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[TINY CAT PEOPLE] VOID SESSION: ACT 4 |
Posted by: skinstealer - 01-28-2020, 08:23 AM - Forum: [OFFICIAL PROJECTS]
- Replies (179)
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TCP: VOID SESSION ACT 4
[full size]READ FROM THE BEGINNING HEREYou pull away from the mask’s focus to a frantic Dad and the sound of clanging metal and hissing. Bryce and Jetter are standing protectively near Seaspray, Dana guarding Jasper and prepping what looks like a stun gun in hand, not quite ready to aim for the door. Jasper’s still down for the count, but by the sound of it, Raw sure isn’t. VOIDSY: What’s going on?! EASTWOOD: Burn type’s active again and wailing on his own teammate. EASTWOOD: Cage is holding up okay, all things considered- MILLER: But Marvel’s still inside! MILLER: It’s blocking the entrance and buying us time, but unless we figure something out, we’re trapped in here!
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[SPECIES DEVELOPMENT] AMERVEILLE |
Posted by: SHIVERS - 01-23-2020, 02:44 PM - Forum: [SPECIES DEVELOPMENT]
- Replies (3)
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AMERVEILLE [CW: very simple/brief mentions of reproduction (literally just a mention cmon now it's a SFW thread), trauma]
ORIGIN
- Originated in Atelier
- Created by Calamine and Telomere as a collaborative effort in ????
- Considered Telomere’s species
- First morph: Canvas
- ????
CULTURE
- Make up a large percentage of Atelier’s population (though total population size is extremely small), uncommon but still prevalent in Idyth, fairly rare in other regions
- Generally there is preference towards chosen family more than anything else, though the ‘family’ definition can be very broad when it comes to amerveille (see Life Cycle/Family Structure)
- Worship is uncommon in Atelier as well as the closest region, Idyth
- Of those Amerveille that do participate in worship, Calamine is more common than Telomere
- Slightly higher prevalence of trauma-related disorders, especially in those with family history
- Most amerveille have specialized ‘pens’ and ‘erasers’ (usually sold together in kits) used to tattoo themselves (see Appearance section); they are cheap and very simple to use
- Colored lights, especially those that periodically shift in hue, often help with sleep
- This has the added effect that colored lights (such as neon shop signs or bright lights in nightclubs) can make them sleepy
- Predisposition for any sort of arts-related items, such as music albums, paintings, novels, and the like
- Often have difficulty getting rid of anything made by friends, family, or partners
- Even in those with focuses on non-artistic education (such as working towards a chemistry degree), having at least some classes or hobbies based around creative pursuits is immensely helpful
- As long as they have room for creative pursuits, almost any living situation is tolerable
- Painting/tattooing is seen as traditional and widespread, given how easy it is
- Tattoos can be very personal (used as mementos or things of high significance) or open (such as letting others sign their name or just free-form drawing) depending on the individual
- Can also be functional, such as writing down directions or to-do lists on their arms, or writing their pronouns on their cheeks
- Since tattoos are such a large part of their culture and physiology, not having any is seen as unorthodox, though not in a negative way
- Do not usually tend towards combat
- Tend towards entertainment that is creative in nature, such as watching TV dramas/comedies rather than science programs or gameshows
- Romance is typically highly-theatrical, with grand displays of affection being common
- Ex-partners usually remain close friends if their relationship ended on mutual terms
- ????
APPEARANCE
- All amerveille have fur which is very short and velvet-y soft (fleece blankets are a good comparison)
- Fur colors are almost always a single, solid monochromatic shade, with shades of gray being most common while pure white and black are rarer
- Fur colors in order of rarity: grays, grays w/ slight color tint, pure white, pure black, silver, pearlescent white (white with a rainbow-like luster), and iridescent black (black with rainbow-like luster that appears to change colors depending on the angle; most rare variation)
- Natural markings are usually found at their extremities, as well as around their eyes, serving as natural eyeliner
- Markings may vary in shape and placement depending on morph
- These markings are often an opposing color of their main fur color; usually also monochromatic, though have a higher chance of appearing with color
- Their fur can be "tattooed" extremely easily with simple, specialized tools
- This process does not dye the fur or skin, but brings out natural color that all amerveille have
- The process is easy, painless, and can be done without help (depending on the location)
- It is also easy to reverse, as another specialized tool can apply pressure in such a way that will make the color quickly fade
- This process is called "painting", or just simply "tattooing"
- Markings cannot be tattooed
- The color that is brought out is almost always bright and vibrant, contrasting their monochrome fur color
- Usually the color of the skin underneath is a vertical gradient, going from one hue gradually to another, though just about anything is possible, even a rainbow array of colors
- A two-tone gradient is most common, though three-tone and subsequent gradients are possible, as well as solid colors, stripes, and other odd variations
- This is called an "undercolor", "gradient", or "ink"
- The undercolor also appears as their eye colors
- Voices can vary wildly depending on the morph, but common ones include: brushes on canvas, typewriter sounds, string (harp, guitar, violin, etc) or percussion (marimba, drums, bells, etc.) instruments, and shutter clicks
- Paw pads can vary wildly by morph and are often not present at all
- Typically possess large muzzles and large, upright ears
- Tails are always large and heavy; they’re instinctively used for steadfast balance, making amerveille difficult to knock over
- Headhair is not as common as other species; when it does appear, it’s most often naturally short, with longer-haired amerveille being quite rare
- Range from 4-8 feet for "normal" adult height range, though the high and low ends are more uncommon
- Claws are common but not always present
- Plantigrade legs
- Possess simple circular eyebrows, often called "dot" eyebrows
- ????
