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Evolution Ability List; Here is where you can get a detailed list of current evolution abilities
Topic Started: Feb 24 2011, 06:18 PM (165 Views)
Alec Dominov
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Colonel
This is an explination of all evolution abilities currently available, how they work, and to what extent they can be pushed.

Antarian Enhanced Intelligence - This ability is self explanitory, Antarians are vastly more intelligent than the other races in the RoS able to calculate coldly and quickly to the most probable solution for almost any outcome, they have the ability to actually see the universe in quantum physics. When studying the galaxy you want one on your crew.

Praxian Endurance and Skills - The Praxian Endurance allows a Praxian to ignore the pain and blood loss, they won't stop fighting until they die or you die. The savagry of their world requires such endurance. The skills are more trained from birth than an evolution, though on a world like Praxis to not fight, is to die.

Axia self healing - The Axia healing ability is not some way to cheat death, getting shot in the heart, head, being disembowled or shot a dozen times and your dead. It will allow for nonfatal wounds to heal within several minutes, near fatal within a few hours, and broken bones within a few days. You are not immortal, simply resiliant.

Nibiru Mental Abilities - This ability is more complicated, since all follow down a different mental path the Nibiru can display varied abilities. Once discovered they are extremely weak, even after two centuries of meditation and study they are still not very powerful. Though the Nibiru people are fervent that when their science advances so will their over all evolution. The trick about this ability is that the staff at a random point in your RP will assign you an ability. As you evolve, your ability gets stronger.

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79% Mental Evolution - Is what most Nibiru remain at, it gives them a higher state of mind allowing them to stay calm.

81% Mental Evolution - Is the next step, the first mental abilities, telekinesis, telepathy, hearing, all of these things activate at once and are incredibly hard to control.

85% Mental Evolution - Controlling the abilities you have are second nature, you even have the power to mentally heal yourself and others. More primitive cultures may look at you as a sorcerer.

90% Mental Evolution - Your abilities have evolved to the point that you can manipulate molecular structure, now primitive cultures will look at you as a powerful magic wielder controlling fire and the elements with but a though. In an instant you can burn armies to the ground. Many may call you a god and science begins to not be able to keep up, your abilities at this point are unexplainable.


Sharan Heavy Gravity Evolution - This ability is pretty straight forward, when in x5 gravity they move like its Earth normal. When in normal gravity ranges its like they've had a huge weigh lifted off of them making them stronger and faster because of this release of pressure. Because of this many Sharan people are shock troops of the RoS.

Valencian Nocturnal Superiority - This evolution is unique possibly in the entire galaxy, the people of Valencia have never experienced the powerful UV radiation that others have been so accustom to since the rise of the human race making them susceptable to extreme pain when exposed to solar radiation. Though if shielded the light itself does not cause pain. They move with absolute grace naturally and and an uncanny ability to move through shadows as if there were nothing there. In addition their sight has adjusted giving them a form of night vision, though their eyes can adjust to normal brightness levels.
Edited by Alec Dominov, Mar 6 2011, 06:57 PM.
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Alec Dominov
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Colonel
Alien Ability List

Seraphim - The Seraphim use a very powerful form of ability that concentrates their own energy to manipulate the folds of reality through their host that cannot be explained by any form of science, even the best of Antarian scientists can only call it magic. This can only be done if the Seraphim has a host and causes considerable damage to the host body, though the Seraphim can us this same energy to repair the damaged body. Once fused the host and the Seraphim become one blending consciousness, in the process the host stops aging completely and gains considerable control over their ability. It's said that vast misuse of magic can indefinitely increase ones power though it corrupts the mind and body. This magic is at its maximum potential automatically allowing the user access to many abilities such as Pyrokinesis, Telekinesis, Cryokinesis, Alchemy, Transmutation, Illusions, Mind Manipulation, and the list continues, the bigger the magic the more corrupting it is. This ability IS ADDICTING and great caution should be used. The Seraphim have a complete lack of technology, they are only at a Medieval technology level and knowledge.

Askarian Biology(Not Playable) - The Askarians have the natural ability to bend light around their body as if using a cloaking device, it is not a form of chameleon effect it is infact actually cloaking them. They can keep this cloak indefinitely as long as they can concentrate. As well they have roughly 7x the strength of the average human, they can see both normally and in thermal vision. and finally they cannot breath oxygen for more than two-hours before they die of asphyxiation, their natural atmosphere requires a certain heavy gas in the atmosphere that they have learned to produce in habitable atmospheres.
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