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Races and Subraces (wip)

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Races and Subraces (wip) Empty Races and Subraces (wip)

Post by Admin Sat Jun 20, 2015 2:19 pm

Races
Pure blood races get the five starting feats and two starting flaws from their chosen race. Hybrids get to choose up to four races, and from the collective pool of feats and flaws the player may choose four feats and two flaws.

Behemoths

Centaurs are a pseudoequine mammalian species, the lower portion of their body is similar to a horse or similar creature, while the upper portion is more akin to that of a human.

  • Elaficentaur have the lower body of a deer, and the males typically have antlers, or occassionally tusks, females typically have neither though some have been known to grow antler-like nubs, rumors exist claiming that female elaficentaurs have been seen with full antlers. Elaficentaurs start with Majjyck buff, Ranged Affinity, Resilience, Natural Offense, and Natural Affinity as well as Fire Yielding and Asfedia.
  • Hippocentaur have the lower body of a horse and are the most well known subrace of centaur. Hippocentaurs start with Majjyck Buff, Ranged Affinity, Resilience, Thick Hide, and Physical Buff as well as Fire Yielding and Poor Vision.
  • Kerocentaur have the lower body of a horse, much like the Hippocentaur, but also have a singular horn growing from the center of their forehead. Kerocentaur start with Majjyck Buff, Ranged Affinity, Resilience, Natural Offense, and Fey Blood as well as Fire Weilding.
  • Onocentaur have the lower body of a donkey. Onocentaur start with Majjyck Buff, Ranged Affinity, Resilience, Sturdy, and Thick Hide as well as Fire Yielding and Night Blindness.
  • Tigricentaur have the lower body of a zebra. Tigricentaur start with Majjyck Buff, Ranged Affinity, Resilience, Alchemy, and Natural Affinity as well as Fire Yielding and Frost Weakness.

Kemonomimi are a humanoid mammalian species typically with ears and tails of various animals, though paws and patches of fur are not uncommon.

  • Inu have the ears and tails of dogs. appearance info... Inu start with Majjyck Buff, Martial Affinity, Insulated, Aroma Sense, and Dual Coat as well as Fire Yielding and Sonic Yielding.
  • Kitsune have the ears and tails of foxes. appearance info... Kitsune start with Majjyck Buff, Martial Affinity, Insulated, Sonic Sense, and Fire Affinity as well as Fire Yielding and Physical Debuff.
  • Nara have the ears and tails of deer. Male Nara typically have antlers, or in some cases tusks; females typically do not have either, but in some cases may grow small antler-like nubs, rumors exist of of female nara with full antlers. appearance info... Nara start with Majjyck Buff, Martial Affinity, Insulated, Natural Offense, and Ntural Affinity as well as Fire Yielding and Asfedia.
  • Neko have the ears and tails of cat. appearance info... Neko start with Majjyck Buff, Martial Affinity, Insulated, Balance, and Low Light Vision as well as Fire Yielding and Water Yielding.
  • Saru have the ears and tails of monkey. appearance info... Saru start with Majjyck Buff, Martial Affinity, Insulated, Melee Affinity, and Physical Buff as well as Fire Yielding and Frost Weakness.
  • Tanuki have the ears and tails of racoons, ferrets, or other similar creatures. appearance info... Tanuki start with Majjyck Buff, Martial Affinity, Insulated, Unassuming Form, and Majjyck Affinity as well as Fire Yielding and Physical Debuff.
  • Usagi have the ears and tails of rabbit. appearance info... Usagi start with Majjyck Buff, Martial Affinity, Insulated, Tremor Sense, and Unassuming Form as well as Fire Yielding and Water Yielding.


Kodiaks are a semihumanoid ursine species, they typically stand a fair amount taller than humans and bear quite a bit a fur.

  • Kahawia have brown fur and are arguably the largest of the kodiaks, possibly next to the Nyeupe. Kahawia start with Majjyck Buff, Razor Talon, Physical Buff, Martial Affinity, and Blood Lust as well as Fire Yielding and Majjyck ~Affinity.
  • Kijiru have black and white patches of fur. Kijiru start with Majjyck Buff, Razor Talon, Physical Buff, Unassuming Form, and Natural Affinity as well as Fire Yielding and Melee Weakness.
  • Nyeupe have white fur and are possibly the largest of the Kodiak, except maybe the Kahawia. Nyeupe start with Majjyck Buff, Razor Talon, Physical Buff, Frost Resistance, and Polar Coat as well as Fire Yielding.
  • Nyeusi have black fur and are by far the smallest of the kodiak. Nyeusi start with Majjyck Buff, Razor Talon, Physical Buff, Aroma Sense, and Water Resistance as well as Fire Yielding and Tech Weakness.

Minotaur are a humanoid pseudobovine mammalian species, the upper portion of their body is similar to that of a bull or simial creature while the lower portion is more like that of a human.