BIOLOGY
- Amerveille have skeletons, muscles, nerves, organs, and blood
- Teeth shapes can vary between morphs, but are usually sharp
- Omnivorous, slight preference against meat
- Average energy levels
- Highly-expressive; usually with exaggerated body posture, ear movements, and facial expressions
- Despite their large size, their tails also wag when excited
- Ears are always large and usually upright, though this depends on the morph
- Eye shapes and patterns vary wildly between morphs, though they almost always possess two colors, usually the two extremes of their undercolor
- Some eye pattern examples:
![[Image: HkOR34r.png]](https://i.imgur.com/HkOR34r.png)
- Eye patterns are not morph-based, making them entirely random
- Common eye patterns are: crosses and large rings
- Having only rings (and many of them) in the eyes is very rare
- Some possess pouches, though they are uncommon
- Mental and physical health can deteriorate if left with absolutely no creative outlets for long stretches of time
- Baby amerveille have random line patterns from their undercolor that can shift around, but gradually fade in a few years
- Because of this, baby amerveille are called “scribbles”
- Lifespan of about 90 years, reaches maturity at age 18
- ????
LIFE CYCLE/FAMILY STRUCTURE
- Reproduce sexually but are not dimorphic
- Traits that are often dimorphic are entirely random in amerveille; any individual can possess any combination of these, or may have none at all
- Amerveille give live birth and typically expect 1-3 scribbles
- Scribbles are very curious, requiring a large amount of stimulation, and will often cry if they become bored
- They are also notoriously dramatic, and can become upset easily, though they will usually pout and avoid eye contact rather than cry
- Family structure is often freeform, and can include neighbors, close friends, even close coworkers, etc.
- Family size can be difficult to determine because of this, though thinking of it as a large network of people rather than an actual family gives a better approximation
- This can make holidays and other celebrations into very large and often confusing affairs
- Casual and committed relationships are equally common
- Families are often chosen for amerveille, and leaving a family usually reflects poorly on the family itself, rather than the individual
- ????
GENETICS
- Morphs are based around creative arts or specific fields of such (ex: visual art and sculpting specifically would make two different morphs)
- Mixed morph children are called “Collages,” and usually possess a mix of traits between the two morphs (ex: film reel markings with a kangaroo-esque look for a Snapshot/Canvas hybrid)
- "Canvases” were the first morph, based around Telomere’s personal favorite creative pursuit, painting
- Hybrid children typically inherit amerveille undercolor, eyes, and/or markings
- Animal basis for morphs is extremely flexible, and does not seem to follow any particular pattern
- Common horror mutations: bright colors for fur and markings, monochromatic undercolor, wild/uneven or animated eye patterns, rapidly-shifting tattoos, tatoos that respond to sound or light, general growth
- ????
MORPHS
Canvas "???” ???
- Based around visual arts, such as painting, drawing, etc.
- Animal inspiration is mostly kangaroos, with jackal-inspired ears
- Markings are splotchy, like paint drips
- Distinctive, heart-shaped noses
- Muzzle/mouth pattern is more rounded, and has two distinct "fang" shapes
- Sometimes have paintbrush-shaped tails, though they are very rare
- ???
Melody "???” ???
- Based around music and related arts, such as singing, playing instruments, etc.
- Animal inspirations are sharks and otters
- Markings are zig-zaggy
- Ears point backwards rather than entirely upright
- Muzzle pattern is zig-zaggy, without “fang” shapes
- ???
Spotlight "???” ???
- Based around performative arts, such as theatre, dance, etc.
- Animal inspirations are servals and snow leopards
- Markings are round and simple, though their ‘eyeliner’ is thicker than other morphs, and they often have freckles
- Muzzle pattern is rounded, without "fang" shapes
- ???
Chronicle "???” ???
- Based around written arts, such as poetry, written stories, etc.
- Animal inspirations are dragons and horned animals (like goats and deer)
- Markings have a few stripes radiating from them
- One of the only morphs that have don’t always have upright ears, as they can hang down instead (though upright ears are still more common)
- Muzzle pattern is zig-zaggy and "fanged"
- Horns can be just about any shape
- ???
Snapshot "???” ???
- Based around arts involving cameras, specifically directing and photography
- Animal inspirations are aardvarks and armadillos
- Markings are shaped like film reel, and can sometimes involve a second marking color (which is usually very close in color to the first)
- Some possess thin ‘armor’ which covers their back, forehead, shoulders and sides, though marking patterns that simply emulate this feature are equally common
- Muzzle pattern is square-ish, an oddity among other morphs
- ???
