Post by Lady the Admin on Jul 19, 2018 3:07:16 GMT
Entries must have at least 2 votes to qualify for the EP, except in the event where literally nothing has any higher number of votes. You may vote up to 4 choices. You may change your votes at any time during the voting period. Voting ends midnight 7/25. Ties will be broken by a public dice roll in the discord server. Underlined are edits I have made.
RACE: Scalefolk
Scalefolk claim to be the descendants of dragons. While they initially resemble humans and elves at a distance, with dragon-like wings and a tail added on, a closer look shows that their limbs are just as scale-coated and dragonic. (The cosmetics of scale color and the possibility of horns left up to players.)
Racial Ability: Elemental empowerment. Select 1 element type at character creation. Once per battle, you can make an attack of that element deal damage one power level higher. (Weak becomes Light, Light becomes Moderate , etc. Epic attacks cannot be buffed in this way.)
Caps at Strong.
Racial Drawback: Wings make you a larger target, Scalefolk receive one less dodge (bring your base total to 2 dodges a combat.)
RACE: Raptor
A species of reptilian humanoids characterized by their scaly skin, tails, claws, and snouts. Some may have additional features such as horns, spines, or gills.
Racial Ability: Natural Weaponry - A raptor's claws make good weapons in a pinch. Unarmed attacks deal Light physical damage, and the raptor's natural affinity for their own claws allow one claw attack per round to deal 2x light damage.
Racial Drawback: Cold-Blooded - Raptors are very sensitive to changes in temperature, and take extra damage from Fire and Ice attacks.
Treat them as one power level higher than listed. Caps at Strong.
RACE: Cthulite
Humanoids that are either very pale or very, very dark with alien eye colors and a pair of prehensile tentacles.
Racial Ability: Multi-limbed. You're able to manipulate more items more efficiently than the average humanoid. You may take a 4th action per turn if it involves manipulating a non-weapon item.
Racial Drawback: Offputting. You look so much like a monster that NPCs in PVP enabled zones will attack you on sight if you don't have a regional rep of at least 20.
RACE: Dhampir
Dhampir are the misbegotten children of vampires and mortals. They appear to be eeriely beautiful humans with unsettling red or black eyes and elongated canines. In daylight, their skin possesses a sickly pallor, with darker-skinned dhampirs having a bruised appearance. Out of the sun, however, they look almost normal. Almost.
Racial Ability: Though not as powerful as their vampiric sires, dhampirs are still creatures of the night. You twist Dark effects to your own advantage. Take Dark attacks as if they were healing effects of one power level lower. (Moderate is Light, Light is Weak)
Racial Drawback: Dhampirs bear the taint of undeath. Creatures and players that deal Bright damage do stronger damage against you, and normal healing doesn't work as well. Take Bright attacks as if they were one power level higher (Weak is Light, Light is Moderate, etc.), Caps at Strong, and healing effects as if they were one power level lower.
RACE: Werewolf
The typical transforming human of legend and folklore. Under normal circumstances, werewolves will have a mostly human appearance. Werewolves can have wolf ears while lacking human ears, a wolf tail, sharp teeth, and long sharp nails [cosmetics decided by user]. Werewolves can willingly activate their werewolf transformation once a night. While this does make them stronger and they have control over the form, a drawback is that they become more aggressive and violent.
Racial Ability: Disease Resistant. Werewolves take debuffs at one power level lower and for 2 rounds shorter duration. If the duration would be 2 rounds, negate it completely. If the debuff would not have a duration, give it a duration of 4 rounds.
Racial Drawback: Animalistic Aggression. When transformed, werewolves will be more focused on attacking than anything else, heavily reducing their dodge ability by 2.
