Post by Lady the Admin on Aug 26, 2018 4:26:01 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 9/1. 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: 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: Once per combat, may treat an attack that strikes you as one power level lower. (Light becomes Weak, Moderate becomes Light, etc. Weak is completely negated.)
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 action 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.
Racial Ability: Half-elves are largely welcomed by NPCs. You start with 10 reputation in every zone, and your cap is 110 instead of 100.
Racial 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: The Torn
While Tieflings or Aasimar can spring randomly into family trees, it is the Torn that are an even rarer existence. Possessing the infernal and angelic qualities of both, the Torn are feared for violence as many assume their two conflicting natures internally battle. Whether this has any grounds in reality depends on the Torn in question.
Racial Drawback: Unnatural. Many feel the Torn are dangerous, cursed or a horrifying freak of nature. All Torn start with -10 reputation in every zone and can only cap at 90 reputation as opposed to 100.
Racial Ability: Innate healing. The Torn heal one weak wound per round of combat.
Race: Skeleton
Don't give up, skeleton! Skeletons have been around for a long time. Many have argued that they shouldn't be considered a race because they supposedly come from the others. In actuality, the skeletons are a proud race that come from the Necropolis, a city that has long since vanished, and many a skeleton seeks to relocate for the good of all skele-kind.
Racial Ability: Skeletons are healed by Dark damage.
Racial Drawback: Skeletons are damaged by direct heals.
Language name suggestions: Necrotic, Skeletal
Race: Kobold
These small dragonlike bipeds are not very well liked by many of the other races. That's fine by them, though, they don't really like the other races either. Taking all the good places to live, sending adventurers into our dungeons every so often. You know what? Let's send adventurers to the surface to get some revenge!
Racial Ability: One extra dodge per thread.
Racial Drawback: Reputation starts at -10, and has a maximum of 90.
Language name suggestions: Draconic, Yipyak
Race: Bopluna
This fluffy-eared race of people are commonly called Rabbit People by those less familiar with them. Though all are naturally more agile and swift, Bopluna surprisingly come in two forms for unknown reasons. Some are quite short, normally living in subterrean burrowed villages, while the others are tall and slender, living in surface towns. Though friendly enough to most, their natural instincts make them fearsome hunters and investigators and they are incredibly wary of deceivers. Their cute ears never lie, and their muscular legs are capable of more than fleeing danger.
Racial Ability: Perceptive. Bopluna's keen senses help them detect the true location and form of what they face. Illusion and Stealth abilities are considered one power level lower against them.
Racial Drawback: Sensitive Hearing. Bopluna treat Sonic attacks as one power level higher. Caps at Strong.
Race: Lirina
These graceful creatures look like elves and may indeed be distant relatives to them. Their skin is always some shade of blue, their hair black, white, silver, green, blue, or purple. Their eyes can be any color. Their voices are melodious, even when merely speaking, and they seem to exude a sense of calm. Peaceful by nature, their society is largely pacifistic, although sometimes they produce adventurers who understand that violence is a cruel necessity in this world. In addition to being peaceful, they are a musically inclined race, producing some of the finest bards of Tellacene. They are also masters of combining crystals and magic to make very interesting spells and magical devices.
Racial Ability: Crafty. Lirina are natural masters at crafting things. Anything created by a Lirina in the Workshop costs 25% of the total value instead of 50% to create. (Rounded down)
Racial Drawback: Aural Sensitivity. Lirina are intensely in tune with sound and noise, and harsh noise effects them more than others. Treat all Sonic damage taken as two power levels higher, capping at Strong.
Race: Mixed Bloods
The Mixed Bloods is a catch-all phrase for people born of unusual lineages. Often, mixed race pairings will result in offspring of one or the other race, but sometimes they blend creating a Mixed Blood. Since they can come from all kinds of racial pairings, they share no real traits in common, save for their status of being something that doesn't quite fit anywhere.
Racial Ability: Choose the racial boon of either parent's race. If one parent is human, this defaults to the other parents' ability.