RULES
This is a species development thread! Here you can have discussion on the species presented, and offer suggestions/ideas for developing them- thus directly contributing to the species! Anything is fair game so long as it follows the restrictions (if any are listed). This main post will be updated as we go, allowing for people to always have an up to date resource on the species.
Restrictions/No-go's
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[SUPERCYBER SPECIES DEVELOPMENT] SPHINXES |
Posted by: skinstealer - 01-21-2020, 07:00 AM - Forum: [SPECIES DEVELOPMENT]
- Replies (1)
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SPHINX![[Image: 1nAvh7d.png]](https://i.imgur.com/1nAvh7d.png) [this will probably be reformatted as more gets added, still figuring out a good format for supercyber species]
BASICS
- Afterlife Denizens, Fae Subclass
- Beings with heavy ties to mystery, spirituality, and strong personal beliefs.
POWERS
- Sphinxes, like most fae subclasses, require a deal/trade in order to use their powers. Sphinxes in particular accept answers to riddles and puzzles, with harder challenges leading to more power potentially up for use.
- Power stacks up- the more riddles answered, the higher their potential power grows
- To indicate power being available, runes appear on a sphinx’s body, and glow brighter the more power is stored
- Runes are unique to the sphinx in both placement and appearance, and often carry a personal meaning/ties to the life they had before death
- Sphinxes typically cannot use their powers on their own due to the need for a deal/trade, but can circumvent this by solving puzzles that someone else has given to them beforehand.
- Sphinxes that require use of their powers on their own will often carry portable ways to access said powers along with them, such as puzzle cubes and riddle books with the answers removed. These objects have to be given to them by another person to be effective, however- store bought will not do.
- Sphinx powers themselves are based around protection, and can vary from being able to create shielding runes on both surfaces and living things, constructing magically sheltered areas with standard materials, and reflecting damage/injuries onto their assailants
PHYSICAL TRAITS
- Physically powerful, typically able to hold their own in combat even without using their abilities
- Typically have sharp teeth and claws on both their hands and feet
- Digitigrade legs
- Wings, can vary in style but typically resemble that of birds’.
- Mask-like, often humanoid faces, deceptively covered in whatever the rest of their body is covered with (typically, fur)
- Often have long, twisty necks (some can be shorter than others!)
- As with most afterlife denizens, they have tails
- Majority are feline in appearance/body language
- 7'0-9'0 ft for average height (assuming denizen died at adult age)
- Usually come in golds/blacks/whites/jewel tones
- Pattern fades on arms, neck, legs, and tail
LINKS
- Supercyber denizens looking for bodyguards/protection will often seek out sphinxes
- Many religious groups value the help of sphinxes due to their ability to make magically protected shelters, ideal for safe worship
- The reflective abilities of a sphinx can be used to cause serious harm to people, leading to some malicious parties using them as bait/traps for their enemies to harm, and then have that harm rebounded
- Objects protected by sphinx runes are considered very valuable, and some will link to a sphinx in order to produce rune-bound goods for others to purchase
GALLERY
RULES
This is a species development thread! Here you can have discussion on the species presented, and offer suggestions/ideas for developing them- thus directly contributing to the species! Anything is fair game so long as it follows the restrictions (if any are listed). This main post will be updated as we go, allowing for people to always have an up to date resource on the species.
Restrictions/No-go's
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[SPECIES DEVELOPMENT] MOTHLIES |
Posted by: skinstealer - 01-16-2020, 06:26 AM - Forum: [SPECIES DEVELOPMENT]
- Replies (2)
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MOTHLIE [CW: very simple/brief mentions of reproduction (literally just a mention cmon now it's a SFW thread)]
ORIGIN
- Originated in Bluster
- Created by Wane in ????
- First morph: Traveller
- ????
CULTURE
- Formerly found mainly in Bluster, now scattered across Taverne region in much smaller numbers due to the majority perishing post-Wane death
- Found in colder regions, such as Solitude and what’s left in Whimsy. Can also be found in warmer regions such as Precipice and Wonder, but many find this uncomfortable and unpleasant. Very few numbers in Consumption.
- Traditional mothlie families are based around “clans”, a primarily bloodline-based group that shares reputation and status
- Clan reputation can go back generations, with some clans having notoriety for crime and malicious behavior, and others having fame for kindness and charity
- Charity and helping others is valued highly in traditional mothlie culture, even if helping others involves violence/fighting/dueling
- Affiliated with Wane, especially after their death made their species hypervisible to the world at large
- High number of Wane, Wax and Velvet worshipers, moderate numbers of Grind, Alloy, and Rein worshipers. Extremely low number of Spit worshipers, with the majority of mothlies seeing Spit as a great and horrible evil that damned their people to die
- Mothlies are easily picked out in crowds due to their distinct appearances compared to other Taverne species, something that leads to disguises and bulky outfits in potentially dangerous areas
- High rate of illness due to mothlies being suited for much colder climates than the rest of Taverne can provide.
