Of the many races of Mundus Verden, only a few have earned the right to be considered a civilized race. These races are the Humans, Dwarves, Elves, and Gnomes. Each of these have their own advantages and disadvantages, their own cultures and history. In addition, and with few exceptions, these are the races all players will have to choose from when creating a character. So choose wisely.
Posted: Wed Jan 08, 2014 4:16 pm
Humans
Description
Humans are the most diverse of the civilized races, boasting many shapes, sizes, and skin colors. They are also the race with the most cultural diversity, being naturally inclined to spread and explore. Humans were the most common race before the great war, and ruled many of the kingdoms. It was the humans that built Sedem Reges, long considered the capitol of the known world, and the only ancient city still standing. Humans have no leaning towards any particular art or skill, instead being equally capable in all of them, able to learn almost anything, albeit with more effort than races with a greater propensity. It is the human's natural inclination to spread and adapt to anything that gave them their place at the head of the social ladder once, and may yet again.
The human lifespan is short when compared to that of a dwarf or especially an elf, with the eldest of humans being considered lucky to see their hundredth year even with the use of magic to retain their good health. It is therefore quite rare to see a human beyond even the age of fifty living the life of an adventurer, as their bodies have already begun to become more frail at a time when other races are barely coming into their own.
Requirements
► There are no special requirements to become a Human.
Statistics
► Average Height: Being one of the taller civilized races, adult humans range in height between five and six feet, with the tallest occasionally reaching seven. Even human children reach a height of three to four feet early in life. ► Average Weight: The average human adult weighs between 150 and 200 pounds, with children falling in the range of 60 to 90. Larger adults, with more muscle, can weigh as much as 250 pounds with no encumbrance. ► Alignment: Neutral ► Language: Civilization Standard
► Diet: Omnivorous ► Food Points: 100 ► Metabolism: Normal
Racial Traits
► Broad Specialization: Humans, while they have no natural leaning towards any particular skills, are nonetheless capable of easily learning and mastering new things, often displaying more talents than other more focused races. ► May choose two Specialization Traits.
► Skilled Tradesman: Humans, excelling in anything they do, often learn more than one skilled trade, and do so more easily than other races. ► Trade skills cost half SP to learn.
Racial Skills
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Posted: Wed Jan 08, 2014 4:17 pm
Dwarves
Description
Short, stout, and solid, dwarves greatly resemble the stones in the mines they so love, in both appearance and personality. Dwarves are rough and stubborn, with little regard for pomp and circumstance. All male dwarves are born with a full beard which continues to grow throughout their entire life, and a shaven beard is a mark of shame. Dwarves care little for magic, and hold little aptitude for it, preferring instead to rely upon their brute strength, and smash their enemies as they do the stone of their mines. With their picks, hammers, fists, and beards.
Dwarves possess a long life span, some saying they are as enduring as stone, while others say they're just that stubborn. Regardless of which you choose to believe, dwarves can live well past their hundredth year, though few survive beyond two hundred. Even an old dwarf though, often remains just as strong as in his youth. This, most agree, is purely stubbornness.
Requirements
► There are no special requirements to become a Dwarf.
Statistics
► Average Height: Dwarves are quite short, with adults ranging from three to four feet in height. Even the tallest dwarves never reach five feet. Dwarven children grow quickly to their height, with the average child only being about six inches shorter than an adult. ► Average Weight: Dwarves are solid creatures, built over generations to be as tough as the rocks around them. The average adult dwarf can easily weigh as much as a human twice their height, ranging between 150 and 250 pounds. It is only around the 300 pound mark that dwarves begin to consider themselves overweight. Even dwarven children range between 90 to 150 pounds. ► Alignment: Neutral ► Language: Dwarven, Civilization Standard
► Thick Skin: Most dwarves are born to a life of hard work and trial, and thrive in it. As a result of this, a dwarf quickly develops a level of toughness most other races cannot comprehend, and their skin toughens over time, to become almost a layer of armor on it's own. ► +1 Armor per Character Level
► Weak Magics: Dwarves have little aptitude for magic, and require more work than any of the other civilized races to become a powerful mage. ► Magic costs double SP to increase.
