Crasmarspe

Long ago, in a war between two idiotic civilizations, the very concept of swimming in water was destroyed along with them. Water simply became another breathable material that makes certain funny rocks explode. Although, Cursed Pools where swimming can now happen have sprung into existence, and you can technically swim via anti-gravity. I mean, you can swim through like lava and sand and stuff too, if you're able. What I'm trying to say is that you can't swim in water, capiche?

Either way, the world of Netae is filled with many races and subraces, and especially the incredibly diverse Sea. They usually stay apart, localized to their own lands, but one such Sea-based city has arisen from brilliant minds (for profit).
Crasmarspe is a city where all cultures are invited to stay, and the Great Guild Albustilla was founded.
Albustilla has roots in hunting great beasts, but they take basically any job presented to them, from anyone they haven't blacklisted, for a price.

YOU HAVE 25 POINTS
EVERY NON REQUIRED OPTION COSTS 1 POINT UNLESS OTHERWISE SPECIFIED

Races

You must choose one Race.

Leviatian - The intelligent beings who do not live on land, spread across the sea. Yet divided into many subraces, they all call the sea home, and are the most fit for aquatic life. Incredibly varied, ranging from the barbaric Selachians to the philosophical Mollantians. Referred to as "Oceanmen" in the domains of Drydwellers.

  • +1 Point

Drydweller - The races who call themselves "Men", "Beastmen", or the rare "Monstmen". Known as Drydwellers in the Sea, they are the most populous race that walks on land, almost never to be found within the Oceans. Those that are found seem to be either cursed or attuned to the sea, yet neither occurance of Drydweller can not survive without the Sea's tolerance.

  • +1 Point

Dryviatian - A rare hybrid between Men and Oceanmen, Drydweller and Leviatian. Shunned by their parent races, these outcasts are prone to sickness due to their fragile constitutions. Despite this, they are able to survive on both land and sea, and can breathe both air and water. Prone to mutations, both a blessing and a curse.

Sea Floralian - Bizarre, plant-like beings, the Sea Floralians have a unique physiology. Technically two different races, and known as such among Drydwellers, both algal "Kelpmen" and floral "Eelgmen" are known as Sea Floralians in their home. The Kelpmen and Eelgmen differentiate each other in their native language, yet unite as one race when using the language of the Leviatians.

  • +1 Point

Abyssal Floralian - Despite the similar name to Sea Floralians, these alien beings are far different from them and all other intelligent lifeforms across the World. Having emerged from the insides of the indescribably huge Yawning Whale, these strange creatures have only become known recently, and possibly have only come into existance recently. They come in all shapes and sizes; the only rhyme or reason among them being that they are typically colorful and slimy.

New Automata - Robotic, intelligent beings created by the Mollantians in a bizarre "arms race" between each other. Although it is unknown who made the original design for the being that would become the first "New Automata", many Mollantians proclaim the achievement. The Sulugg, Clamnim, Snailsen, Squild, and other subraces all individually demand respect for the achievement. New Automata all have an industrial, non-biological design; you can easily pick out a New Automata in a crowd of living beings, but it would be more difficult in a weapon factory. Having a Soul is the mark of a true New Automata.

Ancient Automata - Almost indistinguishable from Men, their porcelain-like skin gives their true nature away. Made by an advanced Ancient Civilization, these beings are quite different from the Mollantian New Automata. Although the technology behind them is far more advanced, they completely lack Souls. Instead, they possess a reactor that decays over a period of time. When this reactor burns out, they are left inactive. Each Ancient Automata has their own unique reactor, so it is irreplaceable. They require no food, air, or water. Attacks that interfere with Souls will still damage an Ancient Automata's Reactor.

Traits

You may choose any Traits that you qualify for. Traits categories with * have to have an option chosen for that Race.

*Leviatian - Physical Body:

Bony - You have a fleshy exterior, scales or fur, and an endoskeleton of bone.

Soft - You have neither a hard exterior nor a hard interior. You are completely soft.

Carapace - While your insides are soft and gushy, you have a hard exoskeleton of some form.

Leviatian - Natural Ability:

Poison - You have access to some type of naturally produced toxin, or you may have access to some type of acid.

Electricity - You have access to naturally produced electricity, or you can sense electromagnetism.

Ink - You can produce ink.

Multiarmed - Instead of the default 4 limbs, you have a higher amount.

Weapon - You have a "Natural Weapon" of sorts. Be it fangs, claws, horns, some sort of especially heavy tail, or anything else.

