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 Denizens of the Interverse

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PostSubject: Denizens of the Interverse   Sat May 21, 2011 3:16 am

"A Denizen is more or less just another mundane [Denizen and Core term for people from Reality] except without imagination. However, it's a massive offset that most aren't very content with.
Some will stop at nothing to try and gain it, but it's like reaching for the stars that will forever be out of your reach. These are mere small fry and not worth much of your attention except to keep him from biting your heels.
Others will accept it and move on. Those are the ones that should be feared, because it almost always mean that these Denizens have something...special, about them. These kinds are the few, but are great allies and deadly foes."

-Osten, Outcast Core, Explaining the Denizens to an apprentice.


The Denizens are the residents of the border that separates universes, a place where the few laws that limit the Zones can be easily manipulated or broken by the Cores that control the Zone. In theory, a Core would be a Zone's version of a god with limited power.

The Zones cannot be felt, being a sub-dimension similar to hyperdrive as primarily the barriers between universes that prevent the universes with colliding with one another. Most will never see or experience the Zones in their lifetime. However, due to a freak accident or some other reason, the Zones could be connected temporarily to reality, creating an exchange of denizens to the real world or the real world to the Zones.

--Denizens--

The Denizens are the ones that formed out of the energy of the Zones, so, essentially, they are not of matter and will dissolve into nothing upon death (Unless by special requirements, say, their remains are properly coated), but you can still touch and feel physical contact with them.

Denizens come in two types: Ability-based, and Intelligence-based. This is where the Greater and Gunslinger Denizens come in; Greater Denizens utilize powers based on the Zone energies while Gunslingers utilize teamwork, tactics, and knowledge. These "adolescent" denizens evolve once they reach a certain power threshold.


--Cores--

Cores are the all-powerful beings that govern their own Zones (Which vary in size depending on the Core's power and influence). Cores are made of pure energy and can use that energy to directly change the Zone itself, though despite that power, Cores cannot directly affect creatures, both living and dead, Mundane and Denizen alike.

All Cores are completely immobile, held in place at the center of the Zones. Here, they act as the anchor of the Zones, and the overseer of their world. While immobile, they are not unknowing; their supporters make up for their lack of omniscience, so it would do well to stay in at least neutral favor with the Core.


--Glossary--

Materium: A term used by Denizens to refer to the real world.
Mundane: A term used by Denizens to refer to the people of the real world, regardless of race.
Compounding: To make a material from the Zones physical and usable in the Materium; Requires a specific zone-based liquid.


Note: All pictures on this topic only refer to the Denizen's default form. Most likely, the Denizen has already changed its form to something of its liking.


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PostSubject: Re: Denizens of the Interverse   Thu Aug 11, 2011 4:46 pm

As more explorers venture into the Between Zones, more denizen types have been discovered. These ones seldom leave their Zone, but within the Zones these denizens can unleash massive damage towards their enemies. Engagement is unadvised, if no other choice is possible these denizens are to be fought with extreme caution.


Greater Denizen (Left)
The first of two adolescent-type denizen, the Greater Denizen has grown on using the powers of the Zone Energies for their advantage. These denizens tend to become considerably stronger in terms of physical strength and, even at weakest, are capable of shredding personnel armor like paper and ripping fair-sized holes through thicker armor.

Gunslinger Denizen (Right)
The second adolescent-type denizen. This variant will grow to become a Denizen that is more mentally inclined than the Greater Denizen species. These denizens tend to become more tactical than those who have gone down the Greater Denizen variant, and as such, branch off to become denizens that are potentially not physically impressive, but are a tactful opponent or ally.


Drilling Mech Denizen
ABSENT-MINDED
With drills and blades that can literally drill through diamond and more, these lumbering machines stand at 12 feet exactly. They wander aimlessly, lumbering down streets and demolishing whatever they want. These things are best treated as a threat as one could lumber by you without a care and another will attack you for absolutely no reason. As well, DM Denizens are INSANELY resilient to any and every form of attack; nothing short of a nuclear bomb or the equivalent hereof will be able to stop a DM Denizen in its tracks with one solid hit. Few knows what passes though the mind of a DM Denizen; all that IS known is that, if infected with the Plague, DM Denizens will acquire sentience and vast amounts of newfound power.