- Despite Whimsy dying slowly, many Mothlies have travelled there for the lowering temperature alone.
- Equipment and goods used to help lower temperature, such as air conditioning or portable ice packs, are common for mothlies to have around, especially in hotter areas
- Many mothlies end up having to shave their fur if in a warmer location, though doing so is seen as expressing defeat against the elements
- Mothlies sleep in beds, though some clans are known for sharing a common sleeping area and forming a large pile
- Education in traditional mothlie culture is done through homeschooling from the clan itself
- Mothlies without established clans/that were rejected from their clans can often slip through the cracks education-wise if not adopted by another group
- Adoption of orphans/clan rejects into another clan is fairly common, especially after the majority of the mothlie population perished
- Traditional mothlie houses were large, lodge-like and sprawling, built to accommodate an entire clan within its walls
- Mothlies often have trouble fitting into other regions’ housing due to cramped spaces and the more isolated nature of apartments and small houses
- Light is valued among mothlies due to their natural attraction to it, many mothlie residences having string lights or traditional lanterns
- Mothlie fur is valued highly on the market due to its excellent use as insulation, with many mothlies able to make a living from shearing off their fur and selling it to local artisans
- Fighting is a major part of mothlie culture due to Wane’s love of bloodsport, though few mothlies are willing to fight to the death like old times
- Boasting is an equally huge part of mothlie culture, with many mothlie clans having tales of victory passed down through generations
- One of the strongest Taverne species despite their appearances, even a novice fighter has a shot against an adept one of another species
- Use their teeth and claws in close quarters combat, able to detect even small movements before they happen
- Swords and blades are valued highly and often used in combat- most mothlies on the street are armed in some capacity, even if they have no intent on getting into a fight
- Telling stories makes up the majority of traditional mothlie culture, though they often get warped over time. Many mothlies find success in the writing industry (for books, television, or otherwise) due to their species’ emphasis on storytelling as a skill
- Clothing on the upper body accomodates for wings by either lightly covering them, having slits, or similar fashions. Some mothlies go without upper body covering entirely, avoiding the hassle.
- While mothlies are capable of flight, having to adjust to other species' norms has lead many of them to give up flight entirely.
- ????
APPEARANCE
- Body shapes vary widely for mothlies, though most morphs have segmented, carapaced bodies (currently, every morph except cryptids)
- Markings are inspired by moth markings, particularly on the wings. Carapace markings are more flexible.
- Natural palettes are often grayscale/subdued with color accents, dyed colors can be anything
- Voice is composed of growls and roars, surprising many who have never heard one before
- No paw pads
- No tails
- Hair can be present, but is fairly uncommon on morphs outside of hunters
- Range from 3’6-5’6 for "normal" adult height range.
- Four arms and two legs, clawed hands
- Wings are present and most mothlies are flight capable, though very rarely do they use them
- ????
BIOLOGY
- Mothlies have an exoskeleton, muscles, nerves, organs, and blood
- Sharp teeth, often tusks and fangs
- Primarily carnivorous, but can consume plants and other food as well
- High energy levels, require a lot of physical activity to remain healthy
- Express with their antennae and hands, exaggerated motions are common
- No visible ears
- Eyes are large and extend off of the head in most cases, though some morphs have hidden eyes
- Wings are fragile and do not heal easily, with some older mothlies having significant wear/damage to theirs
- Mothlies prefer to be active during the night, and may struggle to remain awake during the day
- ????
LIFE CYCLE/FAMILY STRUCTURE
- Reproduce sexually and have minimal sexual dimorphism
- Lay eggs in clutches of 5-7 at a time
- Children are known as kids, and resemble caterpillars until they hit a period of adolescence (typically around 13 years old), at which point they form a cocoon and go dormant for up to a year before emerging as a mothlie. They are still considered children until age 18, however.
- Clans are sprawling and accommodate for new kids as best as they can, making sure to provide resources and safety for their dormant young
- Orphaned mothlie kids are in great danger due to their vulnerable dormancy period, making rehoming them (even with other species) a necessity for survival
- Proper nutrition and safety is required for a mothlie kid to cocoon, and those who don’t either evolve into [undeveloped morph] or die
- Mothlies are fine with either casual or committed relationships, but marriages between mothlies can join clans together into one (sometimes to great turmoil and disagreement)
- If a mothlie leaves their clan, it is typically some point after cocooning due to the dangers of being an orphaned mothlie
- ????
GENETICS
- Morphs are inspired by different kinds of mythical monster, such as werewolves, fairies, cryptids, beasts, etc (typically those associated with forests)
- Mixed morph children tend to exhibit more of one morph’s trait than the other, with some blended traits including carapace style, wing style, and eye shape
- Traveller mothlies were first morph, made to be simple but versatile
- Mothlie hybrids are extremely rare and often do not live long enough to go into dormancy, but often develop multiple arms, antennae, and wings if they manage to live that long
- Based on moths and monsters
- Common mutations include size increase, hunger increase, issues regulating emotions, insomnia, extra eyes, extra arms, larger claws, issues cocooning/going into dormancy, radically changed appearance after metamorphosis
- ????
