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The Alien Wars 6:
Fall of Eden

Gladius are humanoid beings that can transform into bladed weapons of various shapes and sizes. They form nude when changing back and will need to re-equip armor each time. Their creation and history is unknown and many people think they are a form of Biotect that was weaponized but it is not known, especially since they have been around longer by many accounts. Their appearance depends on what blood is poured onto their blade upon what is called the Awakening, when they are awakened through magiks. The blood of that particular race determines their looks, but they will have silver streaks in their hair, no matter what the color. Gladius cannot become any weapon that is not bladed. To become more complex blades that do various things, they need higher Transformation Stats.

They have emotions and feelings like anyone else, and they do age. Their looks range from anything to anyone, as they are designed to mimic most humanoids, male or female, young or old. Due to their lack of Mana from how they were built, they need Meisters to complete them. Meisters refer to their wielders. They give half their attack moves and special moves (and can share STAMINA if they are very compatible with them) to Meisters, and receive half their attack moves and special moves back. What this means if that the players can pick half their move set (at the time of the selection) to exchange. And always share their stamina and use each other's stamina.

You can achieve this by having similiar moral centers and non-conflicting classes. Gladius, when in sword form, can take less damage from sword damage, and as they level up will slowly rise from Beginner Level. But it must be noted that even they take damage in it.

Due to being designed as they are, in sword form they do not need to breathe and they can hold their breath longer than most species, up to 15 minutes - sometimes up to 20 in extreme situations. Extreme heat does not hurt them due to how they are said to be forged. If a Gladius is broken in sword form, he has 2 turns to return to humanoid form before death - and will have to seek out the Mystic Forge for repair. A legendary forge in Gladius history that can fix a broken Gladius. It is believed to be in the ruins of the Magi Order, but with how many people have ransacked it....


Moral Center: No limits.

Age: 350

Meisters: They need these.

Recommended Classes: Transformation Warrior, Fighter

Mod Starting Capacity: 16

Unique Character Trait: Steel

Steel refers to the power inside the Gladius, be in humanoid form or blade. The 'Steel' coats throughout their very being and allows them to access their core steel fibers to bring about great strength in battle.

1 Steel Move: +1 Durability in sword form.

3 Steel Move: +2 Durability in human form and restore 1 HP.

5 Steel Move: Allows the Gladius if they have a Meister to turn their arms into their blades temporarily (3 turns); lasts longer if they spend Action Points.

7 Steel Move: Allows the Gladius, if the Meister has a 7 Transformation Stat, to turn the Meister into Gladius Blade form, for a temp time and to extend it with Action Points. (8 Turns) They gain control of all the Meisters' moves during this and vice versa

9 Steel Move: Can wield two other Gladius, with permission, in each hand, for (3 turns) and trigger their moves, but it costs them their moves being used and stamina to restore them.

 

 

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The Duality Wars

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Races

Creation Rules | Races | Classes Expanded | Mods

Humans are one of the primary species on Kumen, due to the colonization of it nearly 185 years ago. The CoreSector Corporation turned the lifeless rock of a planet that was in orbit synch with it's 'mate' Geyze and created a huge technological wonder of a city, leasing out parts of the city to 7 different minor Corporations over the years, and even created a minor secondary city. And thus humans are one of the primary races on the planet, despite the Delta Quadrant not being their home.

Humans can be seen in all walks of life, both on Kumen and their humanoid brethern on Geyze, from the high towers of the elite on Kumen to the slums and gutters of the ever constant 'raining' streets beneath the neon flashing lights and towering buildings, to the spiritual greenlands of Geyze. Human life has found a way to adapt, and adapt it has. However, while most races write humans off, the one thing they have going for them is adaptability, for better or worse. While, in previous TAWs 1-4, Humans had rose up to lead the way, they had fallen from grace in the 5th TAW and other races had to find the beacon of light. Only time will tell if humans will once again become a leading force for the galaxy.


Humans, due to their nature, are very versitile as I said. They can accomplish much and do many things. Below is a list of what they are good at, and not good at.

Moral Center: There are no limits on their moral center. Humans will go from the full spectrum on you.

Age Range: 170 - 200

Meisters: They make great Meisters, due to their ability to use Mana.

Recommended Classes: Tech-Runner, Shadow Thief, Fighter, Mage, Summoner, Monk, Psion

Mod Starting Capacity: 16

Unique Character Trait: Circuits

Humans have what are known as circuits in them. Before it was Magik Circuits, but over time it has become something more. The circuits throughout their body is what allows them to be so adaptable. It allows them to channel chakra and chi, mana, and psionic powers. Of course, most humans usually pick one and go with it throughout their life. And it also why they are compatible genetically with so many races. Some species theorizes humans may be a key marker in studies. After all, why is this? It's not like some magical being made the universe 200 years ago or so.

Circuits are basically special pathways that allow one to enhance moves, chi, magik, and so on. They work best in conjunction with those, or with the special moves below. Some humans believe there are special circuits they can find and implant in themselves, though it is deadly and risky to try.

1 Circuit Move: The user enforces a weapon to have 2 more Action Points.

3 Circuit Move: The user enforces their body; they can take 3 Durability Hits.

5 Circuit Move: The user can double the damage do on their moves for 2 moves.

7 Circuit Move: The user can overload another human's circuits for 5 turns.

9 Circuit Move: The user can unlock a Limit Break usage one time early, but it leaves them without circuit useage until they get a long, long rest.