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Fetalis(fee-tal-is)- Core species
- Physical Traits
~Saber species in structure
~Mutations of all sorts with little restriction
- includes but is definitely not limited to, and more to come!
Very Common Mutations/Traits
ALL Fetalis have one or more of these mutations. Please include at least one in your adopts when designing
Very Common mutations consist of horns, antlers, fur edits and mane edits, nothing else falls into this category.
Common Mutations/Traits
Any bodily mutations such as tail edits, spikes, wings, toes, eyes etc. Things such as raptor claws, or physical edits to the body in any way for an example. (Not included here is all mutation listed below)
Uncommon Traits
Furred Dragon Tail (Chinese Dragon)
Scaled Dragon Tail (Western Dragon)
Hybrid wings (Mix of 2 or more types)
Multiple sets of Eyes
Additional limbs
Rare Traits
More then one Head
No Mutations
Bladed Tail(Restricted to the Royal Line)
Elemental traits(flames, Plasma etc.)
Mystical Mutations
ALL mystical mutations are restricted to special adopts etc, This is up to the co-owners and me if an adopt apears with these mutations
-Extra Elements - Common in NPC's, unheard of in any other without the wings.
-More then 2 wings
~Primal/Feral Form
- Primal form is a form a saber gains over time. No saber is born with it, as it takes a likeliness of the strength and mastery over the magic within the sabers body. Commonly, these forms relate to their element, such as a fire saber gaining flames on their paws and elsewhere. Or a earth saber gaining an armor of stone. In any form, sabers with this form are dangerous and rare.
An item/tear can be used to obtain this form at all times, giving the saber a major advantage in the world they live on. However, some can become corrupted by the power it brings, some can use it to bring good. Its up to the owner in the end what the Primal form dose to the fetalis in question.
On rare occasions such as mystical events happening, a fetalis can gain this for from the start of their elemental control. But this is just a legend, and hardly ever happens right?
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- Personal Traits
- ~ALL Fetalis are telepathic, lacking the proper larynx to be able to speak physically. They are able to communicate with each other as though the are speaking via a connection in the mind itself. This link is constantly open unless the Fetalis in question blocks the voice out. In addition to their telepathy, They also communicate with their bodies much like lions, and chuff like tigers when greeting each other.
~Fetalis do have items, allowing users to personalize their sabers. All fetalis have items personalized to them and only them. There is never a duplicate item, except perhaps basic items like studs or rings etc.
~ A Fetalis can own up to 3-4 items at a time, with the ability to gain more with extra item slots(bough from the shop)
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- Societal Traits Updated 12/4/2016
- ~ Ranks - My ranking system is simple but and I'm still fleshing it out. But instead of the typical warrior, leader, subordinates I'm going with specialties. All Fetalis are responsible for each other, no one standing out above the other. When a fetalis is created, it must have a primary, Average and weak specialty. The descriptions are just a concept, and not what you must have to be specialized in that rank. I like description XD.
A Fetalis can specialize in a MAX of 2 positions. When this happens, the stat gain is cut in half. So specializing in leadership and warrior makes the bonus in both +2 rather then +4.
Leadership
A fetalis who specializes in this task has a knack for leading others. To bring them up when they are down. They quite often have a bolder personality, are strong and quite often are seen as a leader overall.
Specialization in leadership gives a Fetalis +4 to their Charisma! - Added 12/4/2016
Warrior
Warriors specialize in fighting and battling of Ursarine and even their own kind. Most of the time they are large in size and posses muscle mass able to withstand blows from even the most formidable opponent. They quite often are trainers as well for the newly born and so on.
Specialization in Warrior gives a +4 to their Strength!! - Added 12/4/2016
Hunter
Hunters bodies are usually designed for speed. Lean and lightweight able to make turns on a dime. However, larger Fetalis also are often seen in this role. Hunters job is to provide food and meals for all within fetalis society and ensure all are healthy.
Specialization in leadership gives a Fetalis +4 to their Agility! - Added 12/4/2016
Gatherers
Gathers are the keen of site, usually having an eye for detail. They are usually focused on building and finding items necessary for an easy life within the world in which they call home. Their bodies are designed to endure hard strenuous travel and carry weight abnormal to the species. Because of this, their forms vary in size and weight. Specialization in leadership gives a Fetalis +4 to their Vitality! - Added 12/4/2016
Medic
Specializing in using their magic for healing, Medics can be seen as one of the most important specializations out there. Using their powers, they can heal the wounded, and mend the broken. They can mix concoctions to give a fetalis heightened senses and cure sicknesses. They also are assigned to tending and caring for the elderly and those unable to provide for themselves.
Specialization in leadership gives a Fetalis +4 to their Potency! - Added 12/4/2016
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Edited!~(10/15/2016)
Elements
Elements for Fetalis used to be only obtainable though high ranks and a special injection.However since their time on the planet they have reached deep into their more primal nature to survive making the elements become more prominent and seen among their society. They have come to attribute this to the plant life of the planet bearing a close resemblance to the injection used by the elders back on their home planet.
