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The Cambricorns

  • WIP

    Factions:

    Settlers: (The Softies)
    Warriors: (Protective Combatants)
    Outlaws: (Combative Outcasts)

    EARS: 4 ears naturally. Thin and long or wide and short. Mobile, usually straight, furred inside. Extremely sensitive, it is considered rude if anyone other than a significant other touches them.

    HORNS: Unique genetic shapes may sometimes reflect the energy within, growing in often unpredictable manners. Though not always the case, males usually have angular horns, while females have smooth curved ones.

    HEAD: Tapered square/rectangle, thinner for females and vaguely saurian/seal shaped, like a leopard seal.

    TEETH: Four canines (upper) back with two lower, mix of hooked and crushing molars.

    MANE: Lionlike mane, paler at the roots, female dorsal mane to tailtip. Male, thicker tail tuft.

    PINCERS: Larger/stronger on males, sharper/more precise on females, unique genetic shapes.

    BODY: Slim, humanoid, bony male and curved female. Muscled, sinewy, almost ferret/weasel-like, but not incapable of becoming broad and strong. Climbing species, requires agility.

    TAIL: Long, prehensile, lightly furred. Strong enough to support body, used as a fifth limb.

    HANDS: 5 fingers, 2 thumbs. Great at gripping, can literally lock onto things in a vicelike manner, and does this naturally; more muscles to open the hand than to curl fingers in.

    FEET: Four toes, one backwards at heel as an armored hook, can also lock in the same manner as the hands. Flexible, articulated toes, but less pivoting available compared to the wrists.

    Abilities:
    Able to hang upside down for long hours without problems.
    Excellent, acrobatic climbers.
    Fast landspeed on a bounding sprint.

    Flaws:
    Not very good swimmers.
    Not good at marathon running on flat ground.
    Not all cambris know how to do things without using their innate energy.
  • Energy Randomizer

    POWER CATEGORY CHANCE: White: 1-4% -- Red: 5-17% -- Orange: 18-30% -- Yellow: 31-43% -- Green: 44-56% -- Blue: 57-69% -- Indigo: 70%-82% -- Violet: 83-95% -- Black: 96-100%

    RED
    Lava: 1-15% -- Blood: 16-40% -- Charms: 41-55% -- Corruption: 56-75% -- Rage: 76-100%

    ORANGE
    Fire: 1-15% -- Earth: 16-50% -- Toxin: 51-80% -- Conjuration: 81-100%

    YELLOW
    Light: 1-35% -- Stardust: 36-50% -- Fields: 51-80% -- Electricity: 81-100%

    GREEN
    Nature: 1-20% -- Healing: 21-50% -- Chi: 51-65% -- Acid: 66-90% -- Leech: 91-100%

    BLUE
    Water: 1-30% -- Wind: 31-55% -- Ice: 56-75% -- Gas: 76-90% -- Corrosion: 91-100%

    INDIGO
    Night: 1-35% -- Psionic: 36-40% -- Thundering: 41-70% -- Shadow: 71-100%

    VIOLET
    Arcane: 1-35% -- Radiation: 36-65% -- Gravity: 66-70% -- Portals: 71-90% -- Insanity: 91-100%

    ---

    BLACK
    Death: 1-30% -- Void: 31-55% -- Smoke: 56-85% -- Time: 86-90% -- Dark Matter: 91-100%

    WHITE
    Life: 1-10% -- Plasma: 11-30% -- Steam: 31-60% -- Crystal: 61-85% -- Z-Space: 86-100%

    ---

    Saturation
    White: 1-10% -- Light: 11-35% -- Medium: 36-65% -- Dark: 66-90% -- Black: 91-100%

    ---

    Energy Strength
    Powerful: 1-10% -- Strong: 11-33% -- Adequate: 36-65%-- Weak: 66-90% -- Inert: 91-100%

    --

    Sex
    Female: 1-50% -- Male: 51 - 100%

    --
  • Cambricorns, A Study

    Each cambricorn is at the mercy of chaotic energy. Their homeworld exists in a star nursery under a strange prismatic sun that changes tint every (10, 20 years?), and protects the system by channeling energy and bending it. This grants the species an inbred spiritual and physical energy that seems like magic, and for the sake of fantasy-based RP -- pretty much completely is. They can channel it through their horns, claws and bones, and can handle that energy in a safe way... Usually. There have been times when a cambricorn was born with simply too much energy, and either became a danger to themself and others, or died in a variety of excess ways at a young age.

    There is a low chance that a White or Black cambri is born. They are rare with the possibility of even rare-er, strong abilities. They are generally considered to be omens; sometimes chosen leaders, other times heralds of doom and horror.

    Varying strengths are also a thing: the very powerful are rare, and some never are able to use their energy, leaving them inert. These usually rarely need to eat/sleep, have astounding stamina and health. By contrast, powerful cambris have nearly insatiable appetites and love to sleep.

    Their planet is bursting with so much life that the ground is hard to access. Branches and vines grow and knit into each other. They live in woven treehouses that flex in the wind, but deep enough into the trees that they stay steady. Materials, low furniture, they love fruits and fowl, mammals and mammoth insect meat. Rainwater is collected and clothes formed from tough fibers of their alien trees' leaves.

    Mix of tribal and astrological culture, they know of the stars and galaxy and its dangers.

    Intrepid: Explorers who visit worlds. A lot are well meaning but some want to form their own tribes/governments and can form armies to take land. (+DIPLO, - DEF)

    Settler: Cambris that prefer homeworld and safety of well-established order. Law and rules are firmer, it is not complete freedom, and they do have a death sentence. (+DEF - ATK)

    Outlaw: Pirates, draft dodgers, unlawful bunch who do what they like and stick together with a loose code of honor, they pretty much do whatever they like if they can get away with it. (+ATK +STEALTH)