RACE: Kitsune
Mischievous and sly, Kitsune are legendary foxes able to shapeshift between a human form, a fox form, and an illusion of their choice. They enjoy wreaking confusion and havoc above all else as their illusions confuse every person they meet. They are easily identifiable with their pointed ears and several fox tails (never going above 9). Some believe that a kitsune with 9 tails bring great luck, while a kitsune with 3 tails bring great misfortune. They're fast on their feet
Racial Ability: Can transform into literally anything that isn't gamebreaking (mod discretion). Of course, they do not gain powers associated to what they're transforming into because it's only an illusion.
Racial Drawback: Because they are lighter on their feet, they are physically more frail. All attacks against a kitsune will be treated a level higher (ie: weak becomes light, light becomes moderate). Caps at Strong.
RACE: Fairy
Fairies are whimsical creatures who can be equally charming as they can be frightening. Bound by unusual rules of their race, they tend to choose their words carefully, and anyone who tangles with them would be wise to do the same.
Racial Ability: Alluring. Once per thread, charm an NPC into acting as though you had +40 rep with their region. Only good for one request/action and then it wears off. NPCs ARE aware they were bespelled by you. Does not work on enemies actively attacking you.
Racial Drawback: Truthbound.Unable to abandon a quest. Huh, strange, that USED to be the way the race worked in the game but that doesn't seem to be the case anymore. But it does look like you can't lie anymore…
RACE: Oozans
commonly referred to as Slime People, these humanoid, intelligent slimes are a curious sort. While viewed by other races as simplistic, perhaps due to their slimy appearance, they are a surprisingly spiritual people who simply don't think it's worth worrying over the little things.
Racial Ability: Amorphish. Though most of their biology is similar to other humanoids, the flexible and elastic nature of their gooey bodies make them well adapted to avoiding physical damage. Gain +2 Dodges, but Only against Physical attacks.
Racial Drawback: Gooey. Though the opaque goo that makes up the majority of their bodies holds up against most attacks, forceful blasts of water can harmfully dilute it. Water attacks are treated as one power level higher and worth +1 wounds at original power level against Slime People.
Caps at Strong.
RACE: Halfling
The titular halflings are characterized by their small stature, pointed ears, and large hairy feet. Some say their kind were blessed with eternal luck by an ancient deity. Regardless, they have an uncanny knack of both getting into and getting out of dangerous situations.
Racial Ability: Lucky. Once per thread, a halfling can turn luck in their favor, either causing a single attack to strike more accurately (undodgeable), or have an attack by an enemy be less effective than normal (dealing one tier less damage).
Racial Drawback: Tiny Legs. Due to their small stature, halflings can't cover nearly as much ground as other races. During combat, movement beyond close range takes an action.
RACE: Phantom
Ghost, Specter, Spirit, Phantom, whatever you want to call them, they're all generally the same thing... I think. Phantoms are those who have passed, but didn't move on. They're transparent, can float through walls, and vary in color and appearance. They can be ghosts of any race currently listed, but will lack the racial perks. Instead they will have perks befitting their current predicament.
Racial Ability - See-through. Can turn invisible and void any attack thrown at them for an entire turn, but also can't attack. This can be used once every seven turns. Can either turn invisible as first action to negate previous turn's damage or as last damage to negate upcoming turn's damage.
Racial Drawback - Overstayed Welcome. Phantoms aren't exactly meant to stay in this plane of existence so, regardless of alignment, Bright attacks are treated as one power level higher.
Caps at Strong.
RACE: Half-Elf
Lacking a homeland of their own, half-elves tend to be charming wanderers, unfortunately, they have inherited some of their elven parents frailty.
Perk: Half-elves are largely welcomed by NPCs. You start with 10 reputation in every zone, and your cap is 110 instead of 100.
Drawback: The first hit you take in a fight is treated as if it were one power level higher.
Caps at Strong.
Race: Orc
Orcs are a powerful and proud race, with a long and distinguished history that often is overshadowed by their equally impressive history in warfare. Orcs are seen as a brutal and vicious people, but a more accurate reading of their cultural values show that survival, not bloodshed, is what is valued among Orc circles.