Sentinel Denizen
LOYALTY
Sentinels are the result of a Stalker (A denizen found lower on the list) that has found a person to call master. They are fiercely and unwaveringly loyal to their masters, willing to follow them to the ends of the world and will gladly sacrifice themselves for the sake of their master, right or wrong. This makes its parent species, the Stalker denizen, the most coveted yet one of the rarest Denizen types in the Zones as both denizens and mundanes and even Zone Cores are always on the lookout for these two types.


Acid-Breather Denizen
SHORT TEMPERED
Easily one of the most short-tempered species of the Zones, the Acid-Breather is a fearsome opponent in the sky with its versatility and a fantastic ally for the same reason. Unfortunately, their hot-headiness often leads them impulsively into trouble, and even the most level of the Acid-Breathers could be sparked into a frenzied rage fairly easily. The Acid-Breather's main attack is its namesake, it spews out highly corrosive acid at its enemies or whatever it wants destroyed; the smarter ones have learnt to combust their acid into a devastating flamethrower of varying intensity.


Sky Eel Denizen
IMAGINATION
The most powerful of all denizens, Sky Eels are only created when an unprotected mundane stays in the zones for too long (14 days) and turns into a denizen. The success rate is extremely miniscule, and the process of turning into a one-kilometer long Sky Eel is an extremely painful process. Most transformees don't survive their first rite of passage; even then, their mortality rate is 99.7% during its first month of existence, as many denizens would jump at the chance to consume a Sky Eel in its infancy. A Sky Eel is left in a hap-hazardous situation where it, at first, cannot use zone powers. However, as it grows aware of how to use the zone powers, it can be extremely powerful through use of imagination, which marks the Sky Eel as the only natural denizen with this powerful ability. A Sky Eel never stops growing (Though its growth is very inconsistent), and the larger a Sky Eel is, the greater its age, and the greater its ability will be.


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PostSubject: Re: Denizens of the Interverse   Thu Nov 03, 2011 2:07 am


Denizen Arachnoid
CAREFREE
A freelance denizen that enjoys the lack of responsibilities and prefers to free-roam whatever world they're in, Arachnoids are often well-traveled individuals that will stay for an evening to share some of its many wild stories, and leave early in the morning to never be seen again. Those that travel with Arachnoids rarely stay for long; Arachnoids often get into big trouble with their disregard of authority and the law, or into very difficult or dangerous situations as they plainly don't care, and loves that thrill of adventure. Their carefree attitude also allows them to go at speeds only dreamed of, at the cost of their fragility.


Denizen Stalker
SHY
Stalkers aren't always...well...stalkers. That's just how they react to strangers and are often misinterpreted for it (They often have terrible social skills).
Stalkers are often reclusive fellows that aren't all that bad, despite the creepy appearance their default form holds. It is completely possible for a Stalker to be highly sociable but shy to only a few individuals that could be deemed their master. Most often, Stalkers are unwilling or unable to express their emotions (or certain emotions, particularly to a person that they've marked), leading to complications in communication. A Stalker that have admitted its feelings to someone very often become the coveted Sentinel afterwards, if fully accepted.


Calamity Denizen
OPPORTUNISTIC
These opportunistic fellows go where the opportunities flow for them in the short-term. The equivalent of gold-sniffers in the Zones, a Calamity will often appear, trying to get a piece of the pie before promptly leaving for the next encounter. More often than not, like the Arachnoids above, they care little for what damage they wreck to get their piece of said pie. This is their namesake, as many who had to deal with Calamities do not leave the encounter unscathed.


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PostSubject: Re: Denizens of the Interverse   Sat Dec 10, 2011 4:57 am


Behemoth
NAIVE
Though massive and intimidating at first glance, Behemoths have the psychology of a mere child. They are very suggestible and easily persuaded, but watch their anger-they are extremely hazardous to fight if one throws a tantrum. Behemoths are often considered treasures as their experiences will often shape them to become an entirely new, unique Denizen species. "Raising" a Behemoth is a common practice for denizens and mundanes alike, seeking to utilize its vast wealth of potential.


