Capper Hofferson
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Post by Capper Hofferson on Sept 8, 2016 23:52:09 GMT
MERFOLK ALIEN C
APPEARANCE Once called "fishpeople" by Earth's surface dwellers, these marine creatures have the upper torso of a human- or whatever race they are hybridized with- and a long fish-esque tail instead of a pair legs, making them a startling sight on the coastlines. The aquatic humans do share a common ancestor with humans, but branched off to live in the water at some point in early history. They are usually exclusively aquatic creatures, and are a very rare sight on land or near the shore. Their fish parts range in styles and designs reflecting varieties of fish and marine life they inhabit- some might have fin-like ears, webbed fingers, or the sharp teeth of a shark. All merfolk have many fine scales on their tails, which are said to have magical properties of their own. On somewhat rarer occasions, merfolk have discolored torsos that are covered in scales and match the color of their tails. Some merfolk have learned to use their Ki and manipulate their forms to replace their aquatic tails with a pair of human legs. However, all merfolk are bound to the waters. While a merperson with the ability to give themselves legs can stay out of the water for a whole day, they will falter if they don't have proper hydration- Merfolk need as much water as saiyans need food. They are MUCH less common than humans- there's only around 150,000 living in Earth's oceans. Merfolk can live up to 500 years, and retain their youth until they are around 400, when they are considered elderly. Most merfolk are female mermaids, but males, non-binary, and many of the technicolor spectrum inbetween are not unheard of- just less common.
BACKGROUND
Merfolk are generally territorial and secretive tribal fishpeople. They travel around together in pods consisting of about a dozen merfolk, and are much more primitive than the humans they share the Earth with. This is mainly due to their secrecy and unease to share anything with the surface-dwellers. Merfolk do not like it when humans stray into their waters, and some even go as far to sink any ship that dares enter their domain with their great strength, or they may lure ships into sharp rocks with their alluring songs. These fish people do not share much information with others, and are generally not trusting to surface-dwellers, since they just seem to pollute their homes and sometimes even hunt their species for their magical healing scales. Merfolk are bound to the waters. As such, all of them do care about the well-being of their homes-- pro tip, don't let one of them see you littering in their waters. Most do care about their looks, hence why many mermaids are regarded to be among the most beautiful creatures out there. They hoard valuables and nick-nacks of all sorts that surface-dwellers drop into their waters as well.
Merfolk were nothing but a fisherman's tall tale until age 700, when the capture of one sparked a revolution in fishing. These fish people were hunted to near extinction, which planted the seed for their mistrust of surface dwellers. Some eventually reached out to the two-leggers and managed to make peace, and several laws prohibiting the hunting of merfolk were made to protect their species, but some illegal hunting and capturing continues today.
GENERAL INFORMATION Hybrids?: Yes Bio-Androids?: Yes Mechanizable?: Yes Name Puns: Aquatic Creatures, Seafood, and Water-based names Name Examples: Trout (Fish), Ikura (Seafood), Storm (Water-based) Canonical Examples: This unnamed mermaid- if that even counts. Home Planet: Earth or Namek, two planets with lots and lots of habitable water! Starting Power Level: 1,500-2,000 Alien Type: Alien C Other Names: Sirens, Fishpeople, Merpeople, Mermaid/man
MERFOLK-EXCLUSIVE TECHNIQUES [UT] Terrestrial: Merfolk normally cannot walk on land without the legs to do so- they can only flop around and squirm on the surface. However, with some proper Ki manipulation, they can replace their tail with a pair of human legs! They can't stay out of water for more than twenty four hours even with legs, though, or else they will dry up, weaken, and maybe even die. When splashed with water, some of their fish parts might uncontrollably revert- a splash of water on their hand might cause webbed fingers to return, or some scales to show up again. Their legs have to be fully submerged in water for their tail to return, though.
[UT] Titan Taming: With this technique, Merfolk gain control over their Leviathan Forms permanently. Without it, their Leviathan forms are feral and bestial, leaving the merperson's conscious suppressed.