Racial Drawback: Choose the racial drawback of either parent's race. If one parent is human, this defaults to the other parents' ability.
Race: Constructed
Odd beings that some argue are more machine or magic than life, these souled automatons can come in a variety of odd shapes.
Racial Ability: Status Resistance. Once per combat, a Constructed can lower the power tier of a status effect by one. (Strong to Moderate, Moderate to Light, Light to Weak, Weak to Null).
Racial Drawback: Non-Life. Healing abilities and items are less effective. All healing targeting a Constructed is treated as one power level lower.
RACE: Dryad
A cousin to the Fairy, Dryads are a beautiful race of Fae that are heavily bonded to the natural world, plantlife in particular. Their flesh seems almost woodlike and their hair, no matter its color, seems to evoke memories of the different leaves and flowers of the seasons.
Racial Ability - Natural Restoration: Plantlife is not only reluctant, but unwilling to harm a Dryad. When a Dryad is struck by an attack that would deal Nature damage, it instead bonds to them, restoring them and healing wounds equal to the power of the attack.
Racial Drawback - Natural Dependency: A Dryad is a very frail creature, when separated from the natural world. When in a place without abundant enough trees and other plantlife, such as a city or a cave, a Dryad takes attacks at one power level higher than normal
Race: Golems
These are humanoid constructs of inanimate material, usually a type of metal, earth, wood, or stone, with an animating word inscribed on their foreheads (randomly generated for NPCs, choosable for players). Formerly just a type of monster in certain dungeons, a past update to the game introduced a plot in which a group of golems had become intelligent and escaped the dungeons, enabling them as a playable race. Golem societies are typically isolated from those of other races both by choice and distance, and as a race they typically prefer to focus inwards on art, construction, and craftsmanship rather than any sort of trade or diplomacy.
Racial Boon: Unrending Flesh - A golem's body is made of harder stuff than the flesh of other races. Treat all incoming Physical attacks as one power level lower.
Racial Drawback: Unmending Flesh - A golem's body is not quite alive, and does not heal in the same way as that of other races. Healing spells, abilities, and items have no effect on golems, unless stated to specifically target items.
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: 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: Once per combat, may treat an attack that strikes you as one power level lower. (Light becomes Weak, Moderate becomes Light, etc. Weak is completely negated.)
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 action 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.
Racial Ability: Half-elves are largely welcomed by NPCs. You start with 10 reputation in every zone, and your cap is 110 instead of 100.
Racial 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: The Torn
While Tieflings or Aasimar can spring randomly into family trees, it is the Torn that are an even rarer existence. Possessing the infernal and angelic qualities of both, the Torn are feared for violence as many assume their two conflicting natures internally battle. Whether this has any grounds in reality depends on the Torn in question.
Racial Drawback: Unnatural. Many feel the Torn are dangerous, cursed or a horrifying freak of nature. All Torn start with -10 reputation in every zone and can only cap at 90 reputation as opposed to 100.
Racial Ability: Innate healing. The Torn heal one weak wound per round of combat.
Race: Skeleton
Don't give up, skeleton! Skeletons have been around for a long time. Many have argued that they shouldn't be considered a race because they supposedly come from the others. In actuality, the skeletons are a proud race that come from the Necropolis, a city that has long since vanished, and many a skeleton seeks to relocate for the good of all skele-kind.
Racial Ability: Skeletons are healed by Dark damage.
Racial Drawback: Skeletons are damaged by direct heals.
Language name suggestions: Necrotic, Skeletal
Race: Kobold
These small dragonlike bipeds are not very well liked by many of the other races. That's fine by them, though, they don't really like the other races either. Taking all the good places to live, sending adventurers into our dungeons every so often. You know what? Let's send adventurers to the surface to get some revenge!
Racial Ability: One extra dodge per thread.
Racial Drawback: Reputation starts at -10, and has a maximum of 90.