Gigantos
RAGE
A Gigantos is a denizen that has lost all sense and, motivated by pure and utter rage, has gone berserk. It is a massive threat, being at least twelve stories high with the ability to grow well beyond that, with a terrifying arsenal of weaponry and abilities to compliment. If you can't calm a Gigantos, it'd be best to run as fast as you can away from this hulking monstrosity, as it has been reported to be able to take multiple Sky Eels on, with neither side gaining a real advantage. Slaying one will be of the utmost difficulty, but will be remembered for all eternity.


Hornet
LACK OF SELF-CONFIDENCE
If you spot even a single hornet, there must be at least a hundred more nearby. Hornets lack self-confidence and self-esteem, thus why they stick alongside one another. This makes fighting small hornet groups of a few thousand an easy task; shoot a few hundred dozen down and the rest are likely to flee in utter fear, but fighting the colonies of millions-if not billions-of hornets a gargantuan task. These colonies, or "Hives", move sporadically and randomly, and such major hives should be monitored at all times. However, they can be a fairly nice defense in itself...


Flea
HYPERACTIVITY
This eccentric denizen often bounces about the zones, non-stop, forever releasing its hyperactivity unto those least suspecting it (particularly on those enjoying a fine day). Notoriously difficult to work with, the Flea's hyperactivity can be transferred to explosive bursts of energy that it can unleash on a hapless enemy. But due to its massive burning of its personal energy, if it doesn't control its outbursts of energy or constantly feed on something, it will die of starvation; perhaps the only Denizen capable of doing so while within the Zones.


Peacekeepers
ORDERLY
They pride themselves on order and stability-the irony not lost unto themselves. Peacekeepers are highly sentient and intelligent and will even go out of their way to protect mundanes in the zones. Although most these denizens prefer living in their zones, it is not unheard of for Peacekeepers to have left to live in the mundane world. Peacekeepers are some of the few denizens that keep the Zones from destabilizing and collapsing on itself, thus saving those of the mundane world-they do not regret saving the lives of those who do not even realize their life was at risk.


Wraith
SADNESS
A truly haunted soul, Wraiths are born out of depression, heartbreak and misery. Wraiths have had a terrible past and that grief has converted them into this abomination, who has nowhere to take out its negativity upon other than other denizens or mundanes. Wraiths are absolutely hellish in the damage department but are easy to defeat if you can manage to hit it, though that's often the problem: Wraiths can enter and leave walls as they wish, striking you where you least expect it.


Snoop
EMPATHETIC
These fellows may look intimidating and rough, but they are some of the best fellows to go to if you're in distress, more so if this distress is mental and not physical. Snoops are sympathetic and compassionate fellows, despite their sometimes frightening choice of weapons (Snoops generally prefer dual-wielding weapons, for unknown reasons), and as their name suggests, they WILL pry if there's something weighing in on your mind. As such, Snoops are good friends to have as they are extremely intelligent and have great social abilities, as well as a well of local knowledge to draw upon.


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PostSubject: Re: Denizens of the Interverse   Fri Feb 24, 2012 11:34 pm

"This is an epidemic...no...a pandemic...of inter-universal proportions. Even we...who dedicate our lives nearly singularly to the containment and safeguarding of this unholy Plague...sometimes, even we are at a loss as to what course of action to take.
This is the Plague of Nightmares; the material of horrors. This is possibly the greatest threat to all those that have the blessing of thought."

-Casugari Grand Elder

The Nightmare Plague
A new sort of manifestation has taken root in the Zones. This form of corrupted energy seeps into another entity and corrupts it, taking control of the said being and turning it into a mindless killing automation. The Plague feeds on the negative emotions of the host and by doing so it can grow more powerful, in turn being able to force-grow the host to supply the Plague with even more negative energy, as the said host is still fully conscious of the acts his/her possessed body is committing. The Plague does not have a mind. Its one goal is to corrupt and destroy all thinking, sentient beings and will not stop until terminated.
In its initial stages the Plague can be removed easily. However, once contaminated, the Plague spreads and grows very quickly, often completely turning a victim within mere days or even hours without any outward sign of contamination, resistance only measured by one's spiritual power. Once infected, it is impossible to separate the Plague from its host. The only possible solution is to terminate the host and the Plague now trapped within the victim.
Those that are fully infected become disfigured zombies of their former selves, conscious but unable to control even the slightest aspect of their bodies.