UNIQUE CHARACTERISTICS AND RACIAL ABILITIES [HELP PLS] Dusk's Blessing: Merfolk are a somewhat magical race. The stars above give them access to their Leviathan forms, but with the aid of the cosmos, they will fully heal if they are placed in a pond of water reflecting the light of the stars when they align in the certain way. A merperson must be injured heavily before they can heal, and they need that source of open water reflecting the light of the stars above. This is only usable during the Alien C Celestial Event- Merfolk will not heal if the stars are not aligned properly. KP is not restored with the use of Dusk's Blessing- only physical wounds, lost limbs, or even disease. Bio-Androids and Hybrids cannot gain this technique. Bio-Androids and Hybrids can gain this technique, but they need to stay in the water for two posts instead of one to fully heal. They will not heal if yanked out of the water, or if the healing is interrupted in any way, unfortunately. Hybrids and Bio-Androids need to choose between this or Aquatic Apex.
tl;dr Merfolk fully heal, but do not regain KP when the Celestial Event C is active when they are placed in a pond of water reflecting the light of the stars. It takes a mere post to heal for purebloods, but bio-androids and hybrids need to stay submerged in the starlit water for two posts without interruption.
Water Compromised: Merfolk normally cannot walk on land without the legs to do so- they can only flop around and squirm on the surface. Hunters generally drag them onto land to weaken them, and then harvest their hair and scales due to this weakness. However, with some proper Ki manipulation, they can replace their tail with a pair of human legs, but this does require the use of a technique point. With the [UT] TERRESTRIAL technique, merfolk can now walk on land. They can't stay out of water for more than twenty four hours even with legs, though, or else they still will dry up, weaken, and maybe even die. When splashed with water, some of their fish parts might uncontrollably revert- a splash of water on their hand might cause webbed fingers to return, or some scales to show up again. Their legs have to be fully submerged in water for their tail to return, though. Hybrids and Bio-Androids cannot receive this technique, instead FREELY gaining a pair of legs when they are on land and being able to stay on the surface for days on end. Bio-Androids might even lack a tail as a whole.
tl;dr: [UT] TERRESTRIAL technique is needed to get legs and walk on land. Can't stay out of water for more than 24 hours or ded if not hybrid. Hybrids and Bio-Androids do not need this technique to walk on land.
TRANSFORMATIONSNAME | MULTIPLIER | REQUIREMENTS | DESCRIPTION | Leviathan (TEMPORARY) | x12
| Stater Trans Celestial Event
[UT1] Titan Taming & 30,000 PL for control | When the stars align in a certain way, and their light refracts across the water Merfolk inhabit, the seas are populated with these massive sea beasts. Leviathans are giant aquatic monsters that take after whatever creature their tail takes after- so a merperson with a shark tail will turn into a colossal shark creature, while a merperson with an orca tail will turn into a giant orca monster, and so on for the other types of tails. Upon transforming, most Leviathans revert to their feral instincts. Some can retain consciousness and control their Levithan forms with proper training. | Beta's Release (PERMANENT) | x5
| 50,000 PL | Beta Merfolk are usually the betas of a pod- hence their name. While the boost in power is not great, it is still respected among the merfolk. Beta Merfolk do not change much in appearance, but gain a few swirling markings that glow with ki energy when they are in battle. The color of the markings vary from merperson to merperson, as it does take after the color of their Ki. Some do not gain markings, and just have a more violent and vivid ki surge. | Alpha Merfolk (PERMANENT) | x15
| 160,000 PL Emotional Trigger
[UT1] Ki Suppression or flavored variant | Alpha merfolk are the leaders of their tribes. They are the most respected and powerful creatures known to swim in Earth's seas. Alpha merfolk grow spikes on their spines, which split open to reveal a glow inside of their spines. Their Beta form's markings still persist, and glow even brighter, somehow. These terrors of the seas attain their power in a burst of emotion, whether it be desperation, anger, determination, sadness, or even a surge of happiness. They need to know how to suppress their Ki to utilize the Alpha Transformation. The glow from their markings and spines fades when they are not in battle. | Alpha Unleashed (TEMPORARY) | x20 DEF x10 ATK
| 140,000 PL Alpha Merfolk Unlocked