MORPHS
TRAVELLER"????”The first mothlie morph to exist, traveller mothlies are named such due to their wandering natures. Such a name became ironic after Wane’s death and their displacement from their homes, but many wear it with pride all the same.
- Based on story protagonists/adventurers
- Rounded wings
- Round eyes
- Round pupils
- Average claws
- Rounded antennae
- Fluffy mane
- Fangs
- Smooth carapace
- Associated with Wane + Bluster
LYCAN"????”Attracted to the moon, lycan mothlies are most active during full moons, full of energy and high spirits. Conversely, eclipses induce an almost hibernation-like state, their constantly changing energy levels leaving them struggling to fit into society outside of Bluster.
- Based on werewolves
- Pointed wings
- Almond shaped eyes
- Slit pupils
- Long claws
- Fluffy antennae
- Fluffy mane
- Tusks
- Fluffy carapace
- Associated with Wane/their lesser gods + Bluster
HUNTER"????”Hunter mothlies feel a deep hunger rivalled only by the terrors they grappled with before Wane’s death, acting as protectors for their communities. Despite their frightening appearances, hunters are just as prone to kindness as any other person, with many using their size and strength to aid those who need it.
- Based on monster legends
- Tattered wings
- Hidden pointed eyes
- Slit pupils
- Very long claws
- Antler-like antennae
- Pleated mane
- Double tusks
- Smooth carapace
- Able to survive in Consumption better than other mothlie morphs due to their strength + natural ability to fight terrors/hostile animals
- Associated with Consumption + Bluster both, though more with the latter
FAE"????”Despite their sometimes dainty appearances, fae mothlies are just as strong as their peers, if not moreso due to their agility. Attracted to small trinkets, many fae mothlies make their keep from trading objects they find interesting.
- Based on fae (specifically the trickster variety)
- Scalloped wings
- Lashed eyes
- Slit pupils
- Long claws
- Curly antennae
- Poofy mane
- Fangs
- Smooth carapace
- Associated with Whimsy + Velvet
CRYPTID"????”The rarest of the mothlie morphs, cryptid mothlies are scarce even within the sparse Taverne population itself. Easily spotted by their glowing eyes, many believe that they’ve encountered some manner of ghost...aside from mundane situations, anyway.
- Based on cryptids
- Furry, bird-like wings
- Round eyes
- No pupils
- Claws
- Round antennae
- Hidden mouth
- Covered in fur all over
- Associated with Solitude + Rein
RULES
This is a species development thread! Here you can have discussion on the species presented, and offer suggestions/ideas for developing them- thus directly contributing to the species! Anything is fair game so long as it follows the restrictions (if any are listed). This main post will be updated as we go, allowing for people to always have an up to date resource on the species.
Restrictions/No-go's Keep it SFW!!!!
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[SIDESTORY] Morbit Oneshots (18+) |
Posted by: skinstealer - 01-03-2020, 10:24 AM - Forum: [OFFICIAL PROJECTS]
- Replies (13)
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here's where we put all the misc one-off stuff that qualifies as 18+ rated! any team member can contribute to this thread, comments are allowed, and stories will be added to a table of contents here.
TABLE OF CONTENTS
Pillow Talk- 2020Ringor Mortis + B. Comorant, Punch Clock Animal/General Morbit CW: Sexual content, implications of past sexual/physical abuse (nothing explicit)Chelsea and Bucket try something new. Promise - 2020Rin + Shivers, Punch Clock Animal, etc. CW: implied abuse/torture, cults, death, implied violenceBazil finds something new in Hell. 3:00 AM - 2020Shivers + Rin, Patchwork Kernel, Punch Clock Animal CW: implied sexual/physical abuse (nothing explicit), violencePepper tries the vending machine.
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[TINY CAT PEOPLE] VOID SESSION INTERMISSION: HARK |
Posted by: skinstealer - 12-30-2019, 08:23 AM - Forum: [OFFICIAL PROJECTS]
- Replies (41)
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TCP: VOID SESSION INTERMISSION: HARK
![[Image: hcD0Jsv.png]](https://i.imgur.com/hcD0Jsv.png) You are VOIDSY, and you are currently in an enemy TCP’s head. Your newfound nemesis, the very dog you’re trying to strike down, is in front of you as well, looming over her TCP with a wicked grin. SPIT: So this is what happens when you mix up two communication items...interesting, interesting. SPIT: Veeeery interesting. SPIT: You know, I should thank you. She reaches forward and pats Hark on the head, the TCP trying not to flinch. SPIT: You just helped me figure out a lil’ ol’ trick for other sessions! SPIT: Who knows what kinds of shit I can pull off like this. SPIT: Face to face...is it everything you hoped, collective? SPIT: Are you gonna be brave, say I’m ugly, say you hate me, that you’re gonna win and be the big badass of this story? SPIT: Or are you gonna flirt with me again, breaking my poor lil’ sister’s heart? VOIDSY: ...sister? SPIT: Oh, she didn’t tell you? That’s a real shame… SPIT: Then again, everything about that little wretch is! She cackles, and you feel your paws clench into fists. ![[Image: Ahx92iu.png]](https://i.imgur.com/Ahx92iu.png) SPIT: So how about it, kitty cat? SPIT: You’re right here, you got the chance...why not a little brawl? SPIT: We’re all mental, right? Nobody’s gotta get hurt for real...not yet. SPIT: Or… She reaches forward, grabbing Hark by the throat. SPIT: Do I need to give you something to fight for?