  • Elafis have the upper body of a deer. Male Elafiminotaurs typically have antlers, or in some cases tusks; females typically do not have either, but in some cases may grow small antler-like nubs, rumors exist of of female nara with full antlers. Elafis start with Majjyck Buff, Melee Affinity, Natural Offense, Natural Affinity, and Physical Defense as well as Fire Yielding and Asfedia.
  • Gyags have the upper body of a yak. Gyags start with Majjyck Buff, Melee Affinity, Natural Offense, Frost Resistance, and Polar Coat as well as Fire Yielding.
  • Tavros have the upper body of a bull, and are the most well known subrace of minotaur. Tavros start with Majjyck Buff, Melee Affinity, Natural Offense, Fire Resistance, and Heavy Weapon Affinity as well as Fire Yielding and Frost Yielding.
  • Vonasos have the upper body of a bison and are the largest of the Minotaurs. Vonasos start with Majjyck Buff, Melee Affinity, Natural Offense, Thick Hide, and Water Resistance as well as Fire Yielding and Top Heavy.

Satyrs are a psuedo-Ovine mamalian species, the lower portion of their body is similar to the hind side of a goat or similar creature, while the upper portion is more akin to that of a human.

  • Dume have the lower body of a Ram. Dume start with Majjyck Buff, Earth Resistance, Earth Defense, Natural Offense, and Sturdy as well as Fire Yielding and Dominance.
  • Kondoo have the lower body of a Sheep. Kondoo start with Majjyck Buff, Earth Resistance, Earth Defense, Water Resistance, and Lightning Defense as well as Fire Yielding and Fire Weakness.
  • Mbuzi have the lower body of a goat and are the most well known of the Satyrs. Mbuzi start with Majjyck Buff, Earth Resistance, Earth Defense, Natuaral Offense, and Low Light Vision as well as Fire Yielding and Light Yielding.

Demon - the Demon races are not available as starting races.

Camazotz are larger than their non-transcended forms and gain large bat-like wings, sharp teeth, long pointed tails, and, in some cases, horns. When a character is reborn as a Camazotz, in addition to their starting feats and flaws, they gain Dark Affinity and Life Strike as well as Light Yielding.

Gargoyles are slightly smaller than their non-transcended forms and gain large bat-like wings, claws, and, in some cases, horns, tails, and beaks. When a character is reborn as a Gargoyle, in addition to their starting feats and flaws, they gain Dark Affinity and Stone Hide as well as Light Yielding.

Inccubi and Succubi are typically the same size as their non-transcended forms, and gain small bat-like wings, long pointed tails, and, in some cases, horns. When a character is reborn as an Inccubus or a succubus, in addition to their starting feats and flaws, they gain Dark Affinity and Majjyck Strike as well as Light Yielding.

Jikininki are typically similar in size as their non-transcended forms and they gain sharp teeth, claws, and rotting skin. When a character is reborn as a Jikininki, in addition to their starting feats and flaws, they gain Dark Affinity and Cannibalism as well as Light Yielding.

Kuchisake are typically similar in size as their non-transcended forms and gain a ear-to-ear slit-like mouth, lidless eyes, and paled skin. when a character is reborn as a Kuchisake, in addition to their starting feats and flaws, they gain Dark Affinity and Small Weapons Affinity as well as Light Yielding.

Onryu are slightly larger than their non-transcended forms and gain large fang-like teeth, horns, and a reddish skin tone. When a charater is reborn as an Onryu, in addition to their starting feats and flaws, they gain Dark Affinity and Fire Affinity as well as Light Yielding

Shinigami are typically similar in size to their non-transcended forms and gain a gaunt or skeletal appearance. When a character is reborn as a Shingami, in addition to their starting feats and flaws, they gain Dark Affinity and Offensive Light Majjyck as well as Light Yielding.

Boggart

Boggarts are small and ugly and slimey, well technically it's mucus, but that's not really any better.

  • Goblins are the smaller and more slimey, well mucusy, goblins. Goblins start with Melee Buff, Cannibalism, Fire Resistance, Small Weapon Affinity, and Small Weapon Buff as well as Tech Debuff and Majjyck ~Affinity.
  • Hob-Goblins are the larger and uglier, which is really saying something, goblins. Hob-Goblins start with Melee Buff, Cannibalism, Fire Resistance, Majjyck Affinity, and Fire Buff as well as Tech Debuff and Melee ~Affinity.
    Imps are even smaller than goblins, and slightly less ugly.
  • Imps are winged, horned pixie-like things. Imps start with Melee Buff, Ranged Affinity, Fire Affinity, Fire buff, and Sonic Sense as well as Tech Debuff and Wind Yielding.
  • Urchins are the subterranean, ground dwelling variant of imp. Urchins start with Melee Buff, Ranged Affinity, Fire Affinity, Earth Buff, and Tremor Sense as well as Tech Debuff and Water Yielding.

Orcs are large and ugly, but not quite as slimey as goblins.

  • Orcs are the smaller of the orcish subraces. Orcs start with Melee Buff, Physical Buff, Resilience, One-Handed Affinity, and One-Handed Buff as well as Tech Debuff and Majjyck ~Affinity.
  • Oruk Hai are the larger of the orcish subraces. Oruk Hai start with Melee Buff, Physical Buff, Resilience, Thick Hide, and Two-Handed Affinity as well as Tech Debuff and Water Yielding.