Infected civilians

Those that have been infected for longer periods of time become even more mutated, the malicious energies having fed itself so many times it has grown beyond the host's body.
If an infection grows powerful enough, the energies solidify and begins creeping across its point of origin. Such a sign is a terrible sign and if such tendrils are seen, the origin is to be terminated as soon as possible. These tendrils are near-impenetrable, being many times harder than steel. Fortunately, these tendrils can only attach themselves to existing surfaces and not climb up empty air like stalagmites.


If the Plague within its victim grows strong enough, it can take a physical manifestation once its host has been killed.


Stage 1
A Plague that has solidified into a Stage 1 Infection is a formidable threat. While it has no fancy-dancy moves or attacks, its sheer endurance against conventional arms will have many professional soldiers screaming in terror as, too late, they finally realize exactly what they are up against.


Stage 2
A larger and more powerful monster, a Stage 2 Infection can take even more punishment than its predecessor. Small wonder that elite and specialized teams sometime descend into the dark depths of a Infected Zone and never return to the surface; this ungodly behemoth was waiting for them, silently and patiently, for prey to come to it.


Stage 3
A monster with the potential to destroy almost everything in its path, a Stage 3 Infection should be extremely high on the elimination list during a mass infection, if one happens to surface. Worse yet, a Stage 3 Infection has enough control over its peers to stage coordinated assaults and utilize tactics against its foes. Even the Casugari themselves sometimes fall prey to these maleficent monsters. These abominations enjoy lurking out of sight, in the darkness, waiting for the unruly to pursue it into its trap.


Stage 4
Naturally, a Plague Infection shouldn't even be able to reach Stage 4. The only logical causes for its creation is from a mutational strain of the Plague, or from the artificial engineering of a third party. The appearance may, and most probably will, vary from the picture example above.


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PostSubject: Re: Denizens of the Interverse   Sun Mar 17, 2013 5:20 pm

Extensive Study into the Known Denizen Types
A detailed report on the behavior of the multiple known Denizen types.

( 1 ) - Study of Common/Greater/Gunslinger Denizen
( 2 ) - Study of Drilling Mechs
( 3 ) - Study of Acid-Breathers
( 4 ) - Study of Hornets and Fleas
( 5 ) - Study of Peacekeepers and Snoops
( 6 ) - Study of Calamaties
( 7 ) - Study of Stalkers and Sentinels
( 8 ) - Study of Arachnoids
( 9 ) - Study of Wraiths and Gigantoses
( 10 ) - Study of Behemoths
( 11 ) - Study of Sky Eels

( * ) - Additional information obtained in the future will be attached to the end of the latest report.


( 1 ) - Study of Common/Greater/Gunslinger Denizens
As of the writing of this report, there is little to note of Common Denizen. Much like foxes, they wander individually and hunt individually, attempting to exploit instances where a more powerful denizen or a mundane is severely injured.

Greater denizens act more like wolves, in comparison; they hunt in packs of about twenty or sometimes more to fell prey larger and more powerful than themselves, but of course, like Common Denizens, they tend to exploit the injured or handicapped.

Gunslinger Denizens are unusual; they are the only one out of the three discussed with extensive vocal abilities. As well, they have the higher cognitive abilities, as proven when they summon a high-powered assault rifle and use it competently. As well, they can operate solo or in tight squads and can give any mundane infantry squad a run for their money.