Spiked - You have a spiked exterior, granting extra defense and attack.

Regenerative - You have innate regeneration, good enough to regenerate a limb or important organs over a period of time.

  • -2 Points

Airbreather - You have the capability to breathe both air and water.

Mucus - You can produce thick mucus, able to entangle opponents.


*Drydweller - Physical Body:

Bony - You have a fleshy exterior, scales or fur, and an endoskeleton of bone.

Soft - You have neither a hard exterior nor a hard interior. You are completely soft.

Carapace - While your insides are soft and gushy, you have a hard exoskeleton of some form.

Drydweller - Natural Ability:

Posion - You have access to some type of naturally produced toxin, or you may have access to some type of acid.

Multiarmed - Instead of the default 4 limbs, you have a higher amount.

Weapon - You have a "Natural Weapon" of sorts. Be it fangs, claws, horns, some sort of especially heavy tail, or anything else.

Spiked - You have a spiked exterior, granting extra defense and attack.

Flight - You have the ability for natural flight via the use of two or more wings.

Regenerative - You have innate regeneration, good enough to regenerate a limb or important organs over a period of time.

  • -2 Points

Mucus - You can produce thick mucus, able to entangle opponents.

Webbing - You can produce thick webbing, able to entangle opponents.

Breath - You can innately hold your breath for an exceptionally long time.

*Drydweller - Circumstance:

Cursed - You have been cursed to breathe only in the sea. You can not return to the land without being extremely weakened.

Bonded - You rely on the aid of another to breathe. It may be a parasite of some sort, or perhaps a symbiotic relationship.

Augmented - You have been augmented, most likely by the Mollantians, masters of New Automata. You now qualify as a New Automata.

  • -2 Points

*Dryviatian - Physical Body:

Bony - You have a fleshy exterior, scales or fur, and an endoskeleton of bone.

Soft - You have neither a hard exterior nor a hard interior. You are completely soft.

Carapace - While your insides are soft and gushy, you have a hard exoskeleton of some form.

Dryviatian - Natural Ability:

Poison - You have access to some type of naturally produced toxin, or you may have access to some type of acid.

Electricity - You have access to naturally produced electricity, or you can sense electromagnetism.

Ink - You can produce ink.

Multiarmed - Instead of the default 4 limbs, you have a higher amount.

Weapon - You have a "Natural Weapon" of sorts. Be it fangs, claws, horns, some sort of especially heavy tail, or anything else.

Spiked - You have a spiked exterior, granting extra defense and attack.

Flight - You have the ability for natural flight via the use of two or more wings.

Regenerative - You have innate regeneration, good enough to regenerate a limb or important organs over a period of time.

  • -2 Points

Mucus - You can produce thick mucus, able to entangle opponents.

Webbing - You can produce thick webbing, able to entangle opponents.

Breath - You can innately hold your breath for an exceptionally long time.

*Dryviatian - Mutation:

Instability - You are mentally unstable due to your conflicting body.

Weakened - You are much weaker than normal due to your conflicting body.

Drydwelling - You can only breathe air, not water. Pick a Drydweller Circumstance.

Leviatianish - You can only breathe water, not air.

Evolving - Your conflicting body rapidly adapts to new environments and stimuli. You are exceptionally vulnerable to mental manipulation of all types due to your unstable brain, even the mundane, such as basic tricks.

  • -1 Point

Sea Floralian - Natural Ability:

Poison - You have access to some type of naturally produced toxin, some type of acid, or spores.

Multiarmed - Instead of the default 4 limbs, you have a higher amount.

Weapon - You have a "Natural Weapon" of sorts. Be it roots, the ability to rapidly grow fruit that can be utilized as a projectile, or something else.

Spiked - You have a spiked exterior, granting extra defense and attack.

Regenerative - You have innate regeneration, good enough to regenerate a limb or important organs over a period of time.

  • -2 Points

Drydwelling - You can only breathe air, not water. Pick a Drydweller circumstance.

  • Free

Abyssal Floralian - Natural Ability:

Poison - You have access to some type of naturally produced toxin, some type of acid, or a spore-like disease that you can spread.

Electricity - You have access to naturally produced electricity, you can sense electromagnetism, or you can control specific metals through magnetism.

Flames - You can produce high-powered flames.

Frost - You can produce a liquid that rapidly drains heat.

Multiarmed - Instead of the default 0-4 limbs, you have a higher amount.