Racial Skills
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Posted: Wed Jan 08, 2014 4:18 pm
Elves
Description
Standing tall above the other three races, the elves are the tallest civilized race, and the most proud. Elves have unique long pointed ears, and very smooth features with sharp edges and definition, making them highly attractive. These points only increase their pride. Elves consider themselves the best of the races, for the listed reasons and more. They have a very advanced cultural side, loving fine art and architecture, a great fondness for nature, and the beauty therein, and to top it all off, it is said that magic itself runs through the blood of elves. Many elves become powerful mages, taking advantage of their extreme aptitude for magic.
Elves have a very long lifespan as well, with their young only truly reaching adulthood at around fifty years of age. Even then they are considered a young adult, with elders being over 200 years old. It is said that the oldest of elves may reach well into their fifth century.
Requirements
► There are no special requirements to become an Elf.
Statistics
► Average Height: Elves boast the tallest average height of the civilized races, with an average adult height ranging from six to seven feet, with some even reaching as far as seven feet tall. Their children range anywhere between three to five feet in height. Elven children grow very slowly, only really passing human children in height in the later years of their childhood. ► Average Weight: Despite their increased height, elves are thin and light, sharing the same average weights as humans. 150 to 200 pounds for an adult, 60 to 90 for a child. ► Alignment: Neutral ► Language: Elven, Civilization Standard
► Diet: Omnivorous ► Food Points: 100 ► Metabolism: Normal
Racial Traits
► Elven Magics: Whether it is true that magic runs in the blood of elves or not, the fact remains that the race has a strong aptitude for the arcane arts. ► ½ SP cost to learn Spells
► Low Strength: Countering the Elves magical potential, their slight builds afford them little strength, and it is hard work for an elf to build up the musculature necessary for feats of strength. ► Strength costs double SP to increase.
Racial Skills
►
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Posted: Wed Jan 08, 2014 4:19 pm
Gnomes
Description
The gnomes share a great deal of their features with the elves, despite being opposites on the size scale. Most gnomes share the elve's pointed ears and smooth features, seeming as if they were in fact simply miniature elves. Gnomes are often noted for their curiosity and their wit. Being the smallest of the civilized races, they learn early on in life not to take themselves too seriously, because nobody else will either. As a result, many gnomes enjoy a good prank or joke. Gnomes possess average skill in most areas, but excel in speed and agility. Being so small lends itself well to being nimble, and able to dart about at high speeds. On the other hand, they aren't very strong, and have a hard time matching up to their larger counterparts.
Gnomes have the shortest lifespan among the four races, with only the eldest surviving past fifty years of age. Many attribute this to their small size as it is commonly believed that their faster working bodies are worn down faster than their larger counterparts. The truth of the matter is unknown however, and irrelevant.
Requirements
► There are no special requirements to become a Gnome.
Statistics
► Average Height: As the smallest race, adult gnomes stand a mere 18 to 24 inches tall, with the tallest gnomes straining to reach three feet, and that in itself is incredibly rare. Gnomish children are much smaller still, standing anywhere from six inches to a mere foot in height. ► Average Weight: As the smallest race, gnomes are also the lightest, with adults weighing a mere 30 to 40 pounds, and children 10 to 20. ► Alignment: Neutral ► Language: Gnomish, Civilization Standard
► Small Frame: Being significantly smaller than everyone else has as many benefits as it does disadvantages. Large enemies, being so used to fighting opponents of their own size, find a gnome rather difficult to strike. ► Agility is counted as double when avoiding enemy attacks.
► Small Muscles: Gnomes, being so small, have a difficult time carrying large and heavy items, and become quite easily encumbered as a result. ► Can only lift 5 Pounds per Strength Point.
Racial Skills
►
Posted: Wed Jan 08, 2014 4:22 pm
Secondary Races
In addition to the four basic races, there are some options all players gain access to in some way or another to improve upon their race. There are a number of different options, some of which can be applied for, some of which require specific conditions in game, and some which cannot be chosen by the player at all, but rather occur during normal gameplay. These are called Secondary Races, and may be applied to almost any basic race, including races not normally allowed for players. Most are not, however, compatible with each other.
