07-09-2006, 11:04 PM
Planet Name: Fearis (Fee-are-is)
Description: Also known as planet 2M-1, for the binary star system it sits within. This planet is dry, and mostly barren, and little life beyond a few bacteria can be found on its surface. However, beneath the surface, a race of Fearians exists, and have built an underground citadel. The Fearians are typically peaceful, but their mental powers are not to be underestimated.
Unabridged Description: Planet Fearis sits between two binary stars, which are in a geocentric orbit around Fearis. One star is a blue star, class M, and the other is a red star, also class M. Due to their differing temperatures (blue being the hottest, red being the coldest), and the fact that there are two stars circling Fearis, there is never nighttime here. Instead, there is simply what is referred to as "the hot time" and "the cold time." It is unwise to be upon the surface of Fearis during the zenith of either time, as the temperatures on the planet will rapidly fluctuate to dangerous levels. Sanctuary can be found underground, where a blind race of creatures known as Fearians make their home. Their citadel beneath the surface is lit in a few major areas, for the convenience of interstellar travellers who have docked here, where there are a few shops that sell items unique to Fearis, as well as a few eating establishments, and the main spaceport. However, the rest of their citadel is without any form of light, as the Fearians have no need for it. The two binary stars rotating around Fearis generate several forms of erratic radiation, which seems to result in one's mind to grow in power, due to the radioactive waves altering the electrical impulses one's mind sends out to more distinct levels. The Fearians have developed a form of "mind sight" from this, allowing them to "see" the world around them through their minds. It has also caused their mind to gain wordly powers, such as telekinesis, telepathy, mind control, and in some rare cases, the ability to manipulate the space-time continuum. While the Fearians are not particularly powerful in strengh, their mental powers will cause any outsider to think twice about attacking them. No one is allowed onto the surface of Fearis under normal circumstances, as the climate and atmospheric conditions would prove deadly to most. However, there have been reports that there may be a few caves that offer a safe haven on the surface, which are rumoured to be the homes of space convicts in hiding.
Fearian Description: The Fearians are a small, bluish bug-like race, with very large, round ears, two slits for nostrils, a mouth, but no eyes, a trait which is the result of evolution and mutation over time. Their strength is similar to that of a regular human, however their mental abilities make them rank up among the powers of even the Namekian race. They are naturally peaceful, and often kind, but won't stand to be pushed around by outsiders. Most possess the abilities of Telepathy, Telekinesis, and their elite warriors possess Mind Control abilities. The ruling king Fearian is supposedly able to warp space-time itself with his mind as well.
NPCs:
King Shaotou: The ruling King of Fearis. Standing at about 4 feet tall, which is unusually tall for most Fearians, Shaotou is a compassionate ruler, who places the needs of his people above all else. However, he is also very steadfast, and does not allow anyone to push him, or his people, around. He is possibly the most mentally powerful Fearian on the planet, and is the only known Fearian capable of Time Manipulation.
His physical stats are all at about 300, and his mental stats are at about 750 each. Possesses the Telekinesis, Ki Sense 3, Telepathy, Mind Control, Foresight, and Time Manipulation (Level 2) techniques. Also has Spiritken (Trained.)
Sensei Garou: One of the most renowned Fearian telepaths on the planet. He has trained each of King Shaotou's personal guards himself, and is considered second only to Shaotou himself. He is unusually short, at the height of just 2'10", but is shockingl both physically and mentally powerful. He lives in the far eastern unlit section of the Fearis Citadel, making him near-impossible to find to outsiders without some form of life-sensing ability or device. Physical stats are at about 450 each, and mental stats are all at about 600 each. Possesses the Telekinesis, Ki Sense 3, Telepathy, Foresight, and Mind Control techniques.
The Red Sky: A group of interstellar pirates who are supposedly hiding in one of the many caves on the barren, inhospitable surface of Fearis. They typically leave the mentally-powerful Fearians alone, instead turning their sights upon other nearby planets. They are both powerful and power-hungry, not to mention mentally powerful themselves, as the radiation from Fearis's binary star system has resulted in their minds gaining more physical powers. They have named themselves after the blood-red hue the sky of Fearis turns when the red star circles by in "the cold time." They do not typically attack other creatures on sight, however, they have done so before. Regardless, there is supposedly a single ruler behind the pirate group, although he, she, or it has yet to reveal themselves.