Weapon - You have a "Natural Weapon" of sorts. Be it claws, a sword-like appendage, the ability to rapidly grow fruit that can be utilized as a projectile, or something else.

Spiked - You have a spiked exterior, granting extra defense and attack. Your interior is likely spiked, as well.

Flight - You have the ability for natural flight via the use of one or more wings, or perhaps some sort of natural propeller.

Regenerative - You have innate regeneration, good enough to regenerate your entire body over a period of time.

  • -2 Points

New Automaton - Specialization:

Cyborg - You were not originally a New Automaton, instead, you have been augmented into one. You may count as one other race that is not an Abyssal Floralian or Ancient Automaton. This option is unavailable to those who count as a New Automaton via Augmented.


Ancient Automaton - Circumstance:
Biological - You are made of organic components, not the porcelain-like material common to most Ancient Automatons. You may choose any number of Natural Ability choices from Dryviatian and Sea Floralian, except for Breath and Drydwelling. You still have a Reactor instead of a Soul.

Royalty - You possess a Soul instead of a Reactor, proving that the use of Reactors was not a limitation of the Ancient Civilization, but instead a choice.

Warrior

Striker - You are learned in the use of your Subrace Weapons and limbs.

Quick Strikes - You are specialized and much faster in using the techniques of your natural body.

Heavy Strikes - You are specialized and have added weight and power behind the techniques of your natural body.

Reversal - You are learned in reversing and countering physical attacks.

Rage - You can enter a rage state, gaining resistance to mental effects and pain, and a boost to your physical abilities, but you become vulnerable to taunts and can not think straight.

Grappler - You are learned in holds and throws against opponents.

Quick Throws - You are specialized and your throws and holds are much quicker.

Heavy Throws - You are specialized and your throws and holds have much higher force added to them.

Impossible Grip - You can grab onto things that you should not be able to grab, such as fluids and energy.

Impossible Throws - You can throw things you should not be able to throw, such as beings much larger than yourself.

Pressure Bullet - You can attack so hard that bullets of pressure can be launched from your fists, as a ranged attack.

Pain Resistance - You hardly feel pain at all.

Natural Regeneration - Your natural regeneration is enhanced. Even if you do not have Regeneration as a Subrace option, you will regenerate limbs and organs over a period of time. If you do, it is enhanced.

Guard - You are learned in guarding attacks that should not otherwise be guarded. Even piercing energy and grabs can be guarded.

Slashing Master - You are specialized in using slashing weapons and can add a slashing effect to your body and weapons that would normally be unable to slash.

Piercing Master - You are specialized in using piercing weapons and can add a piercing effect to your body and weapons that would normally be unable to pierce.

Blunt Master - You are specialized in using blunt weapons and can add a blunt effect to your limbs and weapons that would normally be unable to bludgeon.

Light Master - You are specialized in the use of light-weight weapons like knuckles, shortswords, or sais.

Heavy Master - You are specialized in the use of heavy-weight weapons like greatswords, hammers, and rocks you find on the ground.

Heavy Ranged Master - You are specialized in the use of large bows with massive draw weights, cannons, and huge crossbows.

Heavy Throwing Master - You are specialized in the beautiful art of throwing heavy objects such as furniture and trees.

Quick Techniques - You are specialized and much faster in using the techniques of your weapons.

Heavy Techniques - You are specialized and have added weight and power behind the techniques of your weapons.

Chakra Flow - You have achieved a flow of chakra within you. You can use this chakra to aid in your attacks and walk on walls and water, but it requires you to focus. If you are deaf or blind, chakra can substitute for your ears and eyes. Sorry, doesn't work for taste or smell.

Aura - You can sense the aura of all beings, providing a "radar" of sorts and a sixth sense. You are also better at sensing the emotional state of beings.

War Shout - You can shout so hard that you do actual damage to your surroundings, or you can focus it into a "beam" of sorts.

War Tremor - You are able to send the shockwaves from your strikes across solid terrain, knocking targets off balance.

Chakra: Percieve - You can sense weak points in all things, and you can strike them to do deal more damage and destroy them easier. You can even "kill" things by nullifying energy at the weak points, with simple effects like causing necrosis at cells you hit, but with more esoteric effects like smothering flames or cancelling momentum.

Chakra: Revitalize - You can flow chakra into pressure points, giving you the ability to heal living beings. You can attempt to use this offensively, causing beings to explode from the inside as their cells grow out of control.

Chakra: Undo - Using a large amount of chakra, you can undo an act that you hear and percieve happening. As in, that action did not happen.

