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Races (By Name)

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Post  Fate Mon Feb 27, 2012 12:32 am

IMPS

Imps are the result of humans and any kind of demon breeding. The demeanor of imps is as various as the humans from which they descend. Even imps who serve the Forces of Light tend to be a bit more ruthless than what would be socially acceptable. All imps are bound by their bloodlines, finding themselves unable to use their shape-shifting ability to change into any race that is not a demon or another humanoid. Full-blooded demons tend to look down upon these half-breeds for this very reason. While imps can blended very well with other humans, those that are found out are often viewed with suspicion due to their demon heritage. Imps are magical creatures, sustained by the magic that they pull off others. Imps usually do not form communities of their own, preferring instead to join communities of humans where they can blend in without the stigma of their mixed blood being an issue.

STATISTICS
   Racial Type: Demon; Humanoid
   Attribute Adjustments: +8 Magic +2 Swiftness = +10
   Pre-selected Abilities: Drain Life; Flight; Glamour; Shapeshift; Suggestion
   Pre-selected Weaknesses: Destructive Need (Drain Life targeting Magic or Resistance) [Major: +7 Magic]

Limited Shapeshift (Demon and Humanoid Racial Types Only) [Minor: +1 Magic, +2 Swiftness]

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Post  Fate Mon Feb 27, 2012 12:33 am

JAROLYNS

These beings are not so much creatures as they are constructs made by a gnome named Eathin Jarolyn. Their purpose, according to legend, was to battle the forces of Darkness throughout the world. He created many of these magical orbs before the tragedy that destroy him and most of the Jarolyn. Very few of these beautiful orbs were outside of his keep when the forces of a succubus named Jael Reis attacked and destroyed it. The Jarolyn that did survive have become dormant over time, despite the growing darkness. It takes a special touch to reactivate a Jarolyn, but once it is activated, it is fiercely loyal. They also seek to destroy the forces of Darkness.

STATISTICS
   Racial Type: Construct; Non-Humanoid
   Attribute Adjustments: +9 Magic +4 Swiftness = +13
   Pre-selected Abilities: Flight; Glamour; Purity; Telepathy; Teleport
   Pre-selected Weaknesses:

Heartstring (Awakener) [Minor: +3 Magic]

Honor Code (Darkness Enmity) [Minor: +2 Magic, +1 Swiftness]

Non-Humanoid Form [Major: +4 Magic, +3 Swiftness]

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Post  Fate Mon Feb 27, 2012 12:34 am

SUCCUBAE

These demons evolved to use mortals’ desires against them. In appearance, they often appear as a member of the mortal races, particularly a lover of their target. Succubae come in both genders with different names for each. A succubus is the female and an incubus is the male. Succubae are always interested in anything having to do with lust. Some can get very unusual in their quest for satisfaction. There is no fetish too unusual for a succubus to try.

STATISTICS
   Racial Type: Demon; Outsider
   Attribute Adjustments: +2 Endurance +6 Magic +2 Swiftness = +10
   Pre-selected Abilities: Enchanting Presence; Drain Life; Flight; Glamour
   Pre-selected Weaknesses:

Destructive Need (Drain Life targeting Any) [Major: +6 Magic, +1 Swiftness]

Metal Allergy (Gold) [Minor: +2 Endurance, +1 Swiftness]

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Post  Weaver Mon Sep 10, 2012 1:33 pm

DEVILS

These creatures revel in blood and death, but do not rush into battle like other demons. Instead, they prefer to blast their enemies from the safety of the shadows, softening them up for the fiends with whom they are often partnered. Devils are often black or crimson-skinned with two horns protruding from their forehead and a forked tail. They cannot disguise what they are using magic.

STATISTICS
   Racial Type: Demon; Outsider
   Attribute Adjustments: +2 Defense +4 Magic +4 Any = +10
   Pre-selected Abilities: Defense Stripper; Hardy; Invisibility
   Pre-selected Weaknesses:

Inconcealable Nature (Demonic Traits) [Major: +2 Defense, +4 Magic, +1 Any]

Sensitivity (Sage) [Minor: +3 Any]

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Last edited by Weaver on Fri Jan 04, 2013 12:05 am; edited 1 time in total
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Post  Weaver Mon Sep 10, 2012 1:34 pm

ELEMENTALLY-BRED

These creatures either have an elemental somewhere in their family tree or have been blessed by the elementals themselves. They resemble their parent race with a small sign of their elemental heritage such as hair or skin color. They are without a community of their own, but tend to join communities that are centered on their elements such as wind elementally-bred joining the Temple of Oya, goddess of storms and whirlwinds, or earth elementally-bred joining a grove of druids.