Halfling

Dwarves are short, stocky, bearded brutes with a drinking problem.

  • Djupr typically live very deep underground, it is oft said, and only slightly in jest, that they live so deep underground because they dug so deep, they couldn't get back out. deep? start with Majjyck Defense, Tech Buff, One-Handed Affinity, Large Weapon Affinity, and Dark Resistance as well as Heavy Weapon ~Affinity and Light Yielding.
  • Svella start with Majjyck Defense, Tech Buff, One-Handed Affinity, Tech Affinity, and Light Resistance as well as Heavy Weapon ~Affinity and Dark Yielding.
  • Haed start with Majjyck Defense, Tech Buff, One-Handed Affinity, Physical Buff, and Void Resistance as well as Heavy Weapon ~Affinity and Majjyck Debuff.
  • Bjarg start with Majjyck Defense, Tech Buff, One-Handed Affinity, Fire Resistance, and Two-Handed Affinity as well as Heavy Weapon ~Affinity and Majjyck ~Affinity.

Gnomes are short, slender, and typically Majjyck or music oriented artisans.

  • Hamarr start with Majjyck Defense, Majjyck Affinity, Majjyck Resistance, Earth Buff, and Earth Affinity as well as Heavy Weapon Aversion and Majjyck Aversion
  • Mork start with Majjyck Defense, Majjyck Affinity, Majjyck Resistance, Majjyck Buff, and Natural Affinity as well as Heavy Weapon Aversion and Majjyck Yielding.
  • Eyrr start with Majjyck Defense, Majjyck Affinity, Majjyck Resistance, Wind Affinity, and Fire Buff as well as Heavy Weapon Aversion and Majjyck Debuff.

Hobbits are short, round, and generally steer clear from anything that is mor adventurous than visiting the in-laws.

  • Brekka start with Majjyck Defense, Small Weapon Affinity, Improvised Weapon Buff, Unassuming Form, and Small Weapon Buff as well as Heavy Weapon Aversion and Water Yielding.
  • Vatn start with Majjyck Defense, Small Weapon Affinity, Improvised Weapon Buff, Water Defense, and Natural Affinity as well as Heavy Weapon Aversion and Majjyck Yielding.
  • Snaer start with Majjyck Defense, Small Weapon Affinity, Improvised Weapon Buff, Frost Resistance, and Ranged Buff as well as Heavy Weapon Aversion and Fire Weakness.


Insectoid

Abeil are a humanoid bee-like species.

  • Osa are the more wasp-like of the Abeil. Osa start with Natural Defense, Compound Vision, Hive Mind, Toxin, and Plant Resistance as well as Fire Weakness and Lightning Yielding.
  • Pchela are the more bee-like Abeil. Pchela start with Natural Defense, Compound Vision, Hive Mind, Natural Offense, and Dark Affinity as well as Fire Weakness and Light Yielding.
  • Shershen' are the more hornet-like Abeil. Shershen' start with Natural Defense, Compound Vision, Hive Mind, Burning Palm, and Razor Talon as well as Fire Weakness and Frost Weakness.

Myrmidon are an ant-like species.

  • Ogon' are red fire-ant-like Myrmidon. Ogon' start with Natural Defense, Hive Mind, Melee Buff, Toxin, and Fire Affinity as well as Fire Weakness and Water Weakness.
  • Pulya are a black bullet-ant-like Myrmidon. Pulya start with Natural Defense, Hive Mind, Melee Buff, Razor Talon, and Sure Grip as well as Fire Weakness and Lightning Weakness.

Nil D'jara are an humanoid arachnid species.

  • Kinzhal are a highly venomous, daggerfang variety of Nil D'jara. Kinzhal start with Natural Defense, Natural Offense, Toxin, Dark Affinity, and Martial Piercing as well as Fire weakness and Light Yielding.
  • Okhotnik are a less venomous Nil D'jara that rely more on their own strength rather than the strength of their venom. Okhotnik start with Natural Defense, Natural Offense, Toxin, Martial Affinity, and Physical Buff as well as Fire weakness and Majjyck ~Affinity.
  • Pyrzhki are a les venomous Nil D'jara, that rely more on skill than venom. Pyrzhki start with Natural Defense, Natural Offense, Toxin, Skill Affinity, and Fleet as well as Fire weakness and Physical Debuff.
  • Set' are a venmous Nil D'jara that rely equally on venom and skill. Set' start with Natural Defense, Natural Offense, Toxin, Skill Affinity, and Paralysis Palm as well as Fire weakness and Water Yielding.

Thri-Kreen are a mantis-like species.

  • Chernyy start with Natural Defense, Natural Offense, Razor Talon, Cannibalism, and Dark Affinity as well as Fire Weakness and Light Weakness.
  • Molit'sya start with Natural Defense, Natural Offense, Razor Talon, Majjyck Strike, and Light Affinity as well as Fire Weakness and Dark Weakness.

Leviathan

Coelacanth are aquatic humanoid species with similar traits to various aquatic species.