Chakra: Overcome - As you feel pain, you can nullify and absorb it, boosting your chakra.

Soul Edge - One Warrior ability of your choice is outsourced into a manifestation of your Soul. This means that you can use the manifestation's ability to affect the Souls (and Reactors) of targets, and it is tied to a seperate "pool" of stamina based on the energy of your Soul, but even mundane damage taken by your manifestation will reflect on your Soul.

Aura Surge - You can surge out your aura, using it for attacks, and your previous senses with it have been greatly increased.

Aura Quality - A single word describes the extra effects of your aura. "Sharp" and it cuts, "Bubbly" and it can be formed into bubbles, "Freezing" and it could chill the air around you. Can be purchased multiple times.

Aura Crystal - You can use a special technique with your aura. Sending out impurities of your aura as a projectile, this will reflect on your being, causing your other attacks to become more powerful. In exchange, the impurities can be picked up and used against you, which will deal major damage. Both they and your buffs dissipate after a short period of time.

Boiling Body - Your body produces an extreme amount of heat. This can be utilized to heat up your attacks and add extra damage. If you do not find a proper way to vent this heat, you may injure yourself.

Steam Cannon - Combining the heat of your body with the pressure "bullets" you can create, you vent off the heat and do much more damage.

Tremor Hand - With just the slightest touch, you can send powerful shockwaves through any medium, including the bodies of others.

Incredible Organ - One part or system of your body has been boosted by an incredible amount, into the supernatural. Perhaps your skin is now the hardest part of your body, or you can grow your bones out of your flesh. Maybe you can cry so hard that you shoot tear bullets out of your eyes, or your nervous system is so powerful that you can produce electric shocks. Many things are possible. Can be purchased multiple times.

Material Devour - Select one material. You gain a taste for it, and are able to eat it to empower yourself. You can select something broad and plentiful, but the narrower the option, the bigger the boost.

Magic Devour - You can eat magical energy, and digest it to empower yourself. Some magic may be too hard, hot, cold, or dangerous in some other way to actually eat it.

Accumulate Strength - As you fight longer in true life or death combat, you build up power. The power you gain from your fight wears off after some time out of combat.

Grounded Specialization - You are specialized in fighting while laying on the ground. Typically used by some grapplers.

Aerial Specialization - You are specialized in fighting while supported in midair. Typically used by those who can innately fly.

Aquatic Specialization - You are specialized in fighting while swimming. Typically used by the denizens of Cursed Pools.

Mage

Elemental Control - You can use magical energy to control an element. These can range from Fire, Water, Air, Earth, Thunder, and Ice. Each purchase is seperate, and can be purchased multiple times.

Elemental Fusion - You can combine two or more elements you control in order to control that fusion. This can include Lava, Mud, Steam, Ash, or an unnatural combination like Thunder and Ice. Each purchase is seperate, and can be purchased multiple times.

Quick Casting - You are specialized in casting spells much faster, and to be more mobile while casting as well.

Heavy Casting - You are specialized in casting spells with added weight and strength behind them.

Wall Caster - You are specialized in making barriers and walls out of your available elements.

Mine Caster - You are specialized in making traps and bombs out of your elements, that can detonate into spells on command, after a condition is met, or after a period of time.

Bullet Caster - You are specialized in offensively using available elements as projectiles, such as focusing them into a drill-like beam or pestering a wide area.

Heal Caster - You are specialized in healing others with your available elements. No matter your element, they can be used to heal, and will have extra effects related to the element, like bolstering speed for Thunder and Air or cold resistance for Ice.

Weapon Caster - You are specailized in forming weapons and armor out of your available elements, like a blade of Water or hammer of Earth.

Minion Caster - You are specialized in forming mindless minions like golems or elementals out of your available elements that follow simple commands like "guard an area" or "attack my opponent."

Biological Substance - Substituting an element, you control a biological substance produced by some form of life. This can be a very broad category such as Venom or a very specific substance such as Cellulose. Can be purchased multiple times.

Myth Substance - One biological substance you control can gain additional effects, such as being able to harden Webbing you produce, or Bone you produce becoming explosive. Can be purchased multiple times, per Biological Substance.

Space - You can teleport short distances. You also have the ability to make portals, and can substitute an element with them when applicable. Beings can resist being forcibly transported with effort. Effective against Gravity.

Gravity - You have the ability to heavily increase or decrease gravity over an area or specific object. You could create a small meteor with the ground of an area or weaken the gravity on a heavy object to make it easier to carry. You can substitute an element with concentrated gravity when applicable. Effective against Time.