Elements are basically Pokemon types, with a little twist to breeding etc. I like the balance this creates, while keeping the elemental base pool quite open. Elements ONLY come into play via role plays and battle events. Otherwise their mostly ascetic.
In battle events, there will be an element(s) assigned to the creature in question, and its not always a Ursarine. This is where weaknesses and strengths come into play. Since battles damage is determined by the random roll system, a fetalis who has a strong against element, will deal double damage! and vice versa. Damage rolls are determined by the strength and potency stats of the fetalis etc. Fetalis
Weak Against - Deals half damage to this element, and takes double damage from
Strong Against - Deals double damage, and takes half damage
Neutral - Normal damage all around
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Current Elements
Fire, Earth, Electric, Nature, Ice, Water, Aether, Void, Air, Steel, Dragon, and Nuclear
Common Elements
Fire
the ability to create flames of varying heats, and manipulate them to your will. This can be as massive as creating a firestorm, or as little as creating a spark. Weaknesses commonly form from lack of air/oxygen to create the flame, or a lack of a combustible object. However it is able to be made as long as air is present.
Water
The ability to create water of varying amounts, and manipulate it to your will. This can be as massive as a tsunami or as small as a drop of dew. Weaknesses of this element often come from lack of a water source, or lack of solid ground. Power is only viable if water is near, which can be found as long as there is clouds in the sky.
Nature(Grass)
The ability to manipulate the plants are creatures of the world. A fetalis with this element can do as small as asking a bird to do something, or as massive as creating a wall of thorns to protect those they love. Weakness of this element usually comes just after a fire, where no plants are present. This power is only viable if there is a living creature or living plant in the area.
Earth(Ground/Rock)
The manipulation of rock, and other earth like materials. This can be as massive as creating and Earthquake, or as small as moving a small rock aside, either way this element has a big impact on the opponents. Weaknesses are when the saber finds themselves in the air, or unable to make contact with the earth in any way.
Uncommon Elements
Electricity
The ability to manipulate the static energy of the world to create shocking results(woop Pun). A Fetalis with this element can create something as small static charge and zap you, or create a massive lightning bolt that flies through the air. For this element to be used, this fetalis must be in contact with the ground in some way, so they themselves don't fry from the sheer electrical intake into their body. A fetalis who disregards this endangers their life.
Ice
The ability to condense the water in the air into a freezing cold substance. This can be as small as freezing a small puddle, or as great as condensing the water in another body and freezing them solid. Weaknesses of this element often come from lack of a water source, or lack of solid ground. Power is only viable if water is near, which can be found as long as there is clouds in the sky.
Wind/Air (flying)
The ability to manipulate the wind flow of the world around you. This can be used to create gale force winds, or even cut an opponent with sheet wind speed. Common weaknesses for this element come in caves, or areas where wind flow is not likely to be present. This is very rare. Winged sabers quite often have this element.
Steel/Metal
WIP
Rare Elements
Void(Dark)
Void is the combination of Death and darkness. A saber with this element has the ability to cause death to their enemies with a touch of their paw, while melting into the darkness of any situation as long as shadows are present. Weakness comes during daytime, where shadows are harder to find. However, where ever there is light, there is darkness which makes this element quite versatile despite needing shade to work with it. Sabers often use the death side of this magic vs. the Darkness side since it has a more viable use then the darkness.
Aether(Psychic)
Aether is the combination of life and light, or Psychic. A saber with this element has the ability to heal their allies, while simultaneously blinding their foes with brilliant blasts of light. Weakness commonly is found in dark areas where light rarely reaches. A saber of this sort is ONLY able to use their manipulation of light if light is present, including moonlight, which makes it impossible to use their light magic in caves.
Dragon
Text here
Event Exclusive Element
Nuclear
Text here
Elements
Elements for Fetalis used to be only obtainable though high ranks and a special injection.However since their time on the planet they have reached deep into their more primal nature to survive making the elements become more prominent and seen among their society. They have come to attribute this to the plant life of the planet bearing a close resemblance to the injection used by the elders back on their home planet.
Elements are basically Pokemon types, with a little twist to breeding etc. I like the balance this creates, while keeping the elemental base pool quite open. Elements ONLY come into play via role plays and battle events. Otherwise their mostly ascetic.
In battle events, there will be an element(s) assigned to the creature in question, and its not always a Ursarine. This is where weaknesses and strengths come into play. Since battles damage is determined by the random roll system, a fetalis who has a strong against element, will deal double damage! and vice versa. Damage rolls are determined by the strength and potency stats of the fetalis etc. Fetalis
Weak Against - Deals half damage to this element, and takes double damage from
Strong Against - Deals double damage, and takes half damage
Neutral - Normal damage all around
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Current Elements
Fire, Earth, Electric, Nature, Ice, Water, Aether, Void, Air, Steel, Dragon, and Nuclear
Common Elements
Fire
the ability to create flames of varying heats, and manipulate them to your will. This can be as massive as creating a firestorm, or as little as creating a spark. Weaknesses commonly form from lack of air/oxygen to create the flame, or a lack of a combustible object. However it is able to be made as long as air is present.
