Post by Pentharis on Mar 12, 2012 15:35:49 GMT -8
*NEUTRAL SPECIES MASTER LIST
*Neutral here means they can be played as any alignment, even if they naturally tend toward one alignment or another.
Humans
Humans are the standard characters. No benefits, but also no real downsides. Live up to about 100 years, but would likely retire from adventuring at about half that, aside from mages, who might stay their entire lives.
Merfolk
These characters must remain near a source of water at all times, and can only function outside of land as or nearby a water mage, and are not recommended for player characters because of this. Merfolk have insanely high swimming stats, can operate even in freezing weather so long as there is unfrozen water nearby. Merfolk will dry out in hot or dry environments like Aterra, Savannah Wildlands, or Qarsil, and may die from exposure alone. This race is best with spear-based weaponry. Merfolk have their own underwater lore, and are naturally suspicious of humans they don't meet underwater first, in order to judge them. Merfolk typically have hair that matches seaweed, or their scales. Merfolk have tails under water, and feet when on dry land. They can breathe above or below water.
* Lives from 50-60 years around land, up to 100 years farther from land
* Species ability: Omnilung. Can breathe above or below water.
* Species protection: Cannot be hurt by water-based attacks
* Species weakness: Weak to fire, cannot live in dry environments
Angels
Non-religiously based sorts, it is possible for an Angel to not worship at all. These are merely humans with wings, and are unrelated to bird creatures or altered humans. These beings will have wings with white feathers, black feathers, or feathers that match their skin tone. They will have natural hair colours, but may have paler eyes than most, and in a wider range of colours. No angel will have red eyes. Angels can, of course, fly. They cannot carry more than a passenger of their own weight, and have hollow bones, so they lose defence.
angels, are asexual. They can make friendships, and might be interested in love, but they don't care about gender. Despite not having genders, they can still be referred to as male or female based on name or appearance.
* Lives up to 600 years
* Species ability: Flight
* Species protection: Cannot be seduced
* Species weakness: Hollow bones (weak to blunt attacks).
Centaurs
Exactly what it says on the tin. Centaurs can be based on horses, donkeys, mules, zebras, unicorns, seahorses (for the wavelands), onager, or any hybrid. Their hair will match their coat, they will often have a hot temper, and cannot live in Aterra or the Cyber-Alliance. Often using polearms, staffs or other spear weapons, these types are definitely not the stealthy sort, and are more or less impossible to train as a sneaky class unless justified.
* Lives up to 60 years
* Species weakness: Cannot tumble, or navigate thin planks.
* Species ability: Rideable
Aliens
To be filled in in the future.
Robots
Starting solely in Aterra or the Cyber-alliance, a robot that has gained the will to do what it wants can be good to play as. They must be around a technologically-adept character, or be technologically-adept themselves, however, as they do not naturally heal on their own, but they also do not feel pain. A Robot can look like virtually anything it's designed for.
Robots generally do not pray, but can. They cannot be mages unless they are chronomancers or technomancers, and cannot be healing priests or shamen.
Robots, like angels, are asexual. They can make friendships, and might be interested in love, but they don't care about gender or sex.
* Lives up to 100 years or more, but becomes obsolete after three.
* Species ability: Cannot be seduced, thinks rationally.
* Species weakness: Cannot heal without stopping for repairs, or the aid of a technopath.
Animal-Human Hybrids (creatures)
Any animal crossed with any human in a way that doesn't fall into another category. These characters can be virtually any animal hybrid, with more human or more animal appearances, but they can only be a hybrid of one animal species. (No horse/bird/human hybrids or whatever.) The animal in question will have drawbacks equivalent to the character.
1. Bird-based characters will have hollow bones like angels
2. Amphibious characters will dry out when away from water
3. Fish-based characters will not function outside of water unless they are water mages
4. long-furred characters have the same drawbacks as werewolves
5. Horse-based characters have the same drawbacks and bonuses as centaurs
Etcetera.
* Lives to be about as old as the oldest their creature lives to.
* Drawbacks vary depending on creature
* Bonuses vary depending on creature
Fairies
Small, frail creatures. Fairies have virtually no strength since they are -at most- a foot and a half tall and a foot wide with wings at full extent. To make up for it, they have intense speed and wisdom. Fairies cannot be fighting classes, hunters, or plague doctors. Fairies have hollow bones, and cannot fly if their wings are injured until their wings are healed. Fairies cannot use weapons bigger than scalpels, but can use magic without needing a channeling item (such as a wand) if they have the appropriate scrolls.