Time - You have limited control over time. You can utilize split-second time stops and slow down time for all beings in a time bubble. You can substitute an element with the time bubbles when applicable. Effective against Space.

Scrying - You can use magic energy to use the 5 senses over long distances, and detect forms of magic. Be wary when trying to touch, taste, or smell things.

Mage Mail - You can send words over long distances, which turn into parchment that can be read when they reach their location. Those skilled in Scrying could intercept the Mage Mail.

Purity - You can control a radiant light that can innately both be used to attack and heal. Prolonged exposure to malevolent sources of Purity may cause cancer, and attacks using Purity could leave behind harmful energy for a long time. Can substitute for an element. Effective against Hellfire.

Hellfire - You can control a burning darkness that features horrid smoke and can burn both water and flame. These flames are especially costly to produce, and are prone to backfire. Almost impossible to put out, but powerful enough energy can drown it. Can substitute for an element. Effective against Corruption.

Corruption - You can control a sickly gas that is prone to causing infections and decays materials. This gas is known for rusting metals, and wielders of Corruption are known for passing sickness onto others, whether they want to or not. Can substitute for an element. Effective against Purity.

Telepath - You have the ability to read minds and project your thoughts. You can even read the minds of those who are not willing, but they can resist it with a strong enough will or focus.

Radar - You can create a magic radar that will sense sources of magic and even other things if you wish, like heat, oxygen, or perhaps something like chakra or aura.

Interface - You gain a "UI" of sorts that allows you to see the current status of your body far easier, like seeing the exact damage dealt to an arm or leg. You can also use it on others, but it can be resisted with a strong will or focus.

Maid Magic - You gain the ability to clean things and remove grime via invisible cloth. Although typically used for housework, sanitizing wounds or even wiping your enemies away is within the realm of possibility.

Undead Being - You are undead. You no longer need to eat, drink, breathe, or sleep, you are unimpeded by the loss of limbs, and you are more resistant to damage in general. In exchange, you are more vulnerable to Purity, Hellfire, and Corruption.

Undead: Vampire - You can turn into a bloody mist, and have some control over blood. You can also produce a crimson liquid that will both act as blood for any being and cause cellular damage if you wish.

Undead: Mummy - You can spoil food or water on command, and produce a dust that will dehydrate and dry what you wish. Even underwater. You are more resistant to Corruption.

Undead: Lich - You have a phylactery. Upon destruction of your body, you can regenerate at this phylactery, but it will take an immensely long time. If your phylactery is destroyed, you will die. You can create blue flames that are as cold as ice, as well. You are more resistant to Hellfire.

Undead: Abomination - You can disassemble and reassemble your body on a whim at stitch-like points on it, and can produce green electricity. This electricity lingers for a much longer time. You are more resistant to Purity.

Transmute Organism - You can partially or completely turn into an organism via a whim. With skill, you can even combine different organisms into one form.

Transmute Element - You can partially or completely turn into an element on a whim. It's up to you how the element composes your body; like using Earth to become solid stone, many particles of sand, or a silty mixture. This is extremely costly.

Transmute Copy - You can completely copy the appearence of anyone by touching their DNA, aura, chakra, magical energy, or soul.

Memory Magic - Upon seeing a magical technique, you can copy it for a short time after a brief "downloading" period. This copy will not be the exact same as the original, and will be an inferior version.

Target Domain - You can create a temporary Domain at will. This Domain is costly, but will amplify a specific magical technique into a stronger version via a unique way, such as filling the air with a gas that makes flames you use burn brighter. Opposing Domains will not overwrite each other; instead, they will coexist. Using a Domain will burn out your magical energy for a short time after it ends.

Penalty Domain - You can create a temporary Domain at will. This Domain is costly, but will apply a penalty against all who reside in it, including the user. An example is a penalty that abstractly transmutes every denizen's abilities into cards, and forces them to draw and play cards to use them. Opposing Domains will not overwrite each other; instead, they will coexist. Contradictions will cause both to be destroyed. Using a Domain will burn out your magical energy for a short time after it ends.

Soul Spine - One Mage ability of your choice is outsourced into a manifestation of your Soul. This means that you can use the manifestation's ability to affect the Souls (and Reactors) of targets, and it is tied to a seperate "pool" of stamina based on the energy of your Soul, but even mundane damage taken by your manifestation will reflect on your Soul.

Rogue

Redirection - You are learned in redirecting physical attacks.