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Posted: Wed Jan 08, 2014 4:24 pm
Zoanthropes
Description
Zoanthropes are a mystery of nature. Whether they are the byproduct of crossbreeding, an anomaly of magic, or a disease similar to Lycanthropy, none can tell. What is known, is that any member of any race has the potential to be a zoanthrope. What a zoanthrope is, is a blend of two species. The Zoanthrope's base species, and one other, which is always an animal type race. The zoanthrope is capable of transforming their body between these two forms at will and as needed. Most zoanthropes take on characteristics of their secondary form even while in their normal form, such as acting on animal instincts at times, or even using a partial transformation to keep extra body parts from their second form.
Requirements
► To become a Zoanthrope the applicant must apply for the race in the Alternative Race Applications thread. Any basic race may become a Zoanthrope.
Statistics
► Size: A transformed Zoanthrope's animal form scales itself to about the same size as the zoanthrope. This often results in a creature that is much larger or smaller than it would be normally. ► Weight:The animal form's weight is also usually about the same as the zoanthrope's base form, though may occasionally change drastically according to species, such as a bird weighing less due to their lighter bone structure. ► Alignment: Neutral ► Language: Beast Tongue
Racial Traits
► Animalistic Trait: Every zoanthrope is unique, but each of them have one thing in common. All zoanthropes have at least one trait borrowed from their animal form, which remains active even when in their natural form. Because there are so many possibilities, this trait must be applied for in Custom Traits upon character creation. ► Zoanthropes receive one free animalistic trait on creation, and may purchase more starting at 5 SP each, with an additional five per trait added.
► Animal Senses: An animal's senses are highly advanced. They can identify a weak scent from a distance of several feet, or a strong one from as much as a mile, and even smell emotions on another creature. They can hear subtle sounds, like the changing of the wind or ants walking across the ground, and so on. All of an animal's senses are to this degree, unless specified otherwise. ► All senses enhanced while in animal form. Individual senses enhanced while partially transformed.
Racial Skills
► Animal Transformation ► Prerequisites: Level 3 ► SP Cost: 3 SP ► Class: Neutral ► Energy Cost: 1 ► Description: This skill is what allows Zoanthropes to take on their animal forms. By a small expenditure of energy, the zoanthrope calls upon the animal locked inside of them, and brings it to the fore, enforcing the change upon their body. The process is painless, and depending on the size difference between the user's bodies, can take anywhere from a mere moment to several seconds, with larger forms taking longer to transform into. When in animal form, the user gains the Animal Senses trait, as well as a full set of animal instincts, which they can choose to follow or ignore. The user's animal form retains the same stats as their normal form, but includes all the natural advantages of the new form, such as claws and fangs. To end the transformation, the user simply uses the skill again, bringing their normal form out. This skill is a complete transformation, and leaves the user in either full animal or fully normal form, with no middle ground. While transformed the user is only capable of speaking the Beast Tongue, and cannot speak in their normal languages.
► Partial Transformation ► Prerequisites: Level 5, Animal Transformation ► SP Cost: 5 SP ► Class: Neutral ► Energy Cost: 1 ► Description: Via partial transformation, a zoanthrope is able to call up a single part of their animal form instead of the full form, applying that change to their normal body, scaled appropriately. This could grant a cat Zoan a tail or ears, a bird zoan wings, and so on, all of which work as they would in full animal form. This skill only works on one part at a time however, and to gain more than one would require additional uses of the skill. Parts that come in pairs such as wings or ears count as one for the purposes of the transformation, though the user can form only one if they wish.
► True Transformation ► Prerequisites: Level 5, Animal Transformation ► SP Cost: 10 ► Class: Neutral ► Energy Cost: 2 ► Description: With a fair amount of practice, a Zoanthrope is able to learn a finer degree of control over their animal form. In this instance, they are able to control the size of their animal form. With this altered version of the animal transformation, the zoanthrope is able to transform into an animal, not scaled to the size of their base form, but to the true size of the beast their form is based upon. Like with the basic transformation however, the user's stats do not change in any way.
► Reverse Partial Transformation ► Prerequisites: Level 20, Partial Transformation ► SP Cost: 15 ► Class: Neutral ► Energy Cost: 1 ► Description: A much more complicated skill, powerful zoanthropes are capable of transforming normal body parts onto their animal form. This can result in such things as turning forelegs into arms, or turning an animal head to a normal head. The uses of this are less obvious than normal partial transformation, but can still have their place, such as using a normal head or mouth to speak in a normal language instead of the beast tongue, without returning to normal form.