* Lives to be about 30 at most, but would retire after about 18. (Becomes human equivalent of 18 at two and a half years).
* Species ability: Flight
* Species ability: Magic channeling
* Species drawback: Hollow bones
* Species drawback: tiny
Dragons
Big, scaly, and inteligent. Dragons player-characters can be only slightly bigger than horses or as small as housecats. They have hollow bones, and can carry as many player characters as their size will allow. They have plenty of strength, but cannot play as stealth classes, and have low charisma, so they are useless at entertainer classes. Dragons do not have thumbs, and therefore cannot use weapons. Magic-based dragons do not need to channel their magic through weapons like wands or staffs, and fighter-based dragons do not need to buy weapons because of their claws and fire breath. Dragons have natural immunity to heat, cold, and bladed weapons. Dragons cannot wear armor.
* Can live to be up to 1,000 years old or more
* Species bonuses: Scaly hide (protects against blades), Magic channeling, Natural weapons (claws, teeth, breath), Natural immunity to heat and cold, Ridable, Flight, Intimidating roar (See werewolf howl).
* Species drawbacks: Cannot wear armor/clothes (bags not included), Cannot hold weapons, No charisma, Little to No bardic ability, May be spontaneously hunted or attacked because of appearance.
Draco-humans
Draco-humans are dragon-human hybrids. Resistant to heat, cold, and bladed weapons, these classes have thumbs, so they can use weapons. They do need wands, staffs, or other channeling items if they are mages. They can fly, but cannot carry more than one human in their arms, and not while carrying a heavy pack. Draco-humans can wear armor. Draco-humans can be any class.
* Can live up to 300 years
* Racial bonuses: Resistant to heat, cold, bladed weapons; can fly
* Racial weaknesses: Low charisma, disliked by humans and dragons
Sphinx
Sphinxes have naturally high intelligence, and natural claws. Any time a sphinx asks a riddle, it has a fifty-fifty chance of entrancing any speaking character who has not been asked a riddle by that same sphinx before until it gets hit, is disturbed, or solves the riddle. Sphinxes cannot be healing classes, and can only start from locations ranging from small down to uncivilized areas, as they are very private characters. These types of characters may dislike most other characters, begrudging those who are smarter and getting easily irritated with those with less inteligence. Sphinxes automatically operate on blue-and-orange morality, under "obsessive" or "Obsessive compulsive". They will obsess about riddles, or might ask everyone they meet a riddle in order to see if theirs are challenging enough. They'll often play mind games. Sphinxes are NOT immune to other sphinx's riddles. Sphinxes are heat-resistant, but weak to cold areas.
Sphinxes can come in lion-with-human-head variety, or in catlike-human variety. Not the same as feline anthro.
* Lives up to 600 years
* Racial abilities: Incredible patience, Sphynx's Riddle, Natural weapons (claws), heat resistant
* Racial weaknesses: Cold weakness, Prefers Solitude, Low Charisma, Blue-and-Orange morality preference, Cannot be healing classes
Elves
Elves are like humans, but with weaker bones. They are less likely to be warrior classes, and if they are they will be mixed warrior-and-stealth or warrior-and-magic styles. They can live in any location, are fairly tall creatures, and prefer fineries, so they are less likely to live in underpopulated areas. Elves are high-and-mighty, often operating on blue-and-orange morality to some degree. They tend to have high charisma, though, so they make up for it. They are generally like humans, only taller, leaner, more magical.
* Lives up to 400 years
* Racial Bonus: Higher Charisma, High inteligence
* Racial Weakness: Blue-and-orange morality preference, Blunt weapon weakness, stuck-up
Dwarves
Dwarves are stout creatures, and are essentially humans. They are simply stronger sorts, and shorter. They are also better drinkers, generally, but that owes to their locational heritage, not their stature. Dwarves are cold-resistant, and can start in the Frozen Tundras, or any other location any other human or elf can start from.
* Same lifespan as humans
* Racial bonus: High strength, cold-resistant, Drinking talent, cold-resistant
*Racial weakness: Short temper, occasional Napoleon complexes.
Grunloch
Grunlochs are creatures from Meradil. They have bright hair that gets brighter as they get old enough to mate, pointy ears with tufts of fur on them, four dull scales on their foreheads that parts their hair, with matching dull scales around their eyes, like a dragon might have. They also have dull scales on their knuckles, as they like to fist fight. Their skin is often a more muted colour, with patches of the same bright colour as their hair, in various spots and styles. They have human dimensions, but dragon-like tails with tufts of bright fur on the ends. The scales are the same muted colours as their knuckle-scales and hair.