Survival Instinct - Your natural instincts are heightened, and you have defensive reflexes.

Flash - You can use a technique that enables you to be incredibly fast for a single movement.

Afterimage - By moving incredibly fast, you can leave afterimages to mislead your opponent.

Awareness - Your natural instincts are heightened to a level that borders on precognition, but requires extreme focus.

Pain Mastery - You are versed in inflicting extreme amounts of pain with your attacks, this pain can debilitiate the mind.

Stamina - You are exceptionally good at managing your stamina usage, and have more stamina than usual.

Light Throwing Master - You are specialized in the art of throwing light objects such as knives, needles; and chopsticks.

Light Ranged Master - You are specialized in using light bows, light crossbows, and other such weapons like blowguns.

Deception - Your guile is improved, and you can effectively hide your actions to mislead your opponent.

Pickpocket - You have the wit needed to effectively steal and plant items on others.

Focused Critical - You are specialized in attacking critical points, allowing you to do more damage after a period of focusing, per attack.

Ambush - Your superiority in making the first move gives you a great physical boost when combat first starts that tapers off later, and you are better at planning ambushes as well.

Stealth - You are exceptional in the arts of stealth, including hiding traps from your opponents.

Quiet - By focusing, you can completely erase your presence, making you only detectable by specialized abilities and sight.

Impossible Angles - You can curve or ricochet your projectiles in impossible ways to catch your opponent off guard.

Assassin Arts - You have learned to utilize techniques for killing, and can effectively target pressure points and vulnerable spots on all things.

Hypnosis - By using some sort of medium, such as a pendulum or paint, you can manipulate the emotional state of your opponent. You can also use this to dampen and mislead their instincts.

Strange Ridirection - You can redirect things that are no longer physical, such as fire or electricity.

Extreme Acrobatics - Your acrobatic ability is incredible, allowing you to perform incredible evasive maneuvers, and other feats of great acrobatics.

Escape Artist - You have the knowledge to escape from many traps, and you can detect them with greater ease.

Assassin: Meld - You can meld into shadows, allowing you to dodge attacks and hide from view. Light will expose you.

Assassin: Paralyze - By touching another's shadow, you can paralyze them, forcing them to either use their stamina to break out of the paralysis or be at your mercy.

Assassin: Wind - Through fast and focused movements, you can create whirlwinds of slashing energy to attack your opponents. These whirlwinds can be used like your other projectiles.

Assassin: Void - By focusing deeply, you can create a void from shadows that eats even light. This void will dissipate shortly, and is extremely costly, but can cause great damage.

Landscape Art - Within you is a natural place you are linked to, value deeply, or simply represents you. You can paint it upon your surroundings, to utilize its effects. The more effects you can use a landscape for, the less potent each is. A "Burning Volcano" landscape perhaps might only attack opponents with magma, while a "Burning Volcano During A Storm" landscape could attack with less effective magma, but could also strike opponents with lightning. Conflicting Landscape Arts will overwrite each other, with the more refined one winning out. Can be purchased multiple times.

Magic Static - By focusing, you can ignore a magic effect, while leaving it in tact. This includes walking out of a fireball unscathed and leaving a barrier intact as you simply walk through it. Uses a great amount of energy.

Ghastly Stitching - This gives you the ability to create stitches on any surface you touch, which you can remotely open or close at your leisure. For example, you can hit a wall, create an opening and go through it, then close the stitches. An opponent can deny stitches made on them through stamina.

Vibration Imbue - By touching an object, you can imbue vibrations into it. At your will, the object can be detonated later, exploding into shrapnel. More durable objects require greater effort to imbue.

Attraction Mark - By touching an object or a person, you can mark them with a Base Mark. You can then mark an object or person with a Derived Mark. Objects or people with Derived Marks will be attracted as if magnetized to an object or person with a Base Mark. Sufficient strength, grip, or weight can avoid this pull, and the Mark will wear off after a short period of time.

Soul Point - One Rogue ability of your choice is outsourced into a manifestation of your Soul. This means that you can use the manifestation's ability to affect the Souls (and Reactors) of targets, and it is tied to a seperate "pool" of stamina based on the energy of your Soul, but even mundane damage taken by your manifestation will reflect on your Soul.

Refinement

You can spend points to refine your abilities. You can either make them better in general, or add restrictions to them that make them even stronger.

Homelands

These are only a few of the many lands under and above the Sea, and your build may call them home.
But mostly under.
Feel free to create your own.
The following Homelands are some of the ones closest to Crasmarspe.