( 2 ) - Study of Drilling Mechs
These enigmatic beings wander aimlessly though every zone. Their behavior is very erratic and unpredictable. One moment they may be neutral and will not care for any mundane or denizen, just minding its own business; another moment, it could be going on a rampage, destroying all in its sight. It is not known if Drilling Mechs is capable of higher thought; at the very least it hasn't been observed that they are capable of it. However, they do have a strange compatibility with the Nightmare Plague; when infected, it is now capable of higher thought and the capability of speech. Perhaps this represents a hidden cognitive ability? More study is required.
(*)A1 - The drills on a drilling mech have been confirmed to be made of a crystalline substance interlocked to make it many times harder than diamond, as well as an element that is extremely nonreactive and, of course, not found anywhere in the mundane world. Rather, its entire chitin is made of this matter, interlocked in that specific pattern, making it near-impossible to penetrate this armor. This suggests that when a bomb kills a drilling mech, it is killed by brute trauma above all other variables.


( 3 ) - Study of Acid-Breathers
These massive, terrifying beasts are often hostile to mundanes but act as if they're above other denizen types. This arrogance tends to lead to anger when they find someone of superior status to them, either in power, skill, or intellect. However, there are friendly Acid-Breathers; simply that they, too, share the unwanted trait of low tolerance and poor patience.
Acid-Breathers rarely hunt in packs, but it is observed that they communicate or gather in groups infrequently. Most of the time, they are off hunting by themselves.
(*)A1 - It is now confirmed that Acid-Breathers use either Aqua Regia, Hydrochloric Acid or Sulfuric Acid. Their metallic parts are much like Neosteel Composition - 04475 except only a few minor changes with its iron content, with a special element melded in to add to its heat-resistance as well its non-reactivity to all known forms of acid, thus, becoming entirely immune to its own acid-breathing attack. Its claws will still leave an extremely nasty scar, however.


( 4 ) - Study of Hornets and Fleas
Hornets are known to stay in large groups at all times. The smallest swarms number at approximately 10, while the largest swarms could number in the hundreds of millions. While individually, hornets theoretically can do heavy damage by themselves, the true danger is the "hornet packs" they often form; a large number of hornets that decide to attack is one of the most dangerous threats in the Zones, only second to a pissed-off Sky Eel. However, Hornets are shallow and have a great lack of self-confidence. Merely batting off enough Hornets during an attack or even looking far tougher than you really are could be enough to defer a small pack, though there is nothing stopping the largest of packs from mobbing a poor, unlucky soul to pieces.
(*)A1 - The Plasma Phasing Rifle found under slung to Hornets deal very little damage in itself but is an extremely powerful plasma rifle for its miniature size. Combined with a fair rate of fire (300 rpm) and the sheer sizes of a Hornet pack and it means a very swift death to even the largest and well-trained of armies or ships that managed to corner itself in a zone. Otherwise, it uses a very basic and primitive form of carbon-laced steel, making an individual hornet more of less of an annoyance rather than a threat.

Fleas are extremely hyperactive; an ironic trait to have as they seem to suffer from poor stamina. They are often seen bounding about the Zone with their powerful legs, stopping for nothing short of a small meal. Fleas are also playful; if they see a mundane, chances are they'll want to stop by and play. Many unfortunate adventurers and fortune-seekers mistaken this act as a hostile move and attack the flea, only for every bone in their body to be broken by the flea's infamously powerful kick. In all actuality, Fleas are neutral and harmless; during their play-sessions, they are surprisingly careful and delicate not to harm the other party in the process. For this reason, Fleas are one of the least dangerous Denizen types found.
(*)A1 - A Flea's leg composition is very intriguing; it features an impossibly complex, yet unbelievably powerful leg structure that gives the flea maximum mobility with their frail-seeming legs. Extensive testings ranging from pressure-gauge machines to ramming leviathan crafts have failed to break a flea's leg structure with the thickness of one hundred (100) mm. Testings to cut the flea's leg structure with the same thickness with tools ranging from obsidian blades to high-powered ship-class cutting lasers have failed to even scar this absurdly durable material. It is unlikely that even I, the writer of this report, can possibly come close to studying this intriguing pattern.


