Post by Shadow_Wing65 on Nov 20, 2021 22:21:02 GMT
Draconians:
Types:
Nox (Night) Draconians - Shadows
Solus (Sun) Draconians- Light
Imber (Storm) Draconians - Water
Natura (Nature) Draconians- Nature
Aether (Air) Draconians- Air
Ignis (Fire) Draconians- Fire
Dragonian Specifics:
Nox (Night) Draconians:
Features:
- Venomous spines that run from the top of the head to the tip of their tail. The spines can raise and lower, as well as rattle like a rattlesnake. The spines are hollow and contain a concentrated amount of liquid Cyanide. In a matter of minutes after the spines slash the victim, intense seizures, convulsions, and loss of consciousness occur, rapidly followed by death. However, using up their Cyanide supply makes them deathly sick for a long period of time, so it’s only used as a last ditch effort.
-Night vision. Nox Draconians have bigger eyes than other draconian species, this allows them to see in the pitch black.
Voice mimicry. Nox dragons have more complex voice boxes than other dragons, and they can imitate any sound, as long as they hear the sound first, and they cannot mimic voices for a prolonged period of time as it strains their voice.
Camouflage. They are able to camouflage the same way a chameleon can, though it gradually drains their energy.
Solus (Sun) Draconians:
Features:
A smooth sail on their back. It runs from the top of the head to the tip of the tail and is very sensitive, this allows them to sense the shifts in the wind, to better navigate their way through the air.
Resistance to light. They can look into the brightest light without flinching, but can barely see anything in even dimly lit areas.
They can turn invisible by allowing light to filter through their bodies, however, this uses up their energy stores over a prolonged period of time.
They can emit a rather high frequency sound that causes immense pain to other Draconian species, but using it strains their voices and cannot be used for a long period of time.
Imber (Storm) Draconians:
Features:
Like Nox dragons, they have spines running down their back that they can raise and lower, but they are not poisonous and cannot be rattled. They also have webbing between them that is extremely sensitive to water/air movement and temperatures.
They have spines on the end of their tail that also have webbing between them, but this webbing is stiff and rather thick, with no pain receptors. It forms a fin that the dragons use to steer and help swim better.
Echolocation. It works best in the water, but can work on land as well, with more vague results, however.
They can breathe Underwater due to the gills on their neck. This makes it hard to breathe on the surface, however, so they are prone to asthma attacks and other breathing conditions while on land.
Natura (Nature) Draconians:
Features:
They have rather dense bones, and so they can’t fly very well, but they are the strongest of the dragons, and it’s very hard to seriously injure them for this reason, along with their very thick scales.
They have large, bony bumps littered on their bodies, with a sharp thorn-like piece protruding from the middle. This is for self-defense against other dragons, and makes it difficult to land an attack on them without getting hurt yourself.
They tend to be very slow, but can run pretty fast in short distances, they are also remarkably agile.
They have a large, scythe-like spike on the end of their tail that is super sharp and very dangerous. It can cut through flash and chip bones with disturbing ease.
Aether (Air) Draconians:
Features:
Unlike other dragons, their bodies are covered in small feathers, and their wings are giant, bigger than any other species, with long, slim, elegant feathers.
Their snout strongly resembles a beak, but they still have very sharp teeth, and the edges of the beak are razor sharp.
They have talons instead of claws, and cannot retract their claws in human form.
Because of their wings, it’s hard for them to maneuver on the ground and in tight spaces, which makes it very difficult to take off, so they tend to take to higher places or areas where it’s easier to take-off.
Ignis (Fire) Draconians:
Features:
They have a very low body temperature to help them withstand high temperatures. They are fire resistant.
They can’t handle temperatures lower than 70 degrees, as their body temperature will drop rapidly and they’ll go into shock or die of hypothermia.
They have very tiny, flat, shiny scales that make their hide look flawlessly smooth, almost like they don’t have scales at all.
They have a very high metabolism, and need to eat constantly. They are extremely fast and agile, whether on the ground or in the air.