Quests:
Stolen Scepter:
The King of Fearis's scepter of power has been stolen! The thief was last reported running into one of the unlit western areas of the Fearis Citadel. The Fearis guards are searching for the miscreant, but of course you know that they can't find the thief without your help. Track down the thief, capture him, and return the scepter.
Classification: Easy
Rewards: 5 TP and 500 Zeni
Blue Phase:
The blue binary star that rotates around Fearis is beginning to spiral slowly out of its careful orbit, and is drawing closer to Fearis. The Fearians have several gravity generators on the barren surface of Fearis, which you need to go to and recalibrate to balance out the change in blue star's orbit. However, earlier today, a space frigate landed in a restricted area on the surface of Fearis. Reports indicate that it contained several powerful space mutants wearing bio suits, and that they have stolen one of the gravitational generators. You must recalibrate the other two generators, and then recover the last generator as quickly as possible.
Classification: Moderately Hard
Rewards: 15 TP and 1250 Zeni
Red Shield:
One of the members of the Red Sky organization has approached you, asking for your assistance. It would appear that an assassination organization, which the Red Sky has identified as "The Moon Daggers," is plotting to assassinate one of the group's top-ranking deputies. They will pay you handsomely for your services if you are successful, and kill you if you fail. Also, you'd best buy a rebreather if you want to survive for long out on the barren surface of Fearis.
Classification: Very Hard
Requirements: Rebreather, Max Ki must be at least 28,000,000
Rewards: 30 TP and 5000 Zeni
Techniques:
Telekinesis: The ability to move matter in the physical realm by utilizing one's mind, through creating a "link" between the matter and the user's mind. It is a very difficult technique to master, and even after mastery, is dependant upon the mental prowess of the user to define its power.
Telekinesis can be learned on planet Fearis, but it will be extremely difficult to do so. The Fearians have gained this power over eons of evolution, one cannot expect to master it without an immense amount of work. Just because you are on Fearis and are roleplaying does not in any way guarantee that you will attain the technique. Regardless, one of the Fearian sensei's, Garou, may be willing to attempt to teach you the secrets of Telekinesis, however, you'll have to find him, and prove your worth to him first.
Time Manipulation: An extremely rare and immensely powerful technique, Time Manipulation does exactly what you would think it does: allows the user to manipulate the flow of time around themselves. The Fearian King, Shaotou, is the only known Fearian capable of this god-like ability, and do not even think that the King of Fearis would attempt to teach you the secrets of manipulating time. This ability must be self-developed, however the parameters necessary to attain this power are unknown, if even seemingly feasible. However, if one does manage to gain the power of Time Manipulation, their power over it will vary based on their mental powers.
-Level 1: The initial level of Time Manipulation. The user can only slow time for a temporary amount of time around themselves, usually to a time ratio of about 1:3, where the user sees something that occurs in one second in real time, takes three seconds to occur while the user is manipulating the flow of time around themselves.
Requirements: Sum of Mental Stats must be 800 or higher
-Level 2: The secondary tier of Time Manipulation. At this phase, the user can further slow time down around themselves, as well as speed up the flow of time, if they so desire. The effects of the time decceleration or acceleration will be more powerful, now at a ratio of 1:7.
Requirements: Sum of Mental Stats must be 1000 or higher
-Level 3: The final tier of Time Manipulation. At this stage, the user's power become's near god-like. They can completely freeze the flow of time, allowing them to move about freely while time is stopped. The effects are still temporary, but the ability to move about freely while everything else is frozen in time makes such a fact near-negligible.
Requirements: Sum of Mental Stats must be 1200 or higher
Mind Control: Very similar to the Possession technique learned in Hell. However, instead of forcing one's spirit into another's body and overpowering them for control, this technique is less dark and more subtle. By making a telepathic connection with the mind of another, the user can use their mental powers to manipulate another mind to create simple "suggestions" for them to follow. It is more easily resisted than Possession, and extreme commands may be refused, however, it will still cause the victim to have to struggle to not give into the mental prodding. Can be attained on Planet Fearis. In order for one to control the mind of another, the sum of the user's mental stats must exceed the sum of the target's mental stats.