Grunlochs have scottish accents, generally. They can have any bright hair/eye colour (it will be the same colour), and love shiny objects and getting into fights. They're not bright enough or patient enough to read or learn magic, so they can't be healer or mage classes (except for Shaman class). They've got a strong sense of honour, but it's the "honour among thieves" kind of honour. They also tend to flirt with anything that moves, regardless of species, but they're easily rejected. Their attention spans are incredibly short, they love to be entertainers, can breed with most humanoid creatures, and love riddles.
Grunlochs can be hunters, but cannot train any animal that isn't reptilian or farm-related. Grunlochs are good swimmers, climbers, and can naturally fist-fight. They're quick to get into scraps, but can never hold grudges, so if you piss one off, you're likely to get a punch to the jaw, then share a drink over lunch.
Grunlochs don't tend to like heavy armor, but already have good defence, and will wear armor if they must. Can survive in hot or cold environments, but they prefer warm or moderate temperatures best.
A picture of a Grunloch: (Pardon the legs, they should be human-like legs, but with paws or lizard-like back claws without boots.)
i14.photobucket.com/albums/a311/pentharis/Grunloch.jpg
*Lifespan: 60-80 years
*Racial bonuses: Natural weapon (Scale knuckles), All-weather compatible, Swimmer, Climber, drinking ability, can't hold a grudge
*Racial weaknesses: Womanizing, Can't be magic-using classes except for Shaman, Loves shiny objects, bad with non-reptilian or non-farm animals
Unborn Children
Living entirely in the Black Lands, these beings were those that died before they were born, and have grown under the care of a mysterious fourth god. They seem to be benevolent, but those who have pets have Judas Goats, black goats the size of massive dogs with big horns and the headbutt of a bull. No matter how nice the owner, the goats are always in the Evil alignment category. What's up with these guys? Only traveling to the Black Lands will tell.
These characters have black, rocklike skin with red glowing from the cracks. Their eyes are red and their hair is frequently ashy black, but they are incredibly kind, almost to a suspect degree...(NON-PLAYER-CHARACTER RACE (for the moment).)
*Lives forever(?)
Racial Bonus: High Charisma (despite looking terrible), doesn't breathe.
Racial weakness: Weak to cold, cannot be raised from the dead (already raised).
*Neutral here means they can be played as any alignment, even if they naturally tend toward one alignment or another.
Humans
Humans are the standard characters. No benefits, but also no real downsides. Live up to about 100 years, but would likely retire from adventuring at about half that, aside from mages, who might stay their entire lives.
Merfolk
These characters must remain near a source of water at all times, and can only function outside of land as or nearby a water mage, and are not recommended for player characters because of this. Merfolk have insanely high swimming stats, can operate even in freezing weather so long as there is unfrozen water nearby. Merfolk will dry out in hot or dry environments like Aterra, Savannah Wildlands, or Qarsil, and may die from exposure alone. This race is best with spear-based weaponry. Merfolk have their own underwater lore, and are naturally suspicious of humans they don't meet underwater first, in order to judge them. Merfolk typically have hair that matches seaweed, or their scales. Merfolk have tails under water, and feet when on dry land. They can breathe above or below water.
* Lives from 50-60 years around land, up to 100 years farther from land
* Species ability: Omnilung. Can breathe above or below water.
* Species protection: Cannot be hurt by water-based attacks
* Species weakness: Weak to fire, cannot live in dry environments
Angels
Non-religiously based sorts, it is possible for an Angel to not worship at all. These are merely humans with wings, and are unrelated to bird creatures or altered humans. These beings will have wings with white feathers, black feathers, or feathers that match their skin tone. They will have natural hair colours, but may have paler eyes than most, and in a wider range of colours. No angel will have red eyes. Angels can, of course, fly. They cannot carry more than a passenger of their own weight, and have hollow bones, so they lose defence.
angels, are asexual. They can make friendships, and might be interested in love, but they don't care about gender. Despite not having genders, they can still be referred to as male or female based on name or appearance.
* Lives up to 600 years
* Species ability: Flight
* Species protection: Cannot be seduced
* Species weakness: Hollow bones (weak to blunt attacks).
Centaurs
Exactly what it says on the tin. Centaurs can be based on horses, donkeys, mules, zebras, unicorns, seahorses (for the wavelands), onager, or any hybrid. Their hair will match their coat, they will often have a hot temper, and cannot live in Aterra or the Cyber-Alliance. Often using polearms, staffs or other spear weapons, these types are definitely not the stealthy sort, and are more or less impossible to train as a sneaky class unless justified.
