Claymore, Odachi
    > Curved: Katana, Uchigatana, Tachi, Miaodao

  • Other Swords: Falcata, Hook Sword,
  • ??? Weapons: Club, Bokken, Frying Pan, Hammer
  • Ranged Weapons: Bows, Crossbows, Sling, darts
  • Other: Ropes, whips, shields. grenades, stun grenades, armour, bombs, axes.
 
THE REGIONS



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---- URSA----

The land of Ursa is the first region to be under Yuvak's seize. The ocean coast appears on the East side of Ursa, and is a way to travel to the main region - however, that way proves to be difficult to Yuvak's forces guarding the coast and the small village in Ursa. It is currently the most dangerous area

------​

Marilu forest is on the west side of Ursa - a way to travel to Resq. Within the the forest, you will find many ancient stone statues and pillars that connect to the undiscovered past of Ursa. Marilu is most likely the safest place in Ursa, due to the fact that Yuvak's forces do not seem to enter the forest for some unknown reason. However, there are some of Yuvak's minions that will enter the forest to capture Ursa people who may try to escape

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---- RESQ----

Resq is an open land, and is commonly known for their unique flower fields that appear year round. The weather in Resq often proves to be the perfect conditions for growing crops - hence why the people of Resq are fortunate to have the best wealth in terms of their quality food which other regions may buy for. Traveling through the valley that appears to the North of Resq will get lead you to the Main Region, Qual.

------​

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To the West of Req, there is a great mountain where Ermus Waterfall appear. Climbing this steep mountain and following the river stream is the quickest way to Lumel. The water from this waterfall has been rumored to have healing factors when one drinks the water - however, many travelers believe it is a mere myth as some have not been healed from the water



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---- QUAL----

Welcome to the city of Qual, the main region, where you are bound to find all types of races and people with unusual gifts and abilities. The largest region there is the most popular one. A place to learn of the magic art or to show off your natural human talents. Qual is one of the most successful region, despite its high population. The port of Qual spread beyond, a way of passage for boat to travel to the tropical region of Ursa, and the outskirts of Qual spread further to Resq. Travel to Qual Tower to catch a ride on one of the airships to travel to the mountain region of Lumel or to the ice region of Tren.

------​

Enter town hall, located in the heard of Qual, just a mere ten minutes travel time from Qual Tower. The assigned location the ten heroes are directed to gather to receive the adequate information and tools needed for their mission. Perhaps here, the heroes will meet the great mage that requests their presence and help in stopping Yuvak.

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---- YAMNIS----

Enter the desert region, travel to the west of Yamnis to Qual. Yamnis is the least successful region with high death rates due to the lack of food, water and extreme heat. The people of Yamnis are often rumored to be hostile, unwelcoming and killers. Perhaps, our heroes should be careful while in Yamnis. Travel south of the desert towards the mountain region, Lumel. However, this trip may take many days and our heroes will have to face the extreme heats, strong winds and harsh sandstorms.




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---- LUMEL----

Travel to the mountain region, Lumel through Yamnis or by airship from Qual. Lumel is a peaceful city and is known for their highly skilled guards that often keep out intruders and any possible threats. Lumel is a region with high defenCe forces.

------​

Underneath the mountains of Lumel, many underground canal have formed. The weaker races tend to live among the canals for a stronger sense of safety and protection from the dangerous of the outside world. It is rumored that the Lumel people find jewels in these underground canals, supposedly the Lumel are wealthy because of these jewels.

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---- TREN----

Travel to the ice region of Tren by airship from Qual - the only way in and out of Tren. This land is always in cold weather all days of the year. While it's difficult to get much food here, the Tren people are exceptional at catching fish. It would seem our heroes will have to get used to having fish every night while they're here.

 

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