Posted: Wed Jan 08, 2014 4:25 pm
Lycanthropes
Description
Commonly thought to be a disease, or a curse, Lycanthropy is one of the most dangerous viruses known. Transferred by the bite of a carrier, the disease alters the very genetics of it's host. A lycanthrope is a person who is forced by their own body to transform into a vicious monster, half man, half wolf, and attack anything and anyone around them. In their transformed state the lycanthrope has no control over their own actions, and instead follows the instincts of the wolf, with one goal above all else. Spread the disease, and if that is impossible, kill. Gifted with a powerful body, they are considered one of nature's greatest killing machines, and these dark creatures are looked upon with constant fear that they could snap at any time and attack even their closest friends. This fear leads to Lycanthropes being looked down upon and isolated, which in turn, fuels the anger of the beast.
Requirements
► Becoming the Beast: It is only possible to become a lycanthrope by being bitten by a transformed lycanthrope. Any humanoid race can become a lycanthrope, with a few exceptions. Zoanthropes, already having embraced their inner beast, are immune to lycanthropy. The lycanthropic curse has no effect on races with transformation powers. And Vampire blood neutralizes the disease. The lycanthropic curse is purged from the body on death, thus any undead or resurrected being will no longer bear the curse.
Statistics
► Average Height: A transformed Lycanthrope's height is generally increased by about 25% of their normal height. This causes them to tower over others of their base race. ► Average Weight: The weight of a transformed Lycanthrope is usually increased by about 25%, making them quite heavy. ► Alignment: Dark ► Language: Beast Tongue (While Transformed)
► Diet: Carnivorous ► Metabolism: Double
Racial Traits
► Animal Senses: An animal's senses are highly advanced. They can identify a weak scent from a distance of several feet, or a strong one from as much as a mile, and even smell emotions on another creature. They can hear subtle sounds, like the changing of the wind or ants walking across the ground, and so on. All of an animal's senses are to this degree, unless specified otherwise. ► Enhanced senses in both Natural and Transformed states.
► Beast Form: A transformed Lycanthrope is a powerful and dangerous thing. Their wolf-like body boasts sharp claws and fangs, and powerful muscles, as well as a high aptitude for speed. In beast form the lycanthrope's Strength and Agility are both increased, while their Intelligence in turn drops significantly, leaving them more inclined to move and act by instinct than planning. The beast form lasts until the character's Endurance has drained to Zero, at which point they are returned to their normal form. ► +25% Strength & Agility, -50% Intelligence while Transformed.
► Allergic Reaction: Lycanthropes are extremely allergic to silver. Why this is is unknown, but skin contact with silver in either form results in extreme pain for the lycanthrope. To a Lycanthrope, silver feels as if it is super heated, causing severe burns wherever they are touched by it. One of the easiest ways to identify a lycanthrope is that most will refuse to make purchases or sales in silver as a result of their allergy. Because of this weakness, many who consider themselves monster hunters carry weapons made of or coated in silver when facing lycanthropes. ► Silver causes burns and extreme pain.
All listed percentages are rounded Down.
Racial Skills
► Lycanthropic Transformation ► Prerequisites: Autolearned by all Lycanthropes ► Class: Dark ► Description: Whether it be a disease or a curse, Lycanthropy is controlling. When the lycanthrope is at their weakest point, the wolf begins to emerge, and take over. When a lycanthrope's Endurance drops below 50% of their current maximum the player must begin rolling a single twelve sided die every post. If a one or a twelve is rolled, the character is taken over by their wolf. The chance of being taken over slowly increases as the character grows weaker, as at 25%, they must instead roll a six sided die, with one and six being the target numbers. At 10% the die changes to a four sided die, with the numbers of one and four. When a target number is hit, the character immediately transforms into their beast form. Transforming gives the lycanthrope a stamina boost, filling up their endurance by 25% of their current maximum. However, a transformed lycan drains endurance twice as fast as normal, losing two points per post.
This transformation is incredibly painful, as the victim's body twists, stretches, and reshapes itself to fit it's new form, and once it is complete, the victim has no control over their actions, as their body aggressively attacks anyone and anything near it in an attempt to infect, kill, or feed.