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[SPECIES DEVELOPMENT] GREMLINS |
Posted by: Zenthis - 12-25-2019, 04:55 AM - Forum: [SFW]
- Replies (3)
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GREMLINS
[CW: very simple/brief mentions of reproduction (literally just a mention cmon now it's a SFW thread)]
ORIGIN
- Originated in Cage
- Created by Turbine in an unknown year
- First morph: Gremlin
- ???
CULTURE
- Found mostly in Cage, but they have a moderate presence in port towns and smaller islands
- Gremlins have no concept of blood family, young Gremlins are cared for by older Gremlins who volunteer
- It is fairly uncommon for any Gremlin to worship any god, as their culture sees them more as equals
- Disabilities are uncommon among Gremlins, though any Gremlin with one is treated with respect by their peers
- Gremlins are quite fond of backpacks, and will go to great lengths to acquire one that they feel truly suits them
- Due to their unique reproduction method, Gremlins are very careful about how they sleep. Gremlins rooms usually only have room for 6 to sleep in comfortably
- Gremlins often sleep together in one large pile, both to conserve warmth and as a social activity. Gremlins who are not fond of this are generally accepted but often misunderstood
- Gremlins are too new to the rest of Morbit for most places to have any sort of accommodation for them already set up
- Gremlins do not have any form of formal education set up, most skills being taught either by caretakers or on the job as needed
- Gremlins usually make their homes in remodeled passenger planes, particularly in the cockpit and the cargo hold
- Nearly all Gremlins have minor innate magical abilities, and not having them is considered a seriously debilitating disability
- While Gremlins teeth are not as hard as you might expect for a species that eats so much metal, they are still very tough in a fight
- As Gremlins were until recently stuck underwater, they have not created much art of any sort. Most of it is songs that are sung to help keep time when they work together on large projects that require many Gremlins
- As they are very new to the surface, many Gremlins do not yet fully understand the point of fictional stories, however the youngest generations have started taking a keen interest
- Gremlins often play fight as a way to relieve stress, it is generally frowned upon to continue after bruising or drawing blood
- Gremlins as a culture are very technically minded, having spent a lot of time taking apart planes with their teeth and figuring out what kept it all together
- ????
APPEARANCE
- Full Gremlins are usually wispy with poorly kept fur, any morphs tend to take after whatever the other species was in terms of overall shape
- Gremlins historically were not able to take care of their fur very well, leading to split ends and many other problems
- Gremlin fur patterns seem to have no rhyme or reason for what they can be, ranging from simple spots to small blurry passages from books
- The typical Gremlin voice sounds like metal scraping together and engine sounds. Because of this many Gremlins are self conscious about talking in the rest of Morbit where their voices are considered ‘grating’ and ‘noisy’
- All Gremlins have paw pads
- Most Gremlins have tails, and they are fairly instrumental for balancing on their hind legs
- While most Gremlins have fur, very few have hair unless they are from a morph that does
- Range from 9”-3.5’ for "normal" adult height range.
- ????
BIOLOGY
- Gremlins have skeletons, muscles, nerves, organs, and blood
- Gremlins have an assortment of sharp teeth, but how many and how large is usually unique to the individual Gremlin
- Anything you could find in a plane with no passengers makes good food for Gremlins. Metal, wires, and seat leather are all fair game for them
- Gremlins are often very high energy, and any with low energy are usually looking for a place to sleep right then
- Gremlins move around in ways that are largely comparable to house cats
- Their paw pads are unusually tough, to better help them walk around in an environment with so much broken glass and sharp metal
- Gremlin pupils are able to change to various symbols in order to emote, although all Gremlins have a symbol that their eyes default to when they aren’t actively emoting
- Gremlins are semibipedal, having the ability to stand on their hind legs but generally only doing so if they need use of their front paws for something
- Lifespan of ???? years, although because of their poor living conditions, up until recently it was rare for any Gremlin to reach that age
- ????
LIFE CYCLE/FAMILY STRUCTURE
- Gremlins do not reproduce by normal means, and no one truly knows how it works. When 7 or more gremlins are asleep in the same room there is a small chance that a single newborn gremlin may appear there before anyone wakes up. If any non gremlins are asleep in the room when it happens, the child may take on features of their species and be a morph. A quote from Turbine on this matter is “I just made it magic, I didn’t want to think more about it than that.”