  • Actinocanth are the fish-like Coelacanth. Actinocanth start with Water Resistance, Martial Affinity, Water Defense, Water Buff, and Water Affinity as well as Wind Yielding and Fire Yielding.
  • Amphineurocanth are the cephalopod/mollusk-like Coelacanth. Amphineurocanth start with Water Resistance, Martial Affinity, Water Defense, Sure Grip, and Void Affinity as well as Wind Yielding and Physical Weakness.
  • Chondricanth are the shark/ray-like coelacanth. Chondricanth start with Water Resistance, Martial Affinity, Water Defense, Thorn Aura, and Razor Talon as well as Wind Yielding and Dominance.
  • Malacastrocanth are the shellfish-like coelacanth. Malacastrocanth start with Water Resistance, Martial Affinity, Water Defense, Natural Defense, and Natural Offense as well as Wind Yielding and Fire Weakness.
  • Medusocanth are the jellyfish-like coelacanth. Medusocanth start with Water Resistance, Martial Affinity, Water Defense, Toxin, and Stunning Strike as well as Wind Yielding and Wind Weakness.

Non-Organic

Golem

Kankala are living, animated skeletons, not much else to say.

Kortebii are beings of pure elements, brought to life with pure elemental energy, neither of those is saying much as each element is comprised of a wide variety of components, it's like calling an Inu with mixed heritage a pure blood mutt.

  • Dha are comprised of shadows, darkness, night, and dark majjyck. Dha start with Majjyck Buff, Majjyck Affinity, Majjyck Consumption, Offensive Dark, and Darkspawn as well as Tech Debuff.
  • Nau'ul are comprised of light, brightness, day, and light majjyck. Nau'ul start with Majjyck Buff, Majjyck Affinity, Majjyck Consumption, Offensive Light, and Lightspawn as well as Tech Debuff.
  • Orar are comprised of thunder, lightning, electricity, and lightning majjyck. Orar start with Majjyck Buff, Majjyck Affinity, Majjyck Consumption, Offensive Lightning, and Olympicspawn as well as Tech Debuff.
  • Piryc are comprised of fresh water, salt water, ice, and water majjyck. Piryc start with Majjyck Buff, Majjyck Affinity, Majjyck Consumption, Offensive Water, and Abysspawn as well as Tech Debuff.
  • Tra are comprised of space, emptiness, noothingness, and void majjyck. Tra start with Majjyck Buff, Majjyck Affinity, Majjyck Consumption, Offensive Void, and Voidspawn as well as Tech Debuff.
  • Tracyn are comprised of embers, fire, smoke, and fire majjyck. Tracyn start with Majjyck Buff, Majjyck Affinity, Majjyck Consumption, Offensive Fire, and Hellspawn as well as Tech Debuff.
  • Vheh are comprised of dirt, stone, plants, and earth majjyck. Vheh start with Majjyck Buff, Majjyck Affinity, Majjyck Consumption, Offensive Earth, and Naturespawn as well as Tech Debuff.
  • Woor are comprised of air, sound, wind, and wind majjyck. Woor start with Majjyck Buff, Majjyck Affinity, Majjyck Consumption, Offensive Wind, and Aerospawn as well as Tech Debuff.

Prometheans are a robotic species of highly advanced artificial intelligence. They Have three selectable, mix-n-match categories that effect starting feats and flaws: 'Class', 'Gender' and 'Make'. All Prometheans start with Metal Hide as well as Majjyck Incompetence. Full Promethean names are written much like file locations, ex: Prometheus\W:\Vishnu\Mnemosyne\Exaltation\Conduit (pronounced: Prometheus Omega Vishnu Mnemosyne Exaltation Conduit; with Conduit being the specific unit's name)

  • Class


1. Alpha - Prometheus is the only Alpha class Promethean in Existence, this class is not selectable by players. Alpha class Prometheans are the size of a small moon, and capable of storing, not only the bodies via ports, but also the programs of every other Promethean simultaneously. Alpha class Prometheans start with Tech Supremacy.
2. Beta - There are relatively few Beta class Prometheans, this class is not selectable by players. Beta class Prometheans are large cities capable of storing hundreds of thousands of Promethean programs and tens of thousands of bodies, via ports and servers, making them essentially both a physical and a virtual city. There names are taken from the ancient Greek alphabet. Beta class Prometheans start with Tech Mastery.
5. Gamma - There are quite a few Gamma class Prometheans, this class is not available to players. Gamma class Prometheans are enormous mobile forttresses, varying in appearance and mode of transportation, they are capable of housing tens of thousands of Promethean programs simultaneously and capable of containing thousands of Epsilon or lower class Prometheans, but only about ten Delta Class Prometheans. Their names are takne from deities of various religions. Gamma class Prometheans start with Defensive Tech.
4. Delta - There are many Delta class Prometheans, this class is not available as a starting race, but can be upgraded to by players. Delta class Prometheans are large mobile fortress like tanks af varying appearance, capable of storing hundreds of promethean programs simultaneously, but only about ten Delta class bodies, fifteen Zeta class bodies, or twenty Eta class bodies. Their names are taken from angelic beings of various religions. Delta class Prometheans start with Offensive Tech.
5. Epsilon - There are numerous Epsilon class Prometheans, this class is available as a starting race for players. Epsilon class Prometheans are large semi-humanoid robots, capable of housing up to one hundred promethean programs simultaneously, but can only store about five Eta class Promethean bodies. Their names are taken from collective nouns. Epsilon class Prometheans start with Tech Affinity.
6. Zeta - There are countless Zeta class Prometheans, this class is available as a starting race for players. Zeta class Prometheans are average sized semi- humanoid robots capable of housing up to ten promethean programs, but only one Eta class body. Their names are typically taken from various technological terms. Zeta class Prometheans start with Tech Buff.
7. Eta - Eta class prometheans are simplified artificial intelligence programs, with animal like behavior simulations, this class is not selectable as a starting race for players, but are available as pets. Their names are typically taken from Roman numerals. Eta class Prometheans start with Magitech.