[SU2] Ki Setting or flavored variant | Merfolk pour energy into their fins, tails- or feet, if they can get those- to travel at extreme speeds. A bony exoskeleton covers their spines from their newfound ki control and defensive abilities, which is needed to unleash the full defensive power of the Alpha Form. Their spines and markings- if applicable, still glow brightly. Merfolk in their Alpha Unleashed forms gain a drawback to their offensive power due to how much they pour into defense and speed. You've only got so much Ki to put into each area. | Mastered Alpha Merfolk (PERMADENT) | x20
| 200,000 PL Alpha Merfolk Unlocked | The mastered form of the Alpha Transformation. When Merfolk grow powerful enough to evenly divide their ki among attack and defense, they can master their Alpha Forms. Their spines and markings fade completely upon mastery, letting them appear like their base form did before they accesed the Alpha and Beta Transformations. They loose their imperfections and return to their base, marking the true mastery of the sanchem transformation. | Leviathan's Evolution (PERMANENT) | x30 DEF | 300,000 PL
| Nope, we aren't done with the giant Leviathan transformation yet. The first merfolk transformation makes a return in the form of the Leviathan's evolution. Trusting their instincts, Merfolk can attain this form with proper training and determination. They don't quite fully transform into their monster forms with this evolution, but take on many traits of their Leviathan forms. Their scales spread up their torsos- fangs, claws, and fins grow. They appear to be a much more humanoid version of their Leviathan forms- like a hybrid between their normal form and monster form. Evolved Leviathans don't change too much in size, though they may grow a few inches. | Sea Emperor (TEMPORARY) | x47 DEF x40 ATK | 440,000 PL Saga Trigger | This mythical form has never been attained by any member of the merfolk species. There's no records of it in myths or legends- the form is completely unknown, for now, that is. When a merperson is pushed beyond the edge, they will transform in a fit of desperation or determination into the mighty Sea Emperor. Sea Emperors appear much like a merperson's base form instead of their Evolved Leviathan forms. Their skin becomes somewhat opaque and water-like, turning a light blue color. A constant glow emits from their bodies and their eyes white out completely. The power of a Sea Emperor is blessed upon a merperson in the need, not from a desire or lust for power. |
OOC NOTES
I figured Zoonamites could use a rework. Their only real racial was an extra 500 starter Zeni and a 10% boost to Zeni gains. Thus, I decided to make a little more buffed-up aquatic race- merfolk! I know this all was probably a doozy to read, and I would appreciate any help or feedback- any help is good help! Some of my crappy drawings are also on the way for a visual reference for their transformations! Thank you for your time and consideration. Hopefully I managed to get the transformation multipliers balanced, but I'm not to confident about it.
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Gitar
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Post by Gitar on Sept 9, 2016 0:14:01 GMT
So i like this personally but i see a few things i don't think would be allowed to fly.
(Aquatic Apex: Merfolk are the apex predators of the seas. Due to the water pressure they swim in, they are very strong and grow in strength rather quickly in terms of surface standards. Merfolk gain a 20% boost to all PL gains until they reach 100,000 PL, where it reduces to 10%, and fades away completely at 200,000 PL. They just get used to swimming in the depths and don't get much exercise from it after awhile... Bio-Androids and Hybrids will instead receive a 15% boost until 100,000 PL, then a 5% boost until 200,000 PL. tl;dr: 20% PL boost until 100,000 PL. Then 10% boost until 200,000 PL. Then nothing.)
For one, this is way too strong, looking at the aroscian bonus at least (Can't remember them off the top of my head but i think it is 20,10,5,0) though i can't remember on the top of my head but as it is now it is a no go way too powerful, aroscian get the bonus but suffer from terrible midgame but get great early game, and in general this is really overpowered (at least i think)
Anyhow, sirens song a stun for 2 turns is also too powerful maybe one turn with the 150 percent stun but instead of costing 2kp just one kp. that sounds good to me or maybe even a one time 100 percent stun, that cost 0kp which would not be too bad either.
As for the Transformations, i think x15 is a little too strong and uses a lot of points that can be used elsewhere. i'd put it down to x13 which still makes it the best early game transformations while not blowing everything else out of the water. (Ha water get it...i'm not funny sorry.) i like the idea that they are more defensively minded and overall i love the concept, i think it is great but some stuff need to be moved around and changed but for a start, i love it.