- The amount of Gremlins ‘born’ in this way is never more than one, regardless how many Gremlins are in the room in total
- Gremlin kits are often a handful, even more energetic than the average Gremlin and with a penchant for sneaking away to explore
- Gremlin families vary wildly in structure and size, it is often said that if you ask 10 Gremlins what the ideal family is you will get 100 answers
- Gremlins have a difficult time understanding romantic love, and don’t see what makes it different from a very good friendship
- Gremlins until recently didn’t really have a choice to leave their families, as there were only so many fully habitable villages in Cage. Recently this has become more common as all of Morbit has become an option to live in
- ????
GENETICS
- Other than the original Gremlin morph, morphs are all 'hybrids' with other species
- 'Hybrid' morphs do not share any DNA with the non-Gremlin 'parent,' nor do they inherently share any visual similarities to that 'parent' besides some that are common in the species the morph is mimicing
- Gremlin morphs will sometimes take on special or magical qualities of the species they mimic, such as OBJ headcasings or ruffneck smoke
- All morphs of Gremlin are semibipedal and usually walk on all fours
- Gremlins primarily have feline features, but this is almost always overwritten in morphs by the mimiced species’ features
- Gremlins are fairly resistant to horror radiation, but the first thing that usually gets affected are the Gremlin’s pupils, which may grow, shrink, split, or disappear altogether
- ????
MORPHS
GREMLIN
- The original type of gremlin created by Turbine
- Very well suited to living in underwater planes
- Not very well suited to swimming
RULES
This is a species development thread! Here you can have a discussion on the species presented, and offer suggestions/ideas for developing them- thus directly contributing to the species! Anything is fair game so long as it follows the restrictions (if any are listed). This main post will be updated as we go, allowing for people to always have an up to date resource on the species.
Restrictions/No-go's
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BESTIARY QUEST [name pending] |
Posted by: skinstealer - 12-23-2019, 09:03 AM - Forum: [ADVENTURES + COMICS]
- Replies (27)
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You are a researcher working for [REDACTED], a group dedicated to cataloging strange and mysterious creatures...you know that your job is to create a database of whatever beings you come across in your travels, but you can't help but think of it as a bestiary. Many other researchers contribute their findings alongside you, hopefully leading to a comprehensive guide to all that lurks in the unknown wilds.
Today is a very important day- you're here to give your first report. From what you've seen in your training course, these reports are...strange. They start out with fairly straightforward questions, and just get weirder and weirder...but you're going to do your best. Simple answers work just as well as complex ones, but they have to be text- any images attached are rejected, which never made much sense to you in the first place.
Looking at the questions in front of you, you hope that your notes are adequate. Only one way to find out...
- How large was your creature?
- What Earth animal does it best resemble, and how?
- How did your creature behave in the field?
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[SPECIES DEVELOPMENT] RUFFNECKS |
Posted by: skinstealer - 12-22-2019, 02:25 AM - Forum: [SPECIES DEVELOPMENT]
- Replies (1)
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RUFFNECK![[Image: aoZFrjq.png]](https://i.imgur.com/aoZFrjq.png) [CW: very simple/brief mentions of reproduction (literally just a mention cmon now it's a SFW thread)] ORIGIN
- Originated in Consumption
- Created by Spit in ????
- First morph: Warrior
- ????
CULTURE
- Found spread throughout Taverne, primarily in Consumption, Hearth and Precipice
- Formerly a large number in Bluster, not anymore for obvious reasons
- Found in other regions to varying degrees, moreso than other Taverne species due to their native zone being hostile to live in
- Associated primarily with Spit, but the number of worshipers are actually spread between lots of different gods
- Many ruffnecks actively reject the Spit association
- High number of Grind and Wane worshipers
- Middling numbers of other Taverne god worshipers
- Other religions vary based on region
- Inability to breathe smoke is a common disability found in many regions, see biology section
- High rate of injury-based/mental health-based disability for those living in Consumption due to its violent culture
- Being sick is seen as something to fight through and overcome, even for small viruses
- Goods made to be chewed on and worn down are common
- Ruffnecks can sometimes grow “deposits” on their necks, typically gemstones or minerals, but some exceptions exist. These deposits are often times managed through shaving them down, to prevent difficulty in moving their necks and possibly injuring themselves
- The deposits on ruffnecks’ necks are considered incredibly high value, the exact worth depending on the quality and type of deposit. Gemstones and rare deposits (such as ferrofluid) are particularly sought after, and jewelry made from ruffneck deposits sells for high prices
- Special goods are made to help shave down/chip away at neck deposits safely
- Ruffnecks sleep in beds, though many have adopted sleeping piles and close-quarters sleeping arrangements
- Smoking paraphernalia has a place in ruffneck culture due to its significance in helping those who can’t produce smoke naturally on their own
- Goods made from neck deposits are easy to sell, even if the goods themselves are simple- the novelty is a big selling point
- Ruffnecks in Consumption are rarely educated through formal schooling, and are raised by their pack as best as they can
- Ruffnecks out of Consumption vary in terms of education
- Housing for ruffnecks varies greatly based on region, but traditional Consumption housing typically involves close-quarters spaces constructed at least partially underground
- Ruffnecks are excellent fighters, using their sharp teeth and neck deposits to do serious damage to anyone they fight. Some ruffnecks also develop claws in lieu of more paw-like fingers, which also come to their aid
- Entertainment typically consists of physical activity, be it partaking in it directly or watching others. Sports and games are very common interests for ruffnecks, and help them get excess energy out of their systems
- Many ruffnecks reject the violent nature of Consumption’s culture, shying away from more aggressive entertainment such as Hoopla’s death games
- ????