Racial Ability: Orcs are a naturally strong hardy people, as such, twice per combat an Orc can deal damage 1 power level higher than normal.
Caps at Strong.
Racial Drawback: Orcs are not a nimble people, so instead of receiving 3 Dodges Orcs initially get 3 Blocks which decrease damage by one power level instead of negating damage completely.
RACE: Ifrit
Ifrit are thought to be distantly related to creatures of fire such as efreeti or fire elementals. Others think they may be the result of a parent or more distant ancestor's excessive use or exposure to Fire element abilities and spells. Regardess, they resemble elves with some fiery aspect, such as flamelike hair or skin the colour of polished copper or brass.
(Cosmetic aspect of ifrit entirely up to you at character creation.)
Racial Ability: Fire & Ice Resistance. (Choose one) You treat Fire and Ice-based attacks as one power level lower. (Light becomes Weak, Moderate becomes Light, etc. Weak is completely negated.)
Racial Drawback: Water vulnerability. Creatures and players that deal Water damage do stronger damage against you. Take Water attacks as if they were one power level higher. (Weak is Light, Light is Moderate, etc.)
Caps at Strong.
Icey Incompetance. Any items an Ifrit uses that have an Ice Element effect are treated as one power level lower, and an Ifrit cannot have any Ice Element abilities that exceed Moderate.
RACE: Undine
Undine are thought to be distantly related to creatures of water such as mermaids or water elementals. Others think they may be the result of a parent or more distant ancestor's excessive use or exposure to Water element abilities and spells. Regardess, they resemble humans with aquatic features, such as fishlike scales or webbed hands/feet.
(Cosmetic aspect of undine entirely up to you at character creation.)
Racial Ability: Water & Fire Resistance. You treat Water and Fire-based attacks as one power level lower. (Light becomes Weak, Moderate becomes Light, etc. Weak is completely negated.)
Racial Drawback: Lightning vulnerability. Creatures and players that deal Lightning damage do stronger damage against you. Take Lightning attacks as if they were one power level higher. (Weak is Light, Light is Moderate, etc.)
Caps at Strong.
Fiery Incompetance. Any items an Undine uses that have a Fire Element effect are treated as one power level lower, and an Undine cannot have any Fire Element abilities that exceed Moderate.
RACE: Scalefolk
Scalefolk claim to be the descendants of dragons. While they initially resemble humans and elves at a distance, with dragon-like wings and a tail added on, a closer look shows that their limbs are just as scale-coated and dragonic. (The cosmetics of scale color and the possibility of horns left up to players.)
Racial Ability: Elemental empowerment. Select 1 element type at character creation. Once per battle, you can make an attack of that element deal damage one power level higher. (Weak becomes Light, Light becomes Moderate , etc. Epic attacks cannot be buffed in this way.)
Caps at Strong.
Racial Drawback: Wings make you a larger target, Scalefolk receive one less dodge (bring your base total to 2 dodges a combat.)
RACE: Raptor
A species of reptilian humanoids characterized by their scaly skin, tails, claws, and snouts. Some may have additional features such as horns, spines, or gills.
Racial Ability: Natural Weaponry - A raptor's claws make good weapons in a pinch. Unarmed attacks deal Light physical damage, and the raptor's natural affinity for their own claws allow one claw attack per round to deal 2x light damage.
Racial Drawback: Cold-Blooded - Raptors are very sensitive to changes in temperature, and take extra damage from Fire and Ice attacks.
Treat them as one power level higher than listed. Caps at Strong.
RACE: Cthulite
Humanoids that are either very pale or very, very dark with alien eye colors and a pair of prehensile tentacles.
Racial Ability: Multi-limbed. You're able to manipulate more items more efficiently than the average humanoid. You may take a 4th action per turn if it involves manipulating a non-weapon item.
Racial Drawback: Offputting. You look so much like a monster that NPCs in PVP enabled zones will attack you on sight if you don't have a regional rep of at least 20.