( 5 ) - Study of Peacekeepers and Snoops
Peacekeepers are found in few numbers, but their extensive experience with all sorts of combat makes them powerful veterans. Peacekeepers are very friendly towards mundanes and are often a source of temporary protection, but don't expect them to protect you for too long; Peacekeepers work towards the greater good of all, and as such, they can and will sacrifice a mundane to preserve peace and order in the zones. They follow a strict code of honor, however, and rarely do they go back on their word. As such, Peacekeepers can be great allies-temporarily, of course.
(*)A1 - Peacekeepers have extremely unique rifles. It can shoot anything from kinetic gunpowder-loaded shots to short laser bursts. The rifle is the only part of worthy note for this point.

Snoops often avoid the hell of combat and rarely do they hunt. They are observed to be the most civilized of all Denizen types, even more so than some Sky Eels. Snoops often band together to form small tribes, located sparsely throughout Zones, though Snoops are also commonly found wandering solo. Like Peacekeepers, Snoops are rather friendly towards mundanes, and will go as far as to guide one out of the zones if they are trapped there.
(*)A1 - The weapons of the Snoops could be intriguing yields. Their weapons could range from common wrought iron to matter completely unidentifiable and arguably unobtainable through other means. How the Snoops can access such exquisite weaponry is a whole different answer that is unlikely to be ever answered.

Unusually, there seems to be a sort of friendship between Peacekeepers and Snoops. Snoops are observed to work in conjunction with Peacekeepers and act as the sub-leader and/or the psychologists of the group, and Peacekeeper squads are often found resting near Snoop tribes. The two Denizen types are also known to fight large-scale disturbances and battles together.


( 6 ) - Study of Calamities
Calamities are, surprisingly enough, often neutral to mundanes. Be expected, though, if a Calamity wants a mundane to present to a certain Denizen group in order to strengthen ties between that Denizen group and the Calamity. They are often found alone and, in very rare occasions, in pairs. For what reasons a Calamity Denizen would seek another is completely unknown as of now. Calamity Denizens are one of the most diverse Denizen types in terms of personality, and very little can be predicted when dealing with these creatures.
(*)A1 - The Calamity's fleshy body has so far yielded uncountable types of microorganisms, many of which are obviously extremely hazardous to any other organism. Study into these creatures can yield a treasure trove of knowledge in every possible field of biology.

( 7 ) - Study of Stalkers and Sentinels
Stalkers are almost always found alone, though once they find someone they like, they will endlessly tail that individual anywhere. Most of the time this individual, oddly enough, is a mundane. A Stalker Denizen may discontinue their chase after time, or continue their pursuit. Whether the individual reacts negatively or positively depends on the individual himself. A Stalker will merely keep its distance and continue its observation-or obsession-of their target. Rarely do the Stalker Denizen itself approach its target; most often, the target himself must take the initiative and confront his mysterious follower. What happens after is what could decide whether that Stalker turns into a Sentinel, a Wraith, or merely discontinue its chase and find a new target.
(*)A1 - The Stalker's shield is an ultrahard, ultradurable material that can absorb tremendous amounts of damage. On closer study it appears the shield's composition is that of a crystalline construction, which makes the shield lightweight, durable, and above all, very powerful.

A Sentinel can be compared to an "evolved" Stalker. A Sentinel is most famous (and, at times, infamous) for their die-hard loyalty. Rarely does a Sentinel question its master, and even more rarely does one ever revolt. Sentinels are observed to be polite, courteous, and at times, even elegant. Without a doubt, however, is how much potential a Sentinel holds. Their perseverance could drive a Sentinel on for much, much longer than their bodies are supposed to hold out for.
(*)A1 - It is unknown where the shield goes when a Stalker converts into a Sentinel. This makes the Sentinel an non-essential addition in terms of materials.


( 8 ) - Study of Arachnoids
Arachnoid Denizens are naturally isolated from all others. Most infamous for their don't-give-a-damn attitude towards everything, Arachnoids are most often found...well...minding their own business. They seldom poke their heads in another's business, though they could do so if there is something to be gained, and it can be finished in a relatively short time with little harm to itself. Other than that, there is very little to list for Arachnoids behavior-wise, other than how Arachnoids are unusually slow to anger. An enraged Arachnoid, however, could lead to the formation of a dreaded Gigantos, so attempting to enrage an Arachnoid for whatever reason could lead to well-foreseen consequences.
(*)A1 - The Arachnoids appear to be composed of "weightless fragments" that allow it to fly. These weightless fragments seem naturally blessed with antigravity as it drifts about without a damn if there's gravity nearby, much like its Arachnoid owner.


