Post by Deleted on Feb 1, 2016 20:35:35 GMT
Race: The Verdant
Name Pun: Methods of Movement, Arboreal Terms
Starting Power Level: 1500-2000
Appearance: The Verdant exist as a paradox of sorts, a race with no concrete form. They take numerous shapes both humanoid and not, few looking similar to each except for their one shared feature. Each of them is formed from plant matter in some manner.
Examples:
History: The Children of Walker,and their children as well. (My Minions/Guards, although I'm not giving the situational trans to Guards because that'd be ridiculous.)
Racial Abilities:
Specialized Forms: Verdants may take one of the following techniques in addition to their starters, depending on their forms (IE, having wings, having speedier bodies, focusing on Ki, etc.)
Flight
Afterimage SU1
Barrier SU1
Magic-Materialize: Wood Only
Overgrowth - Verdants may regenerate, once a thread,healing all damage but not restoring any Ki Points
Genesis: Verdants may bond with another living being, either existing in a symbiotic relationship, or transforming the being into a hybrid of their original species and a Verdant. This means that Verdants may be used as a partial species for Hybrid, along with any other race, due to not being "Bred" in the traditional manner. Cannot Mechanize.
(Note: Does not work on Hybrids characters OR Existing characters)
Transformations:
Solar Scion x12 PL Req:0
Starting transformation, requires Clear Skies (No other Event occurring)
Forest's Sentinel x7 PL Req:50,000
Chlorophyll Brute x18/x12 PL Req:150,000
x18 offense, x12 defense, requires Power
Weighting technique.
Reaver of the Wilds x16 PL Req:150,000
Requires Ki Suppression.
Wyld Huntsman x20 PL Req:200,000
Master of the Wyld Hunt x32/x25 PL Req:300,000
x32 offense, x25 defense.
Elder Guru x42 PL Req:430,000
Name Pun: Methods of Movement, Arboreal Terms
Starting Power Level: 1500-2000
Appearance: The Verdant exist as a paradox of sorts, a race with no concrete form. They take numerous shapes both humanoid and not, few looking similar to each except for their one shared feature. Each of them is formed from plant matter in some manner.
Examples:
Non-Humanoid
Humanoid
Hybrids
Humanoid
Hybrids
History: The Children of Walker,and their children as well. (My Minions/Guards, although I'm not giving the situational trans to Guards because that'd be ridiculous.)
Racial Abilities:
Specialized Forms: Verdants may take one of the following techniques in addition to their starters, depending on their forms (IE, having wings, having speedier bodies, focusing on Ki, etc.)
Flight
Afterimage SU1
Barrier SU1
Magic-Materialize: Wood Only
Overgrowth - Verdants may regenerate, once a thread,healing all damage but not restoring any Ki Points
Genesis: Verdants may bond with another living being, either existing in a symbiotic relationship, or transforming the being into a hybrid of their original species and a Verdant. This means that Verdants may be used as a partial species for Hybrid, along with any other race, due to not being "Bred" in the traditional manner. Cannot Mechanize.
(Note: Does not work on Hybrids characters OR Existing characters)
Transformations:
Solar Scion x12 PL Req:0
Starting transformation, requires Clear Skies (No other Event occurring)
Forest's Sentinel x7 PL Req:50,000
Chlorophyll Brute x18/x12 PL Req:150,000
x18 offense, x12 defense, requires Power
Weighting technique.
Reaver of the Wilds x16 PL Req:150,000
Requires Ki Suppression.
Wyld Huntsman x20 PL Req:200,000
Master of the Wyld Hunt x32/x25 PL Req:300,000
x32 offense, x25 defense.
Elder Guru x42 PL Req:430,000