* Lives up to 60 years
* Species weakness: Cannot tumble, or navigate thin planks.
* Species ability: Rideable
Aliens
To be filled in in the future.
Robots
Starting solely in Aterra or the Cyber-alliance, a robot that has gained the will to do what it wants can be good to play as. They must be around a technologically-adept character, or be technologically-adept themselves, however, as they do not naturally heal on their own, but they also do not feel pain. A Robot can look like virtually anything it's designed for.
Robots generally do not pray, but can. They cannot be mages unless they are chronomancers or technomancers, and cannot be healing priests or shamen.
Robots, like angels, are asexual. They can make friendships, and might be interested in love, but they don't care about gender or sex.
* Lives up to 100 years or more, but becomes obsolete after three.
* Species ability: Cannot be seduced, thinks rationally.
* Species weakness: Cannot heal without stopping for repairs, or the aid of a technopath.
Animal-Human Hybrids (creatures)
Any animal crossed with any human in a way that doesn't fall into another category. These characters can be virtually any animal hybrid, with more human or more animal appearances, but they can only be a hybrid of one animal species. (No horse/bird/human hybrids or whatever.) The animal in question will have drawbacks equivalent to the character.
1. Bird-based characters will have hollow bones like angels
2. Amphibious characters will dry out when away from water
3. Fish-based characters will not function outside of water unless they are water mages
4. long-furred characters have the same drawbacks as werewolves
5. Horse-based characters have the same drawbacks and bonuses as centaurs
Etcetera.
* Lives to be about as old as the oldest their creature lives to.
* Drawbacks vary depending on creature
* Bonuses vary depending on creature
Fairies
Small, frail creatures. Fairies have virtually no strength since they are -at most- a foot and a half tall and a foot wide with wings at full extent. To make up for it, they have intense speed and wisdom. Fairies cannot be fighting classes, hunters, or plague doctors. Fairies have hollow bones, and cannot fly if their wings are injured until their wings are healed. Fairies cannot use weapons bigger than scalpels, but can use magic without needing a channeling item (such as a wand) if they have the appropriate scrolls.
* Lives to be about 30 at most, but would retire after about 18. (Becomes human equivalent of 18 at two and a half years).
* Species ability: Flight
* Species ability: Magic channeling
* Species drawback: Hollow bones
* Species drawback: tiny
Dragons
Big, scaly, and inteligent. Dragons player-characters can be only slightly bigger than horses or as small as housecats. They have hollow bones, and can carry as many player characters as their size will allow. They have plenty of strength, but cannot play as stealth classes, and have low charisma, so they are useless at entertainer classes. Dragons do not have thumbs, and therefore cannot use weapons. Magic-based dragons do not need to channel their magic through weapons like wands or staffs, and fighter-based dragons do not need to buy weapons because of their claws and fire breath. Dragons have natural immunity to heat, cold, and bladed weapons. Dragons cannot wear armor.
* Can live to be up to 1,000 years old or more
* Species bonuses: Scaly hide (protects against blades), Magic channeling, Natural weapons (claws, teeth, breath), Natural immunity to heat and cold, Ridable, Flight, Intimidating roar (See werewolf howl).
* Species drawbacks: Cannot wear armor/clothes (bags not included), Cannot hold weapons, No charisma, Little to No bardic ability, May be spontaneously hunted or attacked because of appearance.
Draco-humans
Draco-humans are dragon-human hybrids. Resistant to heat, cold, and bladed weapons, these classes have thumbs, so they can use weapons. They do need wands, staffs, or other channeling items if they are mages. They can fly, but cannot carry more than one human in their arms, and not while carrying a heavy pack. Draco-humans can wear armor. Draco-humans can be any class.
* Can live up to 300 years
* Racial bonuses: Resistant to heat, cold, bladed weapons; can fly
* Racial weaknesses: Low charisma, disliked by humans and dragons
Sphinx
Sphinxes have naturally high intelligence, and natural claws. Any time a sphinx asks a riddle, it has a fifty-fifty chance of entrancing any speaking character who has not been asked a riddle by that same sphinx before until it gets hit, is disturbed, or solves the riddle. Sphinxes cannot be healing classes, and can only start from locations ranging from small down to uncivilized areas, as they are very private characters. These types of characters may dislike most other characters, begrudging those who are smarter and getting easily irritated with those with less inteligence. Sphinxes automatically operate on blue-and-orange morality, under "obsessive" or "Obsessive compulsive". They will obsess about riddles, or might ask everyone they meet a riddle in order to see if theirs are challenging enough. They'll often play mind games. Sphinxes are NOT immune to other sphinx's riddles. Sphinxes are heat-resistant, but weak to cold areas.