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Post by Rafar on Sept 9, 2016 0:27:01 GMT
Also, custom species cant use the full moon has to be celestial event
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Post by Rafar on Sept 9, 2016 0:29:43 GMT
Also for your healing scales concept, is it meant to be like a senzu?
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Capper Hofferson
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Post by Capper Hofferson on Sept 9, 2016 0:34:10 GMT
Yay, feedback! Time to do some replies. So i like this personally but i see a few things i don't think would be allowed to fly. (Aquatic Apex: Merfolk are the apex predators of the seas. Due to the water pressure they swim in, they are very strong and grow in strength rather quickly in terms of surface standards. Merfolk gain a 20% boost to all PL gains until they reach 100,000 PL, where it reduces to 10%, and fades away completely at 200,000 PL. They just get used to swimming in the depths and don't get much exercise from it after awhile... Bio-Androids and Hybrids will instead receive a 15% boost until 100,000 PL, then a 5% boost until 200,000 PL. tl;dr: 20% PL boost until 100,000 PL. Then 10% boost until 200,000 PL. Then nothing.) For one, this is way too strong, looking at the aroscian bonus at least (Can't remember them off the top of my head but i think it is 20,10,5,0) though i can't remember on the top of my head but as it is now it is a no go way too powerful, aroscian get the bonus but suffer from terrible midgame but get great early game, and in general this is really overpowered (at least i think) Anyhow, sirens song a stun for 2 turns is also too powerful maybe one turn with the 150 percent stun but instead of costing 2kp just one kp. that sounds good to me or maybe even a one time 100 percent stun, that cost 0kp which would not be too bad either. As for the Transformations, i think x15 is a little too strong and uses a lot of points that can be used elsewhere. i'd put it down to x13 which still makes it the best early game transformations while not blowing everything else out of the water. (Ha water get it...i'm not funny sorry.) i like the idea that they are more defensively minded and overall i love the concept, i think it is great but some stuff need to be moved around and changed but for a start, i love it. True, true. I'll debuff the Leviathan to x14 for now, but up the Alpha to x15 in exchange, just to play it safe. I've also reduced the Aquatic Apex to 15, then 5, although that also might be a little too stronk. I may change Siren's Song, but I'd also like to get a little more feedback and staff input before I change that too much. I'll try one of your ideas if it ends up being a no-go, though! Thanks for your input! Also, custom species cant use the full moon has to be celestial event This could be true, but the Cremlin race also transforms under the full moon, if I remember correctly. I'll change it to be on the safe side. Thank you for your feedback and time!
Also for your healing scales concept, is it meant to be like a senzu? Oh, no. They heal your wounds, but not KP- a senzu heals both wounds and KP if I recall correctly. It's basically a normal healing technique.
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Post by Brisk on Oct 23, 2016 16:10:25 GMT
Very cool concept!!!!! I'd love to play a mermaid with you ! I think it might do well to simplify the language a bit in the UC section though, It was a bit of a dense read
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Vi-Poi
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Post by Vi-Poi on Oct 23, 2016 18:23:47 GMT
Neat idea, but the UCs are way too many good perks. Try to think up 1 -okay- perk  That's your UC.
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Capper Hofferson
Moderator

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Post by Capper Hofferson on Oct 30, 2016 15:15:59 GMT
Alrighty. Thank you for the tips! I have removed the Aquatic Apex UC, but I'm keeping Water Compromised, since it's more of a drawback. The two Special Technique options will be staying as their one okay perk. I hope this works now- I'll be making a merfolk character sometime in the future. Maybe I can draw one up once I get my tablet charger back...
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Robocine
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Post by Robocine on Feb 20, 2017 22:36:45 GMT
Wow this race is a really good idea! I'd be up for using a Merfolk.
Edit: I actually had a idea for a Mermaid char so I hope this succeeds so I can make one!
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Black ♠ Jack
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Post by Black ♠ Jack on Mar 10, 2017 19:33:07 GMT
Drawbacks -Use a tech slot to walk. (super meta gamers can skip this and just get flight). -Use a slot to use celestial event "in control".
Benefits -Regen
I'd say give the race a free 25% minion named sebastian. The minion would have to be a sea creature of some sort. Then they'd be pretty much a mazoku namekian with an alien c template, but more fishier.
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