Language name suggestions: Draconic, Yipyak
Race: Bopluna
This fluffy-eared race of people are commonly called Rabbit People by those less familiar with them. Though all are naturally more agile and swift, Bopluna surprisingly come in two forms for unknown reasons. Some are quite short, normally living in subterrean burrowed villages, while the others are tall and slender, living in surface towns. Though friendly enough to most, their natural instincts make them fearsome hunters and investigators and they are incredibly wary of deceivers. Their cute ears never lie, and their muscular legs are capable of more than fleeing danger.
Racial Ability: Perceptive. Bopluna's keen senses help them detect the true location and form of what they face. Illusion and Stealth abilities are considered one power level lower against them.
Racial Drawback: Sensitive Hearing. Bopluna treat Sonic attacks as one power level higher. Caps at Strong.
Race: Lirina
These graceful creatures look like elves and may indeed be distant relatives to them. Their skin is always some shade of blue, their hair black, white, silver, green, blue, or purple. Their eyes can be any color. Their voices are melodious, even when merely speaking, and they seem to exude a sense of calm. Peaceful by nature, their society is largely pacifistic, although sometimes they produce adventurers who understand that violence is a cruel necessity in this world. In addition to being peaceful, they are a musically inclined race, producing some of the finest bards of Tellacene. They are also masters of combining crystals and magic to make very interesting spells and magical devices.
Racial Ability: Crafty. Lirina are natural masters at crafting things. Anything created by a Lirina in the Workshop costs 25% of the total value instead of 50% to create. (Rounded down)
Racial Drawback: Aural Sensitivity. Lirina are intensely in tune with sound and noise, and harsh noise effects them more than others. Treat all Sonic damage taken as two power levels higher, capping at Strong.
Race: Mixed Bloods
The Mixed Bloods is a catch-all phrase for people born of unusual lineages. Often, mixed race pairings will result in offspring of one or the other race, but sometimes they blend creating a Mixed Blood. Since they can come from all kinds of racial pairings, they share no real traits in common, save for their status of being something that doesn't quite fit anywhere.
Racial Ability: Choose the racial boon of either parent's race. If one parent is human, this defaults to the other parents' ability.
Racial Drawback: Choose the racial drawback of either parent's race. If one parent is human, this defaults to the other parents' ability.
Race: Constructed
Odd beings that some argue are more machine or magic than life, these souled automatons can come in a variety of odd shapes.
Racial Ability: Status Resistance. Once per combat, a Constructed can lower the power tier of a status effect by one. (Strong to Moderate, Moderate to Light, Light to Weak, Weak to Null).
Racial Drawback: Non-Life. Healing abilities and items are less effective. All healing targeting a Constructed is treated as one power level lower.
RACE: Dryad
A cousin to the Fairy, Dryads are a beautiful race of Fae that are heavily bonded to the natural world, plantlife in particular. Their flesh seems almost woodlike and their hair, no matter its color, seems to evoke memories of the different leaves and flowers of the seasons.
Racial Ability - Natural Restoration: Plantlife is not only reluctant, but unwilling to harm a Dryad. When a Dryad is struck by an attack that would deal Nature damage, it instead bonds to them, restoring them and healing wounds equal to the power of the attack.
Racial Drawback - Natural Dependency: A Dryad is a very frail creature, when separated from the natural world. When in a place without abundant enough trees and other plantlife, such as a city or a cave, a Dryad takes attacks at one power level higher than normal
Race: Golems
These are humanoid constructs of inanimate material, usually a type of metal, earth, wood, or stone, with an animating word inscribed on their foreheads (randomly generated for NPCs, choosable for players). Formerly just a type of monster in certain dungeons, a past update to the game introduced a plot in which a group of golems had become intelligent and escaped the dungeons, enabling them as a playable race. Golem societies are typically isolated from those of other races both by choice and distance, and as a race they typically prefer to focus inwards on art, construction, and craftsmanship rather than any sort of trade or diplomacy.
Racial Boon: Unrending Flesh - A golem's body is made of harder stuff than the flesh of other races. Treat all incoming Physical attacks as one power level lower.
Racial Drawback: Unmending Flesh - A golem's body is not quite alive, and does not heal in the same way as that of other races. Healing spells, abilities, and items have no effect on golems, unless stated to specifically target items.