Sphinxes can come in lion-with-human-head variety, or in catlike-human variety. Not the same as feline anthro.
* Lives up to 600 years
* Racial abilities: Incredible patience, Sphynx's Riddle, Natural weapons (claws), heat resistant
* Racial weaknesses: Cold weakness, Prefers Solitude, Low Charisma, Blue-and-Orange morality preference, Cannot be healing classes
Elves
Elves are like humans, but with weaker bones. They are less likely to be warrior classes, and if they are they will be mixed warrior-and-stealth or warrior-and-magic styles. They can live in any location, are fairly tall creatures, and prefer fineries, so they are less likely to live in underpopulated areas. Elves are high-and-mighty, often operating on blue-and-orange morality to some degree. They tend to have high charisma, though, so they make up for it. They are generally like humans, only taller, leaner, more magical.
* Lives up to 400 years
* Racial Bonus: Higher Charisma, High inteligence
* Racial Weakness: Blue-and-orange morality preference, Blunt weapon weakness, stuck-up
Dwarves
Dwarves are stout creatures, and are essentially humans. They are simply stronger sorts, and shorter. They are also better drinkers, generally, but that owes to their locational heritage, not their stature. Dwarves are cold-resistant, and can start in the Frozen Tundras, or any other location any other human or elf can start from.
* Same lifespan as humans
* Racial bonus: High strength, cold-resistant, Drinking talent, cold-resistant
*Racial weakness: Short temper, occasional Napoleon complexes.
Grunloch
Grunlochs are creatures from Meradil. They have bright hair that gets brighter as they get old enough to mate, pointy ears with tufts of fur on them, four dull scales on their foreheads that parts their hair, with matching dull scales around their eyes, like a dragon might have. They also have dull scales on their knuckles, as they like to fist fight. Their skin is often a more muted colour, with patches of the same bright colour as their hair, in various spots and styles. They have human dimensions, but dragon-like tails with tufts of bright fur on the ends. The scales are the same muted colours as their knuckle-scales and hair.
Grunlochs have scottish accents, generally. They can have any bright hair/eye colour (it will be the same colour), and love shiny objects and getting into fights. They're not bright enough or patient enough to read or learn magic, so they can't be healer or mage classes (except for Shaman class). They've got a strong sense of honour, but it's the "honour among thieves" kind of honour. They also tend to flirt with anything that moves, regardless of species, but they're easily rejected. Their attention spans are incredibly short, they love to be entertainers, can breed with most humanoid creatures, and love riddles.
Grunlochs can be hunters, but cannot train any animal that isn't reptilian or farm-related. Grunlochs are good swimmers, climbers, and can naturally fist-fight. They're quick to get into scraps, but can never hold grudges, so if you piss one off, you're likely to get a punch to the jaw, then share a drink over lunch.
Grunlochs don't tend to like heavy armor, but already have good defence, and will wear armor if they must. Can survive in hot or cold environments, but they prefer warm or moderate temperatures best.
A picture of a Grunloch: (Pardon the legs, they should be human-like legs, but with paws or lizard-like back claws without boots.)
i14.photobucket.com/albums/a311/pentharis/Grunloch.jpg
*Lifespan: 60-80 years
*Racial bonuses: Natural weapon (Scale knuckles), All-weather compatible, Swimmer, Climber, drinking ability, can't hold a grudge
*Racial weaknesses: Womanizing, Can't be magic-using classes except for Shaman, Loves shiny objects, bad with non-reptilian or non-farm animals
Unborn Children
Living entirely in the Black Lands, these beings were those that died before they were born, and have grown under the care of a mysterious fourth god. They seem to be benevolent, but those who have pets have Judas Goats, black goats the size of massive dogs with big horns and the headbutt of a bull. No matter how nice the owner, the goats are always in the Evil alignment category. What's up with these guys? Only traveling to the Black Lands will tell.
These characters have black, rocklike skin with red glowing from the cracks. Their eyes are red and their hair is frequently ashy black, but they are incredibly kind, almost to a suspect degree...(NON-PLAYER-CHARACTER RACE (for the moment).)
*Lives forever(?)
Racial Bonus: High Charisma (despite looking terrible), doesn't breathe.
Racial weakness: Weak to cold, cannot be raised from the dead (already raised).