Requirements: Sum of Mental Stats must be 800 or higher, Telepathy.
Description: Also known as planet 2M-1, for the binary star system it sits within. This planet is dry, and mostly barren, and little life beyond a few bacteria can be found on its surface. However, beneath the surface, a race of Fearians exists, and have built an underground citadel. The Fearians are typically peaceful, but their mental powers are not to be underestimated.
Unabridged Description: Planet Fearis sits between two binary stars, which are in a geocentric orbit around Fearis. One star is a blue star, class M, and the other is a red star, also class M. Due to their differing temperatures (blue being the hottest, red being the coldest), and the fact that there are two stars circling Fearis, there is never nighttime here. Instead, there is simply what is referred to as "the hot time" and "the cold time." It is unwise to be upon the surface of Fearis during the zenith of either time, as the temperatures on the planet will rapidly fluctuate to dangerous levels. Sanctuary can be found underground, where a blind race of creatures known as Fearians make their home. Their citadel beneath the surface is lit in a few major areas, for the convenience of interstellar travellers who have docked here, where there are a few shops that sell items unique to Fearis, as well as a few eating establishments, and the main spaceport. However, the rest of their citadel is without any form of light, as the Fearians have no need for it. The two binary stars rotating around Fearis generate several forms of erratic radiation, which seems to result in one's mind to grow in power, due to the radioactive waves altering the electrical impulses one's mind sends out to more distinct levels. The Fearians have developed a form of "mind sight" from this, allowing them to "see" the world around them through their minds. It has also caused their mind to gain wordly powers, such as telekinesis, telepathy, mind control, and in some rare cases, the ability to manipulate the space-time continuum. While the Fearians are not particularly powerful in strengh, their mental powers will cause any outsider to think twice about attacking them. No one is allowed onto the surface of Fearis under normal circumstances, as the climate and atmospheric conditions would prove deadly to most. However, there have been reports that there may be a few caves that offer a safe haven on the surface, which are rumoured to be the homes of space convicts in hiding.
Fearian Description: The Fearians are a small, bluish bug-like race, with very large, round ears, two slits for nostrils, a mouth, but no eyes, a trait which is the result of evolution and mutation over time. Their strength is similar to that of a regular human, however their mental abilities make them rank up among the powers of even the Namekian race. They are naturally peaceful, and often kind, but won't stand to be pushed around by outsiders. Most possess the abilities of Telepathy, Telekinesis, and their elite warriors possess Mind Control abilities. The ruling king Fearian is supposedly able to warp space-time itself with his mind as well.
NPCs:
King Shaotou: The ruling King of Fearis. Standing at about 4 feet tall, which is unusually tall for most Fearians, Shaotou is a compassionate ruler, who places the needs of his people above all else. However, he is also very steadfast, and does not allow anyone to push him, or his people, around. He is possibly the most mentally powerful Fearian on the planet, and is the only known Fearian capable of Time Manipulation.
His physical stats are all at about 300, and his mental stats are at about 750 each. Possesses the Telekinesis, Ki Sense 3, Telepathy, Mind Control, Foresight, and Time Manipulation (Level 2) techniques. Also has Spiritken (Trained.)
Sensei Garou: One of the most renowned Fearian telepaths on the planet. He has trained each of King Shaotou's personal guards himself, and is considered second only to Shaotou himself. He is unusually short, at the height of just 2'10", but is shockingl both physically and mentally powerful. He lives in the far eastern unlit section of the Fearis Citadel, making him near-impossible to find to outsiders without some form of life-sensing ability or device. Physical stats are at about 450 each, and mental stats are all at about 600 each. Possesses the Telekinesis, Ki Sense 3, Telepathy, Foresight, and Mind Control techniques.
The Red Sky: A group of interstellar pirates who are supposedly hiding in one of the many caves on the barren, inhospitable surface of Fearis. They typically leave the mentally-powerful Fearians alone, instead turning their sights upon other nearby planets. They are both powerful and power-hungry, not to mention mentally powerful themselves, as the radiation from Fearis's binary star system has resulted in their minds gaining more physical powers. They have named themselves after the blood-red hue the sky of Fearis turns when the red star circles by in "the cold time." They do not typically attack other creatures on sight, however, they have done so before. Regardless, there is supposedly a single ruler behind the pirate group, although he, she, or it has yet to reveal themselves.