STATISTICS
   Racial Type: Elemental; Secondary
   Attribute Adjustments: +4 Magic +2 Resistance +1 Any = +7
   Pre-selected Abilities: Cogent Attack; Elemental Alignment (Any; Cogent Attack); Energy Resistance (Any)
   Pre-selected Weaknesses:

Energy Vulnerability (Any) [Major: +4 Magic, +2 Resistance, +1 Any]

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Post  Weaver Mon Sep 10, 2012 1:35 pm

FOUNDLINGS

Those of the Sidhe occasionally take a mortal child as their own. In their place, they leave a placeholder, a foundling child. These children are often different than their mortal parents, created as they are from fairy magic. While they resemble the mortal race of the child that they are replacing, they have obvious fey traits that are difficult to ignore. As such, they learn more quickly than their peers.

STATISTICS
   Racial Type: Fey; Secondary
   Attribute Adjustments: +2 Defense +2 Resistance +2 Any = +6
   Pre-selected Abilities: Adaptability; Fairy Circle
   Pre-selected Weaknesses:

Sensitivity (Iron) [Minor: +2 Defense, +1 Resistance]

Philia (Milk) [Minor: +1 Resistance, +2 Any]

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Last edited by Weaver on Fri Jan 04, 2013 12:08 am; edited 1 time in total
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Post  Weaver Mon Sep 10, 2012 1:36 pm

ORCS

These creatures are strong, hardy, and have a taste for battle. They tend to stay close to water, either settling near the coast or rivers. No one is really certain how they came about, though theories abound to the ‘how’. Some theories have them as the offspring of elves and goblins. Other have them coming from aqualins and goblins. The orcs themselves are no help, as they are one of the few races without a creation story. They are pragmatic about it. They exist. Why and how are not important, especially when there are battles to be fought. Their favorite targets are elves and humans, though they often squabble over resources with the goblins.

STATISTICS
   Racial Type: Humanoid
   Attribute Adjustments: +4 Attack +4 Defense = +8
   Pre-selected Abilities: Axe or Long Sword; Hardy; Hide Armor; Strong Attack
   Pre-selected Weaknesses:

Uncivilized [Moderate: +4 Attack, +1 Defense]

Magically Inept [Minor: +3 Defense]

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Last edited by Weaver on Fri Jan 04, 2013 12:09 am; edited 1 time in total
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Post  Fate Fri Dec 21, 2012 6:07 pm

CAUDATA

The Caudata are humanoid amphibians with thick tails. Unlike most humanoids, a Caudati only has three fingers and a thumb on each hand, but they do have five toes on each foot. They come in a large variety of skin colors, but then to be solid rather than patterned like the more reptilian Nyoka. The maximum height of a Caudati is three and a half feet, with no notable difference between males and females. Due to the fact that they mostly breathe through their skin, the Caudata must maintain a certain degree of moisture to their skin. They also require pools of water for their young, who are fully aquatic until puberty. Thus they tend to stick to marshlands and damp forests, though one of the Great Tribes does live underground. Culturally, the Caudata are set up similar to the Talaia and the Daojin, with fourteen Great Tribes: Calo, Cynops, Echino, Ichthyo, Lisso, Neure, Notoph, Omma, Pachy, Parameso, Pleuro, Traicha, Triturus, and Tyloto. The Tribes often live mixed together in Caudati villages, with the Tribes being treated as huge extended families even to the point of the Tribe name being used as a last name. A Caudati child reaches physical adulthood around age fourteen. The Caudata are crafters by trade, and have worked hard to have a reputation of finely made items while maintaining a more personable attitude than dwarves and gnomes. Unfortunately, they are prone to bits of creative madness where they must create and are distracted if they can’t do so.

STATISTICS
   Racial Type: Humanoid
   Attribute Adjustments: +2 Attack +2 Defense +2 Magic +2 Swiftness +2 Any = +10
   Preselected Abilities: Adaptability; Brewer, Scribe, or Tinker; Spear; Swim
   Preselected Weaknesses:

Creative Spark [Major: +2 Attack, +2 Defense, +2 Magic, +1 Any]

Sensitivity (Dry Skin) [Minor: +2 Swiftness, +1 Any]

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Post  Fate Fri Dec 21, 2012 6:09 pm

DOLLS

Dolls are constructed lifeforms that have many different appearances. They are typically humanoid in shape, but lack the spark that gives most humanoids their emotional ranges. Cold and unyielding, the concept of virtue or vice, or mercy and love, are ideas that most dolls have difficulty understanding. They are bound by the program with which their creator designed them. Over time, some dolls learn to mimic emotions, but these mimicries tend to lack the depth of humanoid emotions. They remain whatever age they are created to mimic.