Loliginiopolis

Home of the Squild Mollantians, and greatest center of learning in the Sea, possibly even the world, Loliginiopolis is an open minded and industrial city. New Automatons and scholars from around the world walk the streets, and magical research is one of the main focused of their work. The gold deposits they built the city over fund their operations. Of course, despite their open-mindedness, Squild dominate all leadership positions in Loliginiopolis.

Quartz Reef

New Automata have true Souls: and this is where materials for manufacturing them take place. Quartz Reef posesses veins of Genehpearl, which is mined and transported to Mollantians (or other buyers) for manufacture into Souls. Multiple mining villages have come into existence around Quartz Reef. New Automata and their Mollantian overseers are the prevalent inhabitants of Quartz Reef but are almost equalled in number by Scorpaenians and their settlements, who were hired by the Mollantians to mine the first Genehpearl veins.

Torafugu-ken

Some of the greatest swordsmiths in the world live in Torafugu-ken, home of the Tetraodonians. A town focused on blacksmithing, it is defended by samurai. Torafugu-ken is extremely isolationist, so the swords they produce are extremely rare and valuable. Several similarly xenophobic schools dedicated to swords exist here, and some traveling Tetraodonians have distributed their techniques. This has made Torafugu-ken even more isolationist. Talks to trade with Crasmarspe are often discussed, but they seem to be going nowhere.

Gnawing Steppe

Home of warring Selachian tribes, the Gnawing Steppe is one of many battlegrounds for barbarians. Said battlegrounds and barbaric tribes make up the vast majority of the land under the Sea. As for the Gnawing Steppe itself, usually there are few differences between it and other battlegrounds; the Gnawing Steppe is as harsh as any of them. Recently, a plague which rots teeth has swept through the Steppe. This has made trade through it feasible due to the cold war between the tribes who are waiting out the plague.

Geo Vents

These giant volcanic vents are home to several subraces, but most plentifully the Carideians, Siboglinians, and Kiwaidians. They have formed an alliance, and unite to defend the Geo Vents against all who would attempt to exploit the plentiful resources that could be found. However, only the truly brave would try to mine the resources anyway, due to the plentiful lava that flows from the vents. The denizens of the Geo Vents typically make their homes in valleys between vents, but leaking magma has wiped out many of their homes. It's unknown why they even bother to stay, and rumors of cults seem to explain it.

Dragon's Forest

A plentiful jungle, home to several Sea Floralians as well as Syngnatians. Dragon's Forest is especially known for the huge and dangerous beasts that call it home. Albustilla, although founded in Crasmarspe, has roots in Dragon's Forest. The idea for Albustilla was had by a Sea Floralian who linked it to the great hunting parties his people would form to hunt the most dangerous beasts. The only place he was able to go to create it happened to be Crasmarspe. Albustilla was originally named after its creator, but with his death, the name was changed.

Isle Gecko

An artifical, floating island made of wood said to never rot, Isle Gecko is primarily inhabited by Men, and lies on the surface of the Sea. The original Gatormen inhabitants were completely eradicated by Men, and they have set up Isle Gecko as an outpost to trade with Crasmarspe. Waveticks, parasitic arachnids that fuse with their hosts and force them to breathe water, are native to Isle Gecko. Drydwellers who stay in Crasmarspe either infect themselves with Waveticks on purpose to live in the Sea, or were infected by them and have few other places to go.

Gecko's Hell

Underneath Isle Gecko, Gecko's Hell is a prison made by Men to house dangerous prisoners captured in the areas around Isle Gecko. Gecko's Hell shares its land with several tribes of unhappy Leviatians. Prison breaks are rare, but not unheard of, and these make the native Leviatians even more upset with the Drydwellers. Visitors are scarcely allowed. The isolated Catla Monastary ran by Cyprinians exists nearby, who practice a religion focused on reincarnation. Rumors say the monastary harbors escaped criminals.

Skull Retreat

Cold, blue flames light the torches that illuminate Skull Retreat. A haven for Drydwellers blacklisted by Albustilla, Skull Retreat is populated mainly by violent criminals. Skull Retreat is known for one more thing: phylactery storage. Liches band together here, and store their phylacteries in the great Lich Bank, operated by some of the strongest liches in the Sea. Between the Lich Bank, dangerous blacklisted criminals, and other vagrants found here, Skull Retreat is somewhere where you can get anything for the right price. Conflict between Skull Retreat and Crasmarspe is common.