Powers (Only work in human form):
Nox (Night) Dragonians:
They can control and manipulate the shadows. They can also solidify them to make weapons, projectiles, or tools, and dissipate them again at will. They can also use shadows to slip into another person's mind and speak to them, a form of telekinesis, but that requires a good deal of control and focus. They can also use it to cloak themselves in the shadows, obscuring them from view.
Solus (Sun) Draconians;
They can control and manipulate light. They can control the brightness of the light, from a dim glow, to harsh, destructive beams of light. Much like their draconian counterparts, they can use the light to render themselves invisible. Much like Nox Draconians, they can use telekinesis by using light to slip themselves into another person's mind, but unlike the shadows, it can be painful if you hold it for prolonged periods of time.
Imber (Storm) Draconians:
They can manipulate and control water, even summoning it from the water droplets in the air. They can hold their breath for long periods of time, and can swim remarkably well. They still have breathing problems on land, but not so much as in their natural form. They tend to have a poor sense of balance on land, but can swim with remarkable speed and agility.
Natura (Nature) Draconians:
They can control both the earth and the plants that grow in it. They are able to communicate with other animals, and tend to be very Kenophobic. They are very durable, and can survive a lot of various situations that would cause broken bones or other serious injuries with little to no trouble. They have even been known to be powerful enough to manipulate certain geographic features.
Aether (Air) Draconians:
They can control and manipulate the air and wind. They tend to have a very tenuous hold on their powers, and any strong emotion can cause them to lose control of it. Though it is rare, they can even manipulate the static electricity that’s in the air during storms. They can create, control, or disperse storms as they see fit, but cannot allow it to rain, instead focusing on tornadoes, hurricanes, and other windstorms.
Ignis (Fire) Draconians:
They can control and manipulate fire. However, they cannot pull the fire from thin air, they must have some sort of heat or flame nearby in order to use their power. They can also snuff flames out with ease, or merely reduce them to embers, ready to light up in a seconds notice. In cold areas, they always keep a bundle of ebers with them, so they can draw on the heat and keep themselves from going into shock. They can also use the heat to make their powers even more powerful, though if the power gets to be too much, they can lose control.
Types:
Nox (Night) Draconians - Shadows
Solus (Sun) Draconians- Light
Imber (Storm) Draconians - Water
Natura (Nature) Draconians- Nature
Aether (Air) Draconians- Air
Ignis (Fire) Draconians- Fire
Dragonian Specifics:
Nox (Night) Draconians:
Features:
- Venomous spines that run from the top of the head to the tip of their tail. The spines can raise and lower, as well as rattle like a rattlesnake. The spines are hollow and contain a concentrated amount of liquid Cyanide. In a matter of minutes after the spines slash the victim, intense seizures, convulsions, and loss of consciousness occur, rapidly followed by death. However, using up their Cyanide supply makes them deathly sick for a long period of time, so it’s only used as a last ditch effort.
-Night vision. Nox Draconians have bigger eyes than other draconian species, this allows them to see in the pitch black.
Voice mimicry. Nox dragons have more complex voice boxes than other dragons, and they can imitate any sound, as long as they hear the sound first, and they cannot mimic voices for a prolonged period of time as it strains their voice.
Camouflage. They are able to camouflage the same way a chameleon can, though it gradually drains their energy.
Solus (Sun) Draconians:
Features:
A smooth sail on their back. It runs from the top of the head to the tip of the tail and is very sensitive, this allows them to sense the shifts in the wind, to better navigate their way through the air.
Resistance to light. They can look into the brightest light without flinching, but can barely see anything in even dimly lit areas.
They can turn invisible by allowing light to filter through their bodies, however, this uses up their energy stores over a prolonged period of time.
They can emit a rather high frequency sound that causes immense pain to other Draconian species, but using it strains their voices and cannot be used for a long period of time.
Imber (Storm) Draconians:
Features:
Like Nox dragons, they have spines running down their back that they can raise and lower, but they are not poisonous and cannot be rattled. They also have webbing between them that is extremely sensitive to water/air movement and temperatures.