APPEARANCE
- Ruffneck facial shapes vary in terms of muzzle length, though most resemble wild dogs, hyenas, thylacines, etc
- Ruffneck fur is typically fluffy or wispy, with almost smoke like shapes
- Markings typically take from wild dogs, hyenas, thylacines, etc, though domestic dog patterns can also be common
- Voices are typically composed of barks, howls, growls, and laughter
- Most have paw pads, aside from those who have claw fingers (though palm pads are still present)
- Tails are present on all ruffnecks
- Hair can be present on ruffnecks, but is not always. Ruffneck hair is typically wispy, and hard to style without product
- Range from 4’6-6’6 for "normal" adult height range.
- Digitigrade legs
- ????
BIOLOGY
- Ruffnecks have skeletons, muscles, nerves, organs, and blood.
- Sharp teeth that occasionally protrude from the mouth as tusks/underbites/overbites
- Healthy ruffnecks produce and exhale smoke, with unhealthy ones finding themselves unable to
- Ruffneck smoke is harmless to other ruffnecks, but can cause health issues in other species if precautions are not taken
- Primarily carnivorous, but can eat anything (even metals)
- High energy levels
- Use their ears, tails, and overall posture to convey expression
- Smoke production is increased in times of tension/excitement
- Excellent hearing
- Can see in the dark, but not as well as other species like karacels
- Pupils are often a lighter color than the sclera
- Deposits grow on the neck, often times embedded/hidden in fur. Proper upkeep of these deposits involves shaving/chipping away at them to prevent harmful growth
- No sensation can be found in these deposits, similar to hair
- Wild canine-like behavior, though some morphs are more akin to domestic dogs
- Often struck with the urge to hunt things, even in situations that could be dangerous for them or their “prey”
- ????
LIFE CYCLE/FAMILY STRUCTURE
- Ruffnecks reproduce sexually and have moderate amounts of sexual dimorphism
- 1-3 offspring per “litter”
- Ruffneck children are referred to as pups, and have high energy levels
- Pups need lots of exercise in order to stay healthy, leading to issues and discomfort within close-quarters Consumption housing
- Live in large families sometimes referred to as “packs”, though solitary ruffnecks can be equally common
- Chosen family is common due to communities in Consumption needing to be tight knit to survive
- Packs can and often do welcome in members of other species
- Both casual and committed relationships are equally valued
- Leaving the family occurs whenever the pack determines the child to be ready to do so, typically once they hit adulthood
- Lifespan of 80 years, full maturity reached at age 18-20
- ????
GENETICS
- Morphs take inspiration from wild dogs (such as wolves, coyotes, dingos, jackals, and African wild dogs), hyenas, thylacines, and occasionally domestic dogs
- Mixed morph children tend to take on traits from both parents, such as facial shapes, tails, and ears
- Deposits are often inherited from parents, though mutations can occur
- Warriors were first morph
- Ruffneck hybrids often inherit smoke production and deposits, as well as wispy fur and lighter colored pupils
- Common mutations include increases in size, hunger, irritability, and energy level, claw growth, teeth growth, excess fur growth/shedding, deposit growth, smoke overproduction, extra eyes and tails, increase in hunting urges
- ????
MORPHS
Warrior"????”????
- Based on wolves/coyotes
- First morph
- Pointed ears
- Neck fluff
- Wispy fur
- Wispy tails
- Associated with Spit and Consumption
Royal"????”????
- Based on jackals
- Long, pointed ears
- No neck fluff
- Short fur
- Long, tapered tail
- Associated with Rein and Solitude
Devil"????”????
- Based on thylacines
- Rounded ears
- Short neck fluff
- Long, tapered tail
- Short fur
- Associated with Velvet and Whimsy
Wild"????”????
- Based on African wild dogs
- Large, rounded ears
- Neck fluff
- Longer, wispy fur
- Long, wispy tail
- Associated with Hoopla and Wretch
Scavenger"????”????
- Based on hyenas
- Pointed ears
- Manes
- Short tail
- Scruffy fur
- Associated with Grind and Precipice
Bullistic"????”????
- Based on domestic bulldogs
- Folded ears
- Ballistic gel segments all over body, particularly at joints
- Deposits grow within gel, sometimes puncturing it
- Short fur
- Tapered tail
- Associated with Wax and Hearth
- Commissioned by @Pichi2214
RULES
This is a species development thread! Here you can have discussion on the species presented, and offer suggestions/ideas for developing them- thus directly contributing to the species! Anything is fair game so long as it follows the restrictions (if any are listed). This main post will be updated as we go, allowing for people to always have an up to date resource on the species.
Restrictions/No-go's
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