RACE: Dhampir
Dhampir are the misbegotten children of vampires and mortals. They appear to be eeriely beautiful humans with unsettling red or black eyes and elongated canines. In daylight, their skin possesses a sickly pallor, with darker-skinned dhampirs having a bruised appearance. Out of the sun, however, they look almost normal. Almost.
Racial Ability: Though not as powerful as their vampiric sires, dhampirs are still creatures of the night. You twist Dark effects to your own advantage. Take Dark attacks as if they were healing effects of one power level lower. (Moderate is Light, Light is Weak)
Racial Drawback: Dhampirs bear the taint of undeath. Creatures and players that deal Bright damage do stronger damage against you, and normal healing doesn't work as well. Take Bright attacks as if they were one power level higher (Weak is Light, Light is Moderate, etc.), Caps at Strong, and healing effects as if they were one power level lower.
RACE: Werewolf
The typical transforming human of legend and folklore. Under normal circumstances, werewolves will have a mostly human appearance. Werewolves can have wolf ears while lacking human ears, a wolf tail, sharp teeth, and long sharp nails [cosmetics decided by user]. Werewolves can willingly activate their werewolf transformation once a night. While this does make them stronger and they have control over the form, a drawback is that they become more aggressive and violent.
Racial Ability: Disease Resistant. Werewolves take debuffs at one power level lower and for 2 rounds shorter duration. If the duration would be 2 rounds, negate it completely. If the debuff would not have a duration, give it a duration of 4 rounds.
Racial Drawback: Animalistic Aggression. When transformed, werewolves will be more focused on attacking than anything else, heavily reducing their dodge ability by 2.
RACE: Kitsune
Mischievous and sly, Kitsune are legendary foxes able to shapeshift between a human form, a fox form, and an illusion of their choice. They enjoy wreaking confusion and havoc above all else as their illusions confuse every person they meet. They are easily identifiable with their pointed ears and several fox tails (never going above 9). Some believe that a kitsune with 9 tails bring great luck, while a kitsune with 3 tails bring great misfortune. They're fast on their feet
Racial Ability: Can transform into literally anything that isn't gamebreaking (mod discretion). Of course, they do not gain powers associated to what they're transforming into because it's only an illusion.
Racial Drawback: Because they are lighter on their feet, they are physically more frail. All attacks against a kitsune will be treated a level higher (ie: weak becomes light, light becomes moderate). Caps at Strong.
RACE: Fairy
Fairies are whimsical creatures who can be equally charming as they can be frightening. Bound by unusual rules of their race, they tend to choose their words carefully, and anyone who tangles with them would be wise to do the same.
Racial Ability: Alluring. Once per thread, charm an NPC into acting as though you had +40 rep with their region. Only good for one request/action and then it wears off. NPCs ARE aware they were bespelled by you. Does not work on enemies actively attacking you.
Racial Drawback: Truthbound.
RACE: Oozans
commonly referred to as Slime People, these humanoid, intelligent slimes are a curious sort. While viewed by other races as simplistic, perhaps due to their slimy appearance, they are a surprisingly spiritual people who simply don't think it's worth worrying over the little things.
Racial Ability: Amorphish. Though most of their biology is similar to other humanoids, the flexible and elastic nature of their gooey bodies make them well adapted to avoiding physical damage. Gain +2 Dodges, but Only against Physical attacks.
Racial Drawback: Gooey. Though the opaque goo that makes up the majority of their bodies holds up against most attacks, forceful blasts of water can harmfully dilute it. Water attacks are treated as one power level higher and worth +1 wounds at original power level against Slime People.
Caps at Strong.
RACE: Halfling
The titular halflings are characterized by their small stature, pointed ears, and large hairy feet. Some say their kind were blessed with eternal luck by an ancient deity. Regardless, they have an uncanny knack of both getting into and getting out of dangerous situations.