Seaswamp Eyeshed

Monstmen Drydwellers referred to as Ogres live in this village... under the Sea. It's said that a giant ship carrying Ogres sunk, and upon praying for salvation, God gave them the ability to breathe water, but took their ability to live on land. Seaswamp Eyeshed is a friendly but well defended gathering of cursed Ogres and a few other subraces, ranging from Drydweller to Leviatian. While their surface-dwelling relatives are extremely hostile and territorial, the people of Seaswamp Eyeshed are a far cry from this due to their willingness to provide for others and share. Unfortunately, the humble village has fallen onto hard times due to famine, and are doing economically poorly.

Marble Island

The place where the Ancient Automatons were first discovered. Marble Island is scarcely populated, only by a few avian Drydwellers, the Finchmen. Other than the discovery of the Ancient Automatons, and them awakening from their stasis, there is nothing of interest commonly known on Marble Island due to their barren resources. However, some believe that technology from the Ancient Automatons' time exists in ruins on Marble Island, and expeditions are mounted to travel through the hazardous jungle and retrieve ancient artifacts.

Yawning Abyss

A slumbering, continental whale is in a deep slumber, and opens its gaping maw to take in water. Deep within its bizarrely habitable insides, the Abyssal Floralians came into being, and set out for the new horizons. Strange organisms exist within the Yawning Abyss, and similar to Marble Island, expeditions set out to discover the secrets and useful organisms that are born within it. The Yawning Abyss is teeming with hostile Abyssal Floralians, the majority non-sentient. Is there really treasure or useful organisms for medicine within it, or is it just a death trap? Also, some people fear that the great whale may wake up someday, but others say that it will likely never happen due its immense size.

Q N A

Q: WTF DO YOU MEAN SWIMMING DOESN'T EXIST? HOW DO YOU MOVE UNDERWATER?
A: You can't swim in water. You just can't. As for how you move in water, watch an episode of Spongebob. You just move the same as on land. Fire works underwater, too. And so does pouring liquids. And everything else that would work on land. The exception is ink, which makes a cloud as normal.

Q: I wanna be an Oni/Ogre/Troll/Elf/Dwarf!
A: Sure. Try Drydwellers. Heck, maybe even see Leviatians.

Q: Can I have my brain be an Incredible Organ and use time travel and reality warping because I unlocked 100% of its use?
A: Wtf, no? And you can't do anything like that, either.

Q: I wanna be a mushroom!
A: Sea Floralian with Drydwelling.

Q: What the fudge is an Abyssal Floralian supposed to be, anyway?
A: They're magic bacteria that very recently became intelligent and they came out of a giant continent sized whale. Look up the bad guy aliens from No More Heroes 3. They vary in looks like that. Honestly, you can make them look like whatever, as long as it looks like an alien.

Q: Whoa, this setting is poggers! What's the Chinese Web Novel you ripped off?
A: The setting is all original, bb. Loosely inspired by Spongebob, though.

Q: Why'd you make furshit?
A: I trust you to make a catgirl, not a girlcat, ya dig?

Q: Real Thunder is Sound damage!
A: And? Sound is under Air. Thunder is electrical stuff, because I said so.

Q: If I'm not specialized in something, does that mean I can't do it?
A: No. You can make walls with just Elemental Manipulation or whatever, but you just won't be as good at it as the guy with Wall Specialization.

Q: *stops your blood inertia with blood control or whatever*
A: It's really hard to manipulate stuff in the bodies of supernatural people, they'll tank it you cheapo.

Q: I wanna be a bird/tiger/hedgehog, but I can't afford flight/claws/spikes!
A: Then don't take them, it's ok. You were simply born with ineffective ones. DON'T try and cheat and heal them through magic or regeneration for free points, though.

Q: What's the naming convention when I name my own Race that you didn't mention?
A: Drydwellers go "animal-men." Leviatians go "related genus or clade or similar name/animal-ian." There you go, but feel free to do what you like, really.

Q: Give me examples for how I would make races, plz!
A: Human: Drydweller, Bony.
Land Slug: Drydweller, Soft, Mucus.
Anglerfish: Leviatian, Bony, Weapon.
Squid: Leviatian, Soft, Multiarmed, Ink.
Cactus: Sea Floralian, Spiked, Drydwelling.
Oni: Drydweller, Bony.
Troll: Drydweller, Bony, Regeneration.
Hope this helps.

Edit

Pub: 26 Jul 2024 20:20 UTC

Edit: 27 Jul 2024 01:30 UTC

Views: 586