Weak against - Water, Earth
Strong against - Ice, Nature, Steel
Neutral against - Electricity, Earth, Void, Aether, Air, Water, Earth, Fire, Dragon
Water
The ability to create water of varying amounts, and manipulate it to your will. This can be as massive as a tsunami or as small as a drop of dew. Weaknesses of this element often come from lack of a water source, or lack of solid ground. Power is only viable if water is near, which can be found as long as there is clouds in the sky.
Weak Against - Electric, Nature
Strong Against - Fire, Earth
Neutral against - Electric, Nature, Ice, Water, Aether, Void, Air, Steel, Dragon
Nature(Grass)
The ability to manipulate the plants are creatures of the world. A fetalis with this element can do as small as asking a bird to do something, or as massive as creating a wall of thorns to protect those they love. Weakness of this element usually comes just after a fire, where no plants are present. This power is only viable if there is a living creature or living plant in the area.
Weak Against - Fire, Ice, Air
Strong Against - Water, Earth
Neutral against -Fire, Electric, Nature, Ice, Aether, Void, Air, Steel, Dragon
Earth(Ground/Rock)
The manipulation of rock, and other earth like materials. This can be as massive as creating and Earthquake, or as small as moving a small rock aside, either way this element has a big impact on the opponents. Weaknesses are when the saber finds themselves in the air, or unable to make contact with the earth in any way.
Weak Against - Water, Nature, Ice
Strong Against - Steel, Fire, Electric, Earth
Neutral against - Ice, Water, Aether, Void, Air, Steel, Dragon
Uncommon Elements
Electricity
The ability to manipulate the static energy of the world to create shocking results(woop Pun). A Fetalis with this element can create something as small static charge and zap you, or create a massive lightning bolt that flies through the air. For this element to be used, this fetalis must be in contact with the ground in some way, so they themselves don't fry from the sheer electrical intake into their body. A fetalis who disregards this endangers their life.
Weak Against - Earth
Strong Against - Air, Water, Steel
Neutral against - Fire, Earth, Electric, Nature, Ice, Aether, Void, Dragon
Ice
The ability to condense the water in the air into a freezing cold substance. This can be as small as freezing a small puddle, or as great as condensing the water in another body and freezing them solid. Weaknesses of this element often come from lack of a water source, or lack of solid ground. Power is only viable if water is near, which can be found as long as there is clouds in the sky.
Weak Against - Fire, Earth, Steel
Strong Against - Nature, Water, Air, Dragon
Neutral against - Fire, Electric, Nature, Earth, Ice, Aether, Void, Air, Steel, Dragon
Wind/Air (flying)
The ability to manipulate the wind flow of the world around you. This can be used to create gale force winds, or even cut an opponent with sheet wind speed. Common weaknesses for this element come in caves, or areas where wind flow is not likely to be present. This is very rare. Winged sabers quite often have this element.
Weak Against - Electric, Ice, Earth
Strong Against - Nature
Neutral against - Fire, Electric, Ice, Earth, Ice, Water, Aether, Void, Air, Steel, Dragon
Steel/Metal
WIP
Weak Against - Fire, Earth
Strong Against - Grass, Aether
Neutral against - Electric, Nature, Ice, Water, Aether, Void, Air, Steel, Dragon
Rare Elements
Void(Dark)
Void is the combination of Death and darkness. A saber with this element has the ability to cause death to their enemies with a touch of their paw, while melting into the darkness of any situation as long as shadows are present. Weakness comes during daytime, where shadows are harder to find. However, where ever there is light, there is darkness which makes this element quite versatile despite needing shade to work with it. Sabers often use the death side of this magic vs. the Darkness side since it has a more viable use then the darkness.
Weak Against - Aether, Earth
Strong Against - Aether
Neutral against - Fire, Earth, Electric, Nature, Ice, Water, Air, Steel, Dragon
Aether(Psychic)
Aether is the combination of life and light, or Psychic. A saber with this element has the ability to heal their allies, while simultaneously blinding their foes with brilliant blasts of light. Weakness commonly is found in dark areas where light rarely reaches. A saber of this sort is ONLY able to use their manipulation of light if light is present, including moonlight, which makes it impossible to use their light magic in caves.
Weak Against - Void, Steel
Strong Against - Void
Neutral against - Fire, Earth, Electric, Nature, Ice, Water, Air, Steel, Dragon
Dragon
Text here
[i]Weak Against - Dragon, Ice
Strong Against - Dragon, Electric, Fire, Nature, Water, Nuclear
Neutral against - Earth, Ice, Aether, Void, Air, Steel
Event Exclusive Element
Nuclear
Text here
Weak Against - Fire, Earth, Electric, Nature, Ice, Water, Aether, Void, Air, Steel, Dragon -
Strong Against - Fire, Earth, Electric, Nature, Ice, Water, Aether, Void, Air, Dragon -
Neutral against - Steel, Nuclear