  • Gender

1. Ergo is a reccesive masculine gender, recognizable by its linear design. Ergo start with Physical Defense.
2. Gyro is a reccesive feminine gender, recognizable by its circular design. Gyro start with Majjyck Defense.
3. Nihlus is a reccesive neutral gender, recognizable by its sleek design. Nihlus start with Majjyck Resistance.
4. Omni is a dominant neutral gender, recognizable by its pentangular design. Omni start with Thorn Aura.
5. Probus is a dominant masculine gender, recognizable by its rectangular design. Probus start with Natural Defense.
6. Trigo is a dominant feminine gender, recognizable by its triangular design. Trigo start with Natural Offense.

  • Make

1. Ignis start with Burning Palm and Fire Resistance as well as Water Yielding.
2. Horos start with Razor Talon and Lightning Resistance as well as Physical Yielding.
3. Lynchus start with Blinding Palm and Water Resistance as well as Fire Yielding.
4. Fulmen start with Stunning Palm and Physical Resistance as well as Lightning Yielding.
Revenant
Shades are created by tearing a beings soul and shadow from their body and binding them together. When a character is turned into a shade, in addition to their starting feats, they gain Dark Affinity and Incorporeal as well as Light Yielding.

Ophis

Dragons are a gigantic winged reptilian species, though they typically remain in a more humanoid form for daily tasks.

  • Amphitheres have two wings and no legs in their draconic form. Amphitheres start with Wind Defense, Natural Defense, Natural Offense, Wind Buff, and Wind Resistance as well as Frost Yielding and Fire Weakness.
  • Knuckers have two vestigial wings and four legs in their draconic form. Knuckers start with Wind Defense, Natural Defense, Natural Offense, Water Buff, and Water Resistance as well as Frost Yielding and Wind Weakness.
  • Lungs have no wings and four legs in their draconic form. Lungs start with Wind Defense, Natural Defense, Natural Offense, Void Buff, and Void Resistance as well as Frost Yielding and Majjyck Debuff.
  • Salamanders have no wings and six legs in their draconic form. Salamanders start with Wind Defense, Natural Defense, Natural Offense, Fire Buff, and Fire Resistance as well as Frost Yielding and Earth Weakness.
  • Wyrms have two wings and four legs in their draconic form. Wyrms start with Wind Defense, Natural Defense, Natural Offense, Lightning Buff, and Lightning Resistance as well as Frost Yielding and Water Weakness.
  • Wyverns have two wings attached to their front legs, and two hind legs in their draconic form. Wyverns start with Wind Defense, Natural Defense, Natural Offense, Earth Buff, and Earth Resistance as well as Frost Yielding and Lightning Weakness.

Lamia are semihumanoid snake-like species with the lower body similar to that of a snake and the upper body similar to that of a human.

  • Gorgons, in addition to the half-snake/half-human appearance, have snake-like tendrils for hair, it is said that one look from them can turn you to stone, to that I have to say, they're not that ugly, some of them are actually kind of cute. Gorgons start with Wind Defense, Wind Resistance, Fire Defense, Earth Affinity, and Natural Defense as well as Frost Yielding and Light Yielding.
  • Lamias . Lamias start with Wind Defense, Wind Resistance, Fire Defense, Razor Talon, and Martial Buff as well as Frost Yielding and Frost Weakness
  • Nagas . Nagas start with Wind Defense, Wind Resistance, Fire Defense, Toxin, and Water Defense as well as Frost Yielding and Wind Yielding.

Zaburask

Samsara - the Samsari races are not available as starting races.

Asura are similar in size to their non-transcended forms and gain large feathered wings and in some cases either long and sometimes hooked noses or beaks. When characters are reborn as Asura, in addition to their starting feats and flaws, they gain Light Affinity and Majjyck Strike as well as Dark Yielding.

Deva are similar in size to their non-transcended forms and gain extra arms. When characters are reborn as Deva, in addition to their starting feats and flaws, they gain Light Affinity and Life Strike as well as Dark Yielding.