( 9 ) - Study of Wraiths and Gigantoses
Wraiths are what a sorrowful Denizen becomes in due time. For whatever reason, a Denizen is driven to the depths of depression, misery and despair, and becomes this absolute monstrosity. They wander aimlessly, lashing out violently at anything and everything that dares push its luck and come near it. Wraiths are often difficult to avoid as you only hear its screams of agony and sorrow...as well as the emptiness of an area before one. If a Wraith senses the object, person, or device that caused its anguish, it will by all means attack. Lord help you if you're the target, you'll probably be dead by the end of the hour.
(*)A1 - Wraiths are composed of some sort of...substance that acts as both a solid and a non-solid. While the Wraith can be damaged, it also has the amazing ability to go through walls. As this substance disappears or deactivates upon the death of a Wraith, it has proven to be elusive in obtaining without a deft hand, but for those skilled enough to obtain it, perhaps the next step is to seek the black market.

A Gigantos is the result of a Denizen that has pushed the definition of anger beyond its meaning. Unlike a Wraith, who may only attack everything once in a while, a Gigantos will murder everything all of the time. If it sees a denizen, it will chase it down and squash it. If it sees a mundane, it will chase it down and squish it. If it sees a starship, it will chase it down, completely destroy it, and then stomp on it multiple times to try in vain to quell its anger. It doesn't matter what it sees; Gigantos sees, Gigantos SMASHES. Believe it or not, there ARE ways to calm down a Gigantos. Just...good luck finding what calms it down, and doubly good luck not dying in the process.
(*)A1 - The Gigantos is plated with superdurable, superheavy metallic linings twice the weight of depleted uranium. This makes every strike of the Gigantos extra lethal, allowing it to crush anything from armor to high-grade shielding with impunity. A worthy trophy for one who may fell such a dangerous beast, but all but impossible to work with, if without patience.


( 10 ) - Study of Behemoths
Naive, innocent, and curious. Three qualities that should describe a child, but these three adjectives are being used to describe a 10-feet tall dark hulking form known widely as a Behemoth. In all actuality, a Behemoth is a rare instance of a Denizen that has preserved its 'childhood,' as one might describe it. As such, it is extremely naive and persuadable. A Behemoth acts completely like a child, though in its aforementioned massive form, this can be either disturbing, awkward or both. A Behemoth that has grown out of its childish demeanor could become something much...much greater. As of this writing, its is unknown what a Behemoth could turn into, but its implication is that it could potentially grow even into a Sky Eel, or some new, undiscovered Denizen type.
(*)A1 - It has been proven impossible to dive deep into a Behemoth's material composition due its instability. This shouldn't be the center of the topic regardless, as the value of a Behemoth lies in its potential and not its material composition.


( 11 ) - Study of Sky Eels
Sky Eels are THE most diverse of all Denizen types in terms of behavior. Although this is of course a given due to the method of their creation. Sky Eels are often lonesome creatures, wandering the zones themselves unopposed and undisturbed. On occasion they have a large-scale meetings at a specified locations, though this is a rare and magnificent sight to behold. Sky Eels in general take forms that include a full suit, for reasons unknown, while their behavior towards mundanes range from indifferent to friendly. Sky Eels are known to extensively interact with Peacekeepers and Snoops, sometimes going as far as to aid the two groups in their respective quests. Perhaps, to befriend one of these powerful giants include making a few more friends in the Zones themselves.
(*)A1 - The material composition of a Sky Eels have proven to be disappointingly simple; nothing worth enraging a Sky Eel for, as they are composed of common metals and materials that could be found for mere pennies elsewhere. It seems their value, much like Behemoths, lies in their potential and not their material composition.

-----

(*)Addendum A1
Upon deeper study of Denizen Matter Compositions, a large addition has been made to each section detailing matter composition of interest.