► Infection ► Prerequisites: Autolearned by all Lycanthropes, Must be in Lycan form ► Class: Dark ► Description: The bite of a transformed Lycanthrope is highly infectious, capable of turning the victim into a lycanthrope as well. When bitten, the victim must roll a twenty sided die. If the roll is between 1-5 or 15-20, the victim is infected. If the infection does not take place however, they become immune to the virus and can never become a lycanthrope by this method. A newly infected lycanthrope does not immediately transform, but instead becomes capable of transforming after their next sleep cycle, following the normal rules.
► Acceptance ► Prerequisites: Level 30 ► SP Cost: 15 ► Class: Dark ► Description: With time and effort, some Lycanthropes come to accept their wolf side, and even embrace it. With this acceptance, they stop automatically resisting their wolf, and instead are able to release the wolf at will, initiating their transformation. Transforming in this way is significantly less painful than normal, and does not require the Lycan to be tired and weak, making it less trying on the lycan. However, this style of transformation does not grant the usual stamina boost, nor is the user able to seize control while transformed.
► Control ► Prerequisites: Level 50, Acceptance ► SP Cost: 25 ► Class: Dark ► Energy Cost: 15 ► Description: With enough skill and power, a Lycanthrope is able to suppress their wolf entirely by application of Energy, and temporarily take full control over their curse. With this skill, the user is able to initiate a painless lycanthropic transformation at any time, and retain their human mind while in their beast form. Transforming in this method does not grant the stamina boost of a normal transformation, but the user does still gain their 25% boost to Strength and Agility, without losing their Intelligence.
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Posted: Wed Jan 08, 2014 4:25 pm
Half Blood
Description
More common than any of the races, civilized or otherwise, care to admit, half bloods are the offspring of two parents of different races. Humans, being so much more prevalent than the other three common races, tend to have the most half bloods as members of their race breed with the other three.
Half bloods are not limited to the four races however, as couplings can occur between any compatible species. Any humanoid species capable of sexual reproduction can birth a half blood.
As one who is both a part of a race, and not at the same time, half bloods often feel the strongest weight of prejudice from pure bloods of any race, sometimes even to the extreme of being seen as little more than a common monster. Half bloods having only half of one of the four races, with their other half being from a humanoid monster, are especially victim to this, and often are not even allowed within the walls of most cities and villages. It's little better for them with their other parent, as many uncivilized races are even less tolerant of interracial couplings than the four.
However, for all that they lose socially, half bloods can have many advantages physically, as they take on characteristics of both their parent races.
Requirements
► Half Bloods are available by application only. ► Cannot be first character.
Statistics
► Average Height: A half blood's height is most generally an average of their parent race's, falling somewhere between the parent's heights. ► Average Weight: A half blood's weight is most generally an average of their parent race's, falling somewhere between the parent's weights. ► Alignment: A half blood's alignment is averaged by their parent races. Two dark parents result in a dark half blood. A dark and a light result in neutral, while a dark and a neutral result in a neutral with dark leanings, at -25 points. ► Language: A half blood begins with all languages known to their parent races.
► Diet: A half blood's diet is averaged by their parent's diet. ► Food Points: A half blood's Food Points are averaged by their parent's. ► Metabolism: A half blood's metabolism is equal to the average of their parent's metabolisms.
Racial Traits
► Mixed Blood: Half Bloods have access to all the talents of their parent races. Beginning life with one trait from each, and being able to develop more over time as their blood strengthens. ► Begin with one Trait from each parent race. May buy more traits for 5 SP each, plus five per trait.
► Hybrid Talent: Half Bloods have the distinct advantage of having two, rather than one, source of racial skills, as both their parent races provide them the opportunity to learn. ► May learn Racial Skills from both parent races.
► Genetic Mistake: One difficulty Half Bloods face, and one reason many pure races look down upon them, is the chance that any flaws in their parent's genes are more likely to appear in the half blood than they would be in a pure child, creating severe weaknesses at times. ► Half Bloods must take all negative traits from both parents.
► Dirty Blood: Half Bloods are often considered impure, dirty, and little more than animals by many people. As a result, it becomes harder for a half blood to earn respect from organizations or some individuals, and some shops might attempt to rip them off, if they sell to them at all. ► -25% To Relationship Gains, +25% to Relationship Losses. +25% to Buying Prices, -25% to Selling Prices.