Keishan are similar in size to their non-transcended forms, but gain a horizontally alligned third eye on their forehead. When characters are reborn as Keishan, in addition to their starting feats and flaws, they gain Light Affinity and Offensive Dark Majjyck as well as Dark Yielding.

Manusya are typically the same size as their non-trnascended forms. When characters are reborn as Manusya, in addition to their starting feats and flaws, they gain Light Affinity and Small Weapon Affinity as well as Dark Yielding.

Naraka ... When characters are reborn as Naraka, in addition to their starting feats and flaws, they gain Light Affinity and Fire Affinity as well as Dark Yielding.

Preta ... When characters are reborn as Preta, in addition to their starting feats and flaws, they gain Light Affinity and Cannibalism as well as Dark Yielding.

Tiryagyoni are typically larger than their non-transcended forms, but gain more animalistic features. When characters are reborn as Tiryagyoni, in addition to their starting feats and flaws, they gain Light Affinity and Stone Hide as well as Dark Yielding.

Tellurian

Brae are large, grey skinned humanoids with horns. (Expecting an update)

  • Common Brae have pointed ears and sharp teeth, and are the most well known of the Brae. Common Brae start with Resilience, Thick Hide, Natural Offense, Physical Buff, and Majjyck Affinity as well as Majjyck Debuff and Light Yielding.
  • Empirical Brae are amphibious, sea-dwelling Brae, with spinned fin-like ears and sharp teeth. Empirical Brae start with Resilience, Thick Hide, Natural Offense, Water Resistance, and Tech Buff as well as Majjyck Debuff and Light Weakness.
  • Mutant Brae are indistiguishable from Common Brae, except they have bright, candy red blood. Mutant Brae start with Resilience, Thick Hide, Natural Offense, Light Defense, and Fey Blood as well as Majjyck Debuff.

Humans are boring

  • Evaar are new age techie humans who, throughout the years have begun to lose touch with nature and, as a result, majjyck. Evaar start with Resilience, Majjyck Defense, Majjyck Resistance, Melee Buff, and Tech Buff as well as Majjyck Debuff and Majjyck Aversion.
  • Mirsh are scholarly humans who have embraced majjyck and nature over the centuries and as a result are more inclined towards Majjyck. Mirsh start with Resilience, Majjyck Defense, Majjyck Resistance, Majjyck Affinity, and Majjyck Buff as well as Majjyck Debuff and Majjyck Weakness.
  • Ruug are ancient humans who hold fast to tradition and the old ways, while this has stopped them from losing touch with nature and Majjyck, this has stunted them from further growth into majjyck. Ruug start with Resilience, Majjyck Defense, Majjyck Resistance, Void Buff, and Void Affinity as well as Majjyck Debuff and Majjyck Yielding.

Sirens are less boring than normal humans, typically better looking but still pretty boring.

  • Agol are nigh indistiguishable from humans. Agol start with Resilience, Sonic Affinity, Sonic Buff, Earth Resistance, and Earth Buff as well as Majjyck Debuff and Water Yielding.
  • Pirun have the upper body of a human, but the lower body of a fish, kind of... the tail bends front to back, more like a dolphin as fish tails bend side to side... in any case, they are much less boring than humans. Pirun start with Resilience, Sonic Affinity, Sonic Buff, Water Resistance, and Water Buff as well as Majjyck Debuff and Wind Yielding.
  • Rang are ghostly, translucent, and sometimes incorporeal, kind of like banshees. Rang start with Resilience, Sonic Affinity, Sonic Buff, Wind Resistance, and Wind Buff as well as Majjyck Debuff and Water Yielding.

Skinwalkers are arguably the least boring of the Tellurians, next to the Brae of course.

  • Elderkin are the tallest, ranging from thirteen to fifteen feet tall, they also have a more jagged or gnarled appearance that helps them blend in with the trees. Elderkin start with Resilience, Muffle, Padfoot, Void Affinity, and Dark Affinity as well as Majjyck Debuff and Light Weakness.
  • Homonculi are the shortest, ranging from seven to nine feet tall, they are also typically the thinest. Homonculi start with Resilience, Muffle, Padfoot, Majjyck Resistance, and Physical Resistance as well as Majjyck Debuff and Majjyck Weakness.
  • Wendigos are in the middle hight wise, ranging from ten to twelve feet tall, but also the largest in mass, though you couldn't tell with how they carry themselves, talk about light on your feet. Wendigos start with Resilience, Muffle, Padfoot, Wind Affinity, and Frost Resistance as well as Majjyck Debuff and Fire Weakness.

Titans are the tallest of the Tellurians, some believe them to be entirely sepparate species, but further research is required on that matter.

  • Cyclops are one-eyed giants, and as such they lack depth perception and are quite clumsy. Cyclops start with Resilience, Thick Hide, Physical Buff, Cannibalism, and Low Light Vision as well as Majjyck Debuff and Asfedia.
  • Giants are much like humans, just bigger. Giants start with Resilience, Thick Hide, Physical Buff, Aroma Sense, and Majjyck Defense as well as Majjyck Debuff and Wind Yielding.
  • Ogres are like giants but shorter and hairier. Ogres start with Resilience, Thick Hide, Physical Buff, Natural Defense, and Dark Resistance as well as Majjyck Debuff and Light Yielding.
  • Trolls are slightly smaller than giants, about the same size as Ogres, but have three eyes. Trolls start with Resilience, Thick Hide, Physical Buff, Dark Resistance, and Compound Vision as well as Majjyck Debuff and Fire Yielding.