Quests:
Stolen Scepter:
The King of Fearis's scepter of power has been stolen! The thief was last reported running into one of the unlit western areas of the Fearis Citadel. The Fearis guards are searching for the miscreant, but of course you know that they can't find the thief without your help. Track down the thief, capture him, and return the scepter.
Classification: Easy
Rewards: 5 TP and 500 Zeni
Blue Phase:
The blue binary star that rotates around Fearis is beginning to spiral slowly out of its careful orbit, and is drawing closer to Fearis. The Fearians have several gravity generators on the barren surface of Fearis, which you need to go to and recalibrate to balance out the change in blue star's orbit. However, earlier today, a space frigate landed in a restricted area on the surface of Fearis. Reports indicate that it contained several powerful space mutants wearing bio suits, and that they have stolen one of the gravitational generators. You must recalibrate the other two generators, and then recover the last generator as quickly as possible.
Classification: Moderately Hard
Rewards: 15 TP and 1250 Zeni
Red Shield:
One of the members of the Red Sky organization has approached you, asking for your assistance. It would appear that an assassination organization, which the Red Sky has identified as "The Moon Daggers," is plotting to assassinate one of the group's top-ranking deputies. They will pay you handsomely for your services if you are successful, and kill you if you fail. Also, you'd best buy a rebreather if you want to survive for long out on the barren surface of Fearis.
Classification: Very Hard
Requirements: Rebreather, Max Ki must be at least 28,000,000
Rewards: 30 TP and 5000 Zeni
Techniques:
Telekinesis: The ability to move matter in the physical realm by utilizing one's mind, through creating a "link" between the matter and the user's mind. It is a very difficult technique to master, and even after mastery, is dependant upon the mental prowess of the user to define its power.
Telekinesis can be learned on planet Fearis, but it will be extremely difficult to do so. The Fearians have gained this power over eons of evolution, one cannot expect to master it without an immense amount of work. Just because you are on Fearis and are roleplaying does not in any way guarantee that you will attain the technique. Regardless, one of the Fearian sensei's, Garou, may be willing to attempt to teach you the secrets of Telekinesis, however, you'll have to find him, and prove your worth to him first.
Time Manipulation: An extremely rare and immensely powerful technique, Time Manipulation does exactly what you would think it does: allows the user to manipulate the flow of time around themselves. The Fearian King, Shaotou, is the only known Fearian capable of this god-like ability, and do not even think that the King of Fearis would attempt to teach you the secrets of manipulating time. This ability must be self-developed, however the parameters necessary to attain this power are unknown, if even seemingly feasible. However, if one does manage to gain the power of Time Manipulation, their power over it will vary based on their mental powers.
-Level 1: The initial level of Time Manipulation. The user can only slow time for a temporary amount of time around themselves, usually to a time ratio of about 1:3, where the user sees something that occurs in one second in real time, takes three seconds to occur while the user is manipulating the flow of time around themselves.
Requirements: Sum of Mental Stats must be 800 or higher
-Level 2: The secondary tier of Time Manipulation. At this phase, the user can further slow time down around themselves, as well as speed up the flow of time, if they so desire. The effects of the time decceleration or acceleration will be more powerful, now at a ratio of 1:7.
Requirements: Sum of Mental Stats must be 1000 or higher
-Level 3: The final tier of Time Manipulation. At this stage, the user's power become's near god-like. They can completely freeze the flow of time, allowing them to move about freely while time is stopped. The effects are still temporary, but the ability to move about freely while everything else is frozen in time makes such a fact near-negligible.
Requirements: Sum of Mental Stats must be 1200 or higher
Mind Control: Very similar to the Possession technique learned in Hell. However, instead of forcing one's spirit into another's body and overpowering them for control, this technique is less dark and more subtle. By making a telepathic connection with the mind of another, the user can use their mental powers to manipulate another mind to create simple "suggestions" for them to follow. It is more easily resisted than Possession, and extreme commands may be refused, however, it will still cause the victim to have to struggle to not give into the mental prodding. Can be attained on Planet Fearis. In order for one to control the mind of another, the sum of the user's mental stats must exceed the sum of the target's mental stats.
Requirements: Sum of Mental Stats must be 800 or higher, Telepathy.