Racial Ability: Lucky. Once per thread, a halfling can turn luck in their favor, either causing a single attack to strike more accurately (undodgeable), or have an attack by an enemy be less effective than normal (dealing one tier less damage).
Racial Drawback: Tiny Legs. Due to their small stature, halflings can't cover nearly as much ground as other races. During combat, movement beyond close range takes an action.
RACE: Phantom
Ghost, Specter, Spirit, Phantom, whatever you want to call them, they're all generally the same thing... I think. Phantoms are those who have passed, but didn't move on. They're transparent, can float through walls, and vary in color and appearance. They can be ghosts of any race currently listed, but will lack the racial perks. Instead they will have perks befitting their current predicament.
Racial Ability - See-through. Can turn invisible and void any attack thrown at them for an entire turn, but also can't attack. This can be used once every seven turns. Can either turn invisible as first action to negate previous turn's damage or as last damage to negate upcoming turn's damage.
Racial Drawback - Overstayed Welcome. Phantoms aren't exactly meant to stay in this plane of existence so, regardless of alignment, Bright attacks are treated as one power level higher.
Caps at Strong.
RACE: Half-Elf
Lacking a homeland of their own, half-elves tend to be charming wanderers, unfortunately, they have inherited some of their elven parents frailty.
Perk: Half-elves are largely welcomed by NPCs. You start with 10 reputation in every zone, and your cap is 110 instead of 100.
Drawback: The first hit you take in a fight is treated as if it were one power level higher.
Caps at Strong.
Race: Orc
Orcs are a powerful and proud race, with a long and distinguished history that often is overshadowed by their equally impressive history in warfare. Orcs are seen as a brutal and vicious people, but a more accurate reading of their cultural values show that survival, not bloodshed, is what is valued among Orc circles.
Racial Ability: Orcs are a naturally strong hardy people, as such, twice per combat an Orc can deal damage 1 power level higher than normal.
Caps at Strong.
Racial Drawback: Orcs are not a nimble people, so instead of receiving 3 Dodges Orcs initially get 3 Blocks which decrease damage by one power level instead of negating damage completely.
RACE: Ifrit
Ifrit are thought to be distantly related to creatures of fire such as efreeti or fire elementals. Others think they may be the result of a parent or more distant ancestor's excessive use or exposure to Fire element abilities and spells. Regardess, they resemble elves with some fiery aspect, such as flamelike hair or skin the colour of polished copper or brass.
(Cosmetic aspect of ifrit entirely up to you at character creation.)
Racial Ability: Fire & Ice Resistance. (Choose one) You treat Fire and Ice-based attacks as one power level lower. (Light becomes Weak, Moderate becomes Light, etc. Weak is completely negated.)
Racial Drawback: Water vulnerability. Creatures and players that deal Water damage do stronger damage against you. Take Water attacks as if they were one power level higher. (Weak is Light, Light is Moderate, etc.)
Caps at Strong.
Icey Incompetance. Any items an Ifrit uses that have an Ice Element effect are treated as one power level lower, and an Ifrit cannot have any Ice Element abilities that exceed Moderate.
RACE: Undine
Undine are thought to be distantly related to creatures of water such as mermaids or water elementals. Others think they may be the result of a parent or more distant ancestor's excessive use or exposure to Water element abilities and spells. Regardess, they resemble humans with aquatic features, such as fishlike scales or webbed hands/feet.
(Cosmetic aspect of undine entirely up to you at character creation.)
Racial Ability: Water & Fire Resistance. You treat Water and Fire-based attacks as one power level lower. (Light becomes Weak, Moderate becomes Light, etc. Weak is completely negated.)
Racial Drawback: Lightning vulnerability. Creatures and players that deal Lightning damage do stronger damage against you. Take Lightning attacks as if they were one power level higher. (Weak is Light, Light is Moderate, etc.)
Caps at Strong.
Fiery Incompetance. Any items an Undine uses that have a Fire Element effect are treated as one power level lower, and an Undine cannot have any Fire Element abilities that exceed Moderate.