Tylwyth Teg

Elves are pointy-eared humanoids, and are a tad shorter than humans.

  • Dark elves are dark and dull skinned, subterranean elves. Dark elves start with Majjyck Buff, Balance, Fleet, Dark Affinity, and No Light Vision as well as Majjyck Yielding and Light Debuff.
  • High elves are light and bright skinned elves that tyipcally reside at high altitudes, such as atop plataeus or on mountain peaks. High elves start with Majjyck Buff, Balance, Fleet, Light affinity, and High Light Vision as well as Majjyck Yielding and Dark Debuff.
  • Night elves are nocturnal grassland elves with blue and purple stin tones. Night elves start with Majjyck Buff, Balance, Fleet, Void Affinity, and Low Light Vision as well as Majjyck Yielding and Light Debuff.
  • Wood elves are forest dwellers with green and brown skin tones. Wood elves start with Majjyck Buff, Balance, Fleet, Nattural Affinity, and Low Light Vision as well as Majjyck Yielding and Fire Debuff.

Nymphs are fey humanoids about the size of Elves, but even more attractive, that's kind of their whole thing... being attractive, that is.

  • Jardligr are earth nymphs, with green and brown skin tones. Jardligr start with Majjyck Buff, Nattural Affinity, Unassuming Form, Earth Affinity, and Earth Defense as well as Majjyck Yielding and Fire Weakness.
  • Logr are water nymphs with blue and green skin tones. Logr start with Majjyck Buff, Nattural Affinity, Unassuming Form, Water Affinity, and Water Defense as well as Majjyck Yielding and Lightning Weakness.
  • Vindr are wind nymphs with grey and blue skin tones. Vindr start with Majjyck Buff, Nattural Affinity, Unassuming Form, Wind Affinity, and Wind Defense as well as Majjyck Yielding and Water Weakness.

Sprites are tiny, glowing, winged humanoids, but have a larger, less glowy form for daily tasks.

  • Fairies are the more humanoid of the two, their larger form only recongnizable from humans due to their pointed ears and their wings. Fairies start with Majjyck Buff, Light Affinity, Unassuming Form, Majjyck Affinity, and Majjyck Defense as well as Majjyck Yielding and Physical Debuff.
  • Pixies are much like Faries, but with smoother, less pronounced facial features and sharp teeth. Pixies start with Majjyck Buff, Light Affinity, Unassuming Form, Martial Affinity, and Razor Talon as well as Majjyck Yielding and Majjyck ~Affinity.

Yggdrasil

Algeans are what poeple woud be if they evolved from single celled plants instead of single celled animals. They come in a variety of colors like red, orange, yellow, gree, blue, indigo, and violet, and they have decorative patches of higher pigmentation known as blooms.

  • Laukr are your basic, garden variety Algean, they come in many colors and are pretty to look at. Laukr start with Natural Affinity, Water Buff, Fire Resistance, Light Weapon affinity, and Martial Affinity as well as Fire Yielding and Dark Yielding.
  • Skina also come in a variety of colors and are pretty to look at, but they are cooler 'cause when they get excited (happy, angry, scared, etc...) they glow faintly, their blooms glow brighter than the rest of their body. The fact that they glow makes them not very good at hide-and-seek. Skina start with Natural Affinity, Water Buff, Fire Resistance, Majjyck Buff, and Water Buff as well as Fire Yielding and Physical Debuff.

Cucurbita are adorable little pumpkin head guys, ok so some of their heads are more like squash or other gourds, but still, so cute.

  • Cjoss are the most well known of the cucurbita (these are the adorable little pumpkin head guys). Cjoss start with Natural Affinity, Fire Affinity, Majjyck Buff, Light Buff, and Fire Buff as well as Fire Yielding and Tech Debuff.
  • Gjor are the adorable little guys with squash for heads, and that's not some obscure euphamism calling them stupid, their heads are actually squash. Gjor start with Natural Affinity, Fire Affinity, Majjyck Buff, Earth Buff, and Water Buff as well as Fire Yielding and Physical Weakness.
  • Minni are the adorable little gourd headed guys. Minni start with Natural Affinity, Fire Affinity, Majjyck Buff, Toxin, and Dark Affinity as well as Fire Yielding and Light Weakness.

Ents are giant walking trees... not much else to say.