They have spines on the end of their tail that also have webbing between them, but this webbing is stiff and rather thick, with no pain receptors. It forms a fin that the dragons use to steer and help swim better.
Echolocation. It works best in the water, but can work on land as well, with more vague results, however.
They can breathe Underwater due to the gills on their neck. This makes it hard to breathe on the surface, however, so they are prone to asthma attacks and other breathing conditions while on land.
Natura (Nature) Draconians:
Features:
They have rather dense bones, and so they can’t fly very well, but they are the strongest of the dragons, and it’s very hard to seriously injure them for this reason, along with their very thick scales.
They have large, bony bumps littered on their bodies, with a sharp thorn-like piece protruding from the middle. This is for self-defense against other dragons, and makes it difficult to land an attack on them without getting hurt yourself.
They tend to be very slow, but can run pretty fast in short distances, they are also remarkably agile.
They have a large, scythe-like spike on the end of their tail that is super sharp and very dangerous. It can cut through flash and chip bones with disturbing ease.
Aether (Air) Draconians:
Features:
Unlike other dragons, their bodies are covered in small feathers, and their wings are giant, bigger than any other species, with long, slim, elegant feathers.
Their snout strongly resembles a beak, but they still have very sharp teeth, and the edges of the beak are razor sharp.
They have talons instead of claws, and cannot retract their claws in human form.
Because of their wings, it’s hard for them to maneuver on the ground and in tight spaces, which makes it very difficult to take off, so they tend to take to higher places or areas where it’s easier to take-off.
Ignis (Fire) Draconians:
Features:
They have a very low body temperature to help them withstand high temperatures. They are fire resistant.
They can’t handle temperatures lower than 70 degrees, as their body temperature will drop rapidly and they’ll go into shock or die of hypothermia.
They have very tiny, flat, shiny scales that make their hide look flawlessly smooth, almost like they don’t have scales at all.
They have a very high metabolism, and need to eat constantly. They are extremely fast and agile, whether on the ground or in the air.
Powers (Only work in human form):
Nox (Night) Dragonians:
They can control and manipulate the shadows. They can also solidify them to make weapons, projectiles, or tools, and dissipate them again at will. They can also use shadows to slip into another person's mind and speak to them, a form of telekinesis, but that requires a good deal of control and focus. They can also use it to cloak themselves in the shadows, obscuring them from view.
Solus (Sun) Draconians;
They can control and manipulate light. They can control the brightness of the light, from a dim glow, to harsh, destructive beams of light. Much like their draconian counterparts, they can use the light to render themselves invisible. Much like Nox Draconians, they can use telekinesis by using light to slip themselves into another person's mind, but unlike the shadows, it can be painful if you hold it for prolonged periods of time.
Imber (Storm) Draconians:
They can manipulate and control water, even summoning it from the water droplets in the air. They can hold their breath for long periods of time, and can swim remarkably well. They still have breathing problems on land, but not so much as in their natural form. They tend to have a poor sense of balance on land, but can swim with remarkable speed and agility.
Natura (Nature) Draconians:
They can control both the earth and the plants that grow in it. They are able to communicate with other animals, and tend to be very Kenophobic. They are very durable, and can survive a lot of various situations that would cause broken bones or other serious injuries with little to no trouble. They have even been known to be powerful enough to manipulate certain geographic features.
Aether (Air) Draconians:
They can control and manipulate the air and wind. They tend to have a very tenuous hold on their powers, and any strong emotion can cause them to lose control of it. Though it is rare, they can even manipulate the static electricity that’s in the air during storms. They can create, control, or disperse storms as they see fit, but cannot allow it to rain, instead focusing on tornadoes, hurricanes, and other windstorms.
Ignis (Fire) Draconians:
They can control and manipulate fire. However, they cannot pull the fire from thin air, they must have some sort of heat or flame nearby in order to use their power. They can also snuff flames out with ease, or merely reduce them to embers, ready to light up in a seconds notice. In cold areas, they always keep a bundle of ebers with them, so they can draw on the heat and keep themselves from going into shock. They can also use the heat to make their powers even more powerful, though if the power gets to be too much, they can lose control.