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PostSubject: Re: Denizens of the Interverse   Thu Aug 21, 2014 3:07 am

More Denizens! (Finally!)


Devilspawn
MANIPULATIVE
Legends speak of mortal men who had made pacts with the devil, only to regret their decision not too far into the future. Or of men who had made deals with the same devil only for the mortal man to turn the tables on the devil himself. While not false, these conceptions are merely misrepresented concepts of mundanes dealing with the manipulative Devilspawn. These denizens enjoy playing as the puppetmaster or chessmaster, placing pieces together to form a greater scheme for the greater good of itself-whether or not they can actually pull off this sort of heist.


Stenchworm
ENVY/JEALOUSY
With the putrid odor equal to a thousand rotting corpses, it's small wonder how this denizen attained its name. In its quest to form a body with the superiority of all other denizens, it attained a disgusting form that was the love child of Edgar Allen Poe and something H.P. Lovecraft conjured up one stormy evening. This is a difficult denizen to work with (or against) as no two are alike in their nightmarish transformations.


Bloodhead
SADISM
One of the few actively malevolent denizen species, the Bloodhead is a denizen that literally thrives upon the suffering of those around itself. Those negative energies directed to itself are absorbed to make itself stronger and better, to inflict even more damage. As such, this is one type of denizen that have no upper roof as to the extent of their individual strength, making the Bloodhead potentially one of the most dangerous denizen types to roam the Zones.


Shadowhunter
RIVALRY
Stalkers of the night, the Shadowhunter is always looking for a worthy rival for it to top its skills against, and will not stop until its quarry or itself is dead. As such, this makes a Shadowhunter progressively more and more dangerous as it aspires to find its one true rival in its life. While this does not necessarily deem a Shadowhunter innately 'evil', the tactics they often utilize and the way they sometimes attain their new-found strength would make even some Calamaties frown with disrespect.


Centaurion
LEADERSHIP
One of the most ambitious Denizens in terms of power and status, the Centauron is the most well-versed and flexible in tactics as the leader of any group outside of a mundane commander. As such, the Centaurion often strive for-and often attain-high rankings within sellsword circles, Peacekeeeper divisions, and even Black Beret command posts. They themselves are no pushovers either, though, as one Centaurion bearing down on its opponent at breakneck speeds often end badly for its enemy through a variety of means.


Blue Seraphin Guardian
ALOOF
Mighty guardians of the realm, the Blue Seraphin Guardians are mighty opponents to fight even for a ship just under capital-class. Cool, calm, and unwavering against all, this type of the Seraphin Guardians are well-known for their stoic behavior. Many are found within the ranks of the Peacekeepers, and are great placeholders for the coveted Sentinel denizen, though the Blue Seraphin Guardians are notoriously difficult to befriend, let alone order around.


Red Seraphin Guardian
PYROMANIAC
The oft-considered antithesis to the Blue Seraphin Guardians, the Red Seraphin Guardians are far less caring of collateral than their blue-hued brethren due to their fire-loving nature, but are just as formidable in combat. While not a particularly worthy opponent at first due to their weapon of choice, it is advisable to remember that their fires burn as hot as powerful plasma technology, and is known to scorch enemies despite having never landed a direct hit. Another great placeholder for Sentinel denizens, if one is willing to overlook half-burnt possessions in their wake.


Construct
GENTLE
A mighty creation of rock and steel, the Construct was first named by an ancient explorer stranded in the Zones now lost to the sands of history, as it resembled a massive stone golem built, perhaps, by a civilization long gone. While this is certainly not the case, the Construct's stone hide is nigh invulnerable to all but the largest cannons. But combat should be a very last resort, for these benign giants are kindly creatures who despair in hurting others.


Hellion
FLAUNTING
The Hellions are some of the most fearsome denizens that fly in the skies, not only for their notorious helicopter-shaped forms, but what makes them truly scary is their speed combined with inhuman agility. Such power heads straight for the head, making Hellions unusually daring and working to show off their "1337 skillz" whenever possible, even outside of combat. These elitists can only truly be compared to what some subcultures refer to as "MLG Pros".

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