  • Aldr are walking versions of those old creepy,  gnarly trees that witches seem to like. Aldr start with Natural Affinity, Wind ffinity, Physical Defense, Majjyck Buff, and Wind Buff as well as Fire Yielding and Fire Weakness.
  • Eik are walking versions of bushy, leafy trees that turn colors in autumn. Eik start with Natural Affinity, Wind ffinity, Physical Defense, Wind Buff, and Natural Defense as well as Fire Yielding and Frost Weakness.
  • Miotvidr are walking versions of willow trees, like the one pochahontus though was her grandmother. Miotvidr start with Natural Affinity, Wind ffinity, Physical Defense, Water buff, and Natural Offense as well as Fire Yielding and Frost Yielding.
  • Vidr are walking versions of evergreen trees, yup giant walking Christmas trees... or Haunaka trees, or Kwanza trees... whatever it is you celebrate. Vidr start with Natural Affinity, Wind ffinity, Physical Defense, Frost Resistance, and Frost Buff as well as Fire Yielding and Wind Weakness.

Morphoplasm are amorphous fungal masses, players choosing this race can choose any five starting feats and any two starting flaws.

Spriggans are like small ents, and are typically seen as protectors of woodlands.

  • Aevi are gnarled, creepy looking spriggans, like mini Alder Ents. Aevi start with Nattural Affinity, Majjyck Buff, Earth affinity, Wind Buff, and Earth Buff as well as Fire Yielding and Fire Weakness.
  • Askr have long, thin, tendril-like branch growths, kind of like small Miotvidr Ents. Askr start with Nattural Affinity, Majjyck Buff, Earth affinity, Natural Offense, and Water Buff as well as Fire Yielding and Frost Yielding.
  • Lind are more leafy, much like tiny Eik Ents. Lind start with Nattural Affinity, Majjyck Buff, Earth affinity, Wind Buff, and Natural Defense as well as Fire Yielding and Frost Weakness.
  • Meadr are the evergreen variety of Spriggan, like little Christmahaunakwanzadan trees. Meadr start with Nattural Affinity, Majjyck Buff, Earth affinity, Frost Resistance, and Frost Buff as well as Fire Yielding and Wind Weakness.

Ziz

Grigori are winged humanoids, they are often mistaken for Asura, but they don't have the elongated noses or beaks that are common among the Asura.

  • Duoluo are the dark winged 'fallen angels,' while still capable of flight, they have been known to walk most of the time, only flying when necessary. Duoluo start with Fire Affinity, Majjyck Buff, Light Weapon Affinity, Offensive Dark Majjyck, and Darkspawn as well as Tech Debuff.
  • Tianshi are the light winged 'angels,' while they are typically seen flying, they seem to like flying lower to be able to interact with their grounded peers. Tianshi start with Fire Affinity, Majjyck Buff, Light Weapon Affinity, Offensive Light Majjyck, and Lightspawn as well as Tech Debuff.
  • Qianshao are the red winged 'arch-angels,' who typically fly high up in the sky to avoid interacting with those they deem inferior. Qianshao start with Fire Affinity, Majjyck Buff, Light Weapon Affinity, Offensive Fire Majjyck, and Hellspawn as well as Tech Debuff.

Harpies are avian, semi-humanoids, with bird-like talons in place of feet and feather wing-like arms.

  • Laoying are eagle-like harpies. Laoying start with Wind Affinity, Razor Talon, Natural Offense, High Light Vision, and Physical Buff as well as Tech debuff and Tech Weakness.
  • Maotauying are owl-like harpies, Maotauying start with Wind Affinity, Razor Talon, Natural Offense, Sonic Sense, and Low Light Vision as well as Tech debuff and Light Yielding.
  • Tujiu are vulture-like harpies. Tujiu start with Wind Affinity, Razor Talon, Natural Offense, Cannibalism, and Fire Resistance as well as Tech debuff and Frost Yielding.
  • Ying are hawk-like harpies. Ying start with Wind Affinity, Razor Talon, Natural Offense, Compound Vision, and Physical Affinity as well as Tech debuff and Physical Debuff.
  • Wuya are Raven-like harpies. Wuya start with Wind Affinity, Razor Talon, Natural Offense, Sonic Affinity, and Dark Affinity as well as Tech Debuff and Light Yielding.

Kongamato are avian, semi-humanoids, with bat-wing-like arms, fang-like teeth, and clawed feet.

  • Juren are the largest of the Kongamato. Juren start with Dark Affinity, Sonic Sense, Dark Buff, Martial Buff, and Melee Buff as well as Tech Debuff and Fire Weakness.
  • Shuiguo are the smallest of the kongamato. Shuiguo start with Dark Affinity, Sonic Sense, Dark Buff, Majjyck Buff, and Ranged Buff as well as Tech Debuff and Frost Weakness.
  • Xixuegui are the middle size, but typically seen as the most frigtening. Xixuegui start with Dark Affinity, Sonic Sense, Dark Buff, Life Strike, and Razor Talon as well as Tech Debuff and Fire Yielding.
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Posts : 22
Join date : 2015-06-20

Character sheet
Health:
Races and Subraces (wip) Left_bar_bleue6/6Races and Subraces (wip) Empty_bar_bleue  (6/6)
Armor:
Races and Subraces (wip) Left_bar_bleue0/0Races and Subraces (wip) Empty_bar_bleue  (0/0)
Defense:
Races and Subraces (wip) Left_bar_bleue2/2Races and Subraces (wip) Empty_bar_bleue  (2/2)

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