Post by Lady the Admin on Jul 4, 2018 22:43:47 GMT
Humans - Humans are... humans. You don't need much more explanation than this, do you? There's nothing terribly special about them, but there's also nothing in the way of drawbacks.
Racial Ability: None
Racial Drawback: None
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.
Elf - Elves are lithe, graceful, and long lived.
Racial Ability: One extra dodge (bring your base total to 4 dodges a combat.)
Racial Drawback: When you use your 1st dodge, the next attack to strike you is treated as one power level higher. (Weak is Light, Light is Moderate, etc.)
Dwarf - Dwarves are hardy, stocky, short people of the land.
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: One less dodge (bring your base total to 2 dodges a combat.)
Tiefling - Tieflings are distant relation to demons, devils, and other dark beings. They look like humans or maybe elves, but usually with some fiendish aspect, such as horns or a tail. (Cosmetic aspect of tiefling entirely up to you at character creation.)
Racial Ability: Elemental resistance. Select 1 element type at character creation. You treat attacks from that element source as one power level lower. (Light becomes Weak, Moderate becomes Light, etc. Weak is completely negated.)
Racial Drawback: Tieflings are largely mistrusted by NPCs. You start with -10 reputation in every zone and can only cap at 90 reputation as opposed to 100.
Aasimar - Aasimar are distant relation to angels and other heavenly creatures. They look like humans or maybe elves, but usually with some celestial aspect, such as wings or a halo. (Cosmetic aspect of aasimar entirely up to you at character creation.)
Racial Ability: Innate healing. Aasimar heal one weak wound per round of combat.
Racial Drawback: Creatures and players that deal Dark damage do stronger damage against you. Take Dark attacks as if they were one power level higher. (Weak is Light, Light is Moderate, etc.)
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. (Moderate)
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.
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…
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. Transformed 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.
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. Regardless, 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 Incompetence. 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.
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. (NPCs played by other players not affected... unless they want to be.) This does not include signing up & executing a quest.
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.
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. Regardless, 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. 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.
Icy Incompetence. 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.
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.
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.
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.
Sylph - Sylphs are thought to be distantly related to creatures of air and wind such as air elementals. Others think they may be the result of a parent or more distant ancestor's excessive use or exposure to Wind element abilities and spells. Regardless, they resemble pale, delicate-looking elves or humans with signs of their elemental heritage, such as hair that moves as if from a breeze, white or grey swirls on their skin, or wings. (Cosmetic aspect of Sylph entirely up to you at character creation.)
Racial Ability: Wind & Sonic Resistance. You treat Wind and Sonic-based attacks as one power level lower. (Light becomes Weak, Moderate becomes Light, etc. Weak is completely negated.)
Racial Drawback: Earth vulnerability. Creatures and players that deal Earth damage do stronger damage against you. Take Earth attacks as if they were one power level higher. (Weak is Light, Light is Moderate, etc.) Caps at Strong.
Earthen Incompetence. Any items a Sylph uses that have an Earth Element effect are treated as one power level lower, and a Sylph cannot have any Earth Element abilities that exceed Moderate.
Want to play a race not listed here? Expansion Packs are events every few months that allow in new races and classes to the list of what's available, drawn off suggestions from the community. Expansion Packs can also be triggered sooner with a purchase from the OOC Store.
Racial Ability: None
Racial Drawback: None
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.
Elf - Elves are lithe, graceful, and long lived.
Racial Ability: One extra dodge (bring your base total to 4 dodges a combat.)
Racial Drawback: When you use your 1st dodge, the next attack to strike you is treated as one power level higher. (Weak is Light, Light is Moderate, etc.)
Dwarf - Dwarves are hardy, stocky, short people of the land.
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: One less dodge (bring your base total to 2 dodges a combat.)
Tiefling - Tieflings are distant relation to demons, devils, and other dark beings. They look like humans or maybe elves, but usually with some fiendish aspect, such as horns or a tail. (Cosmetic aspect of tiefling entirely up to you at character creation.)
Racial Ability: Elemental resistance. Select 1 element type at character creation. You treat attacks from that element source as one power level lower. (Light becomes Weak, Moderate becomes Light, etc. Weak is completely negated.)
Racial Drawback: Tieflings are largely mistrusted by NPCs. You start with -10 reputation in every zone and can only cap at 90 reputation as opposed to 100.
Aasimar - Aasimar are distant relation to angels and other heavenly creatures. They look like humans or maybe elves, but usually with some celestial aspect, such as wings or a halo. (Cosmetic aspect of aasimar entirely up to you at character creation.)
Racial Ability: Innate healing. Aasimar heal one weak wound per round of combat.
Racial Drawback: Creatures and players that deal Dark damage do stronger damage against you. Take Dark attacks as if they were one power level higher. (Weak is Light, Light is Moderate, etc.)
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. (Moderate)
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.
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.
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. Transformed 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.
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. Regardless, 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 Incompetence. 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.
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. (NPCs played by other players not affected... unless they want to be.) This does not include signing up & executing a quest.
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.
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. Regardless, 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. 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.
Icy Incompetence. 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.
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.
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.
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.
Sylph - Sylphs are thought to be distantly related to creatures of air and wind such as air elementals. Others think they may be the result of a parent or more distant ancestor's excessive use or exposure to Wind element abilities and spells. Regardless, they resemble pale, delicate-looking elves or humans with signs of their elemental heritage, such as hair that moves as if from a breeze, white or grey swirls on their skin, or wings. (Cosmetic aspect of Sylph entirely up to you at character creation.)
Racial Ability: Wind & Sonic Resistance. You treat Wind and Sonic-based attacks as one power level lower. (Light becomes Weak, Moderate becomes Light, etc. Weak is completely negated.)
Racial Drawback: Earth vulnerability. Creatures and players that deal Earth damage do stronger damage against you. Take Earth attacks as if they were one power level higher. (Weak is Light, Light is Moderate, etc.) Caps at Strong.
Earthen Incompetence. Any items a Sylph uses that have an Earth Element effect are treated as one power level lower, and a Sylph cannot have any Earth Element abilities that exceed Moderate.
Want to play a race not listed here? Expansion Packs are events every few months that allow in new races and classes to the list of what's available, drawn off suggestions from the community. Expansion Packs can also be triggered sooner with a purchase from the OOC Store.