STATISTICS
   Racial Type: Construct
   Attribute Adjustments: +2 Attack +6 Defense +2 Endurance +1 Magic +6 Resistance = +17
   Preselected Abilities: Adaptability; Energy Resistance (Any); Heavy Armor, Medium Armor, or Light Armor; Improved Adaptability; Instant Death Protection; Strong Will
   Preselected Weaknesses:

Harder to Heal [Major: +1 Defense, +6 Resistance]

Honor Code (Programing) [Minor: +3 Defense]

Slow Learner [Major: +2 Attack, +2 Defense, +2 Endurance, +1 Magic]

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Post  Fate Fri Dec 21, 2012 6:10 pm

ELEOLINS

These beings are the organic creations of the dragon Kaeomangkon. Kaeomangkon had long studied the work of a famous gnome, Eathin Jarolyn, and considered him an inspiration. While Kaeomangkon never truly grasped the secret of Eathin’s orbs, he managed to surpass the gnome in his own way by creating creatures that blended the power of dragons with the might of the elements. He crafted six of these beings and tasked them with bringing him the surviving Jarolyns and any tidbits concerning them and Eathin that they might find. Eleolins do not age physically, but are prone occasional “updates” by their creator.

STATISTICS
   Racial Type: Dragon-Kind; Elemental
   Attribute Adjustments: +2 Attack +2 Defense +2 Endurance +6 Magic +4 Resistance +4 Swiftness =+20
   Preselected Abilities: Bestial Mending; Bite; Cogent Attack or Poison Attack; Elemental Alignment (As Subrace; Cogent Attack, Poison Attack, or Suffocation); Energy Resistance (As Subrace); Swiftness Ability (As Subrace); Resurrection; Suffocation; Speed Demon


Eleolin Subraces
Subrace
Elemental Alignment
Energy Resistance
Swiftness Ability
Energy Vulnerability (1)
Energy Vulnerability (2)
Environmentally Challenged
Aero
Wind
Wind
Wind Walk
Earth
Ice
Rocky
Aqua
Water
Water
Swim
Earth
Wind
Cold
Cryo
Ice
Ice
Ice Walk
Fire
Water
Hot
Electro
Lightning
Lightning
Teleport
Ice
Wind
Foggy
Pyro
Fire
Fire
God Speed
Lightning
Water
Wet
Terra
Earth
Earth
Burrow
Fire
Lightning
Dry


   Preselected Weaknesses:

Energy Vulnerability (Subrace) [Major: +4 Magic, +2 Resistance, +1 Swiftness]

Energy Vulnerability (Subrace) [Major: +2 Endurance, +2 Resistance, +3 Swiftness]

Environmentally Challenged (Subrace) [Minor: +1 Defense, +2 Magic]

Inconcealable Nature (Reptile Features) [Minor: +2 Attack, +1 Defense]

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Post  Fate Fri Dec 21, 2012 6:12 pm

PHOENIX-BORN

Occasionally, a phoenix will breed with something other than a phoenix. Down this bloodline, children will appear with traits similar to their neigh-immortal ancestor. This can manifest with specific hair, eye, or skin color that is similar to the type of phoenix that started the bloodline. It also manifests with a lesser regenerative ability. Phoenix-born children can also result from phoenixes that, through a fluke of magic, were not stillborn as normal. There are legends of this type of creature being made later in life through magic, usually odd twists to a phoenix’s resurrection occurring due to another creature being too close during the Burning. Children of this subrace tend to be more mature than others of their age group, but otherwise age as a normal child of their race.

STATISTICS
   Racial Type: Elemental; Secondary
   Attribute Adjustments: +6 Defense +2 Magic +2 Any = +10
   Preselected Abilities: Any Damage-Dealing ability; Bestial Mending; Elemental Alignment (Any; Any); Phoenix-Blooded; Second Wind
   Preselected Weaknesses:

Energy Vulnerability (Any) [Moderate: +3 Defense, +2 Any]

Flashbacks (Own Death) [Moderate: +3 Defense, +2 Magic]

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Post  Fate Fri Dec 21, 2012 6:13 pm

TENGU

Tengu are a race of bird-like people. A tengu looks human for the most part. They have hollow bones and wings of a wide variety of colors. Their nails tend to be stronger and harder than a human’s, more like the talons of a bird of prey. Tengu are usually found in areas of forested mountains, preferring to make their homes on craggy locations that are difficult to reach without flying. Communities are typically spread out over several miles rather than build in a centralized location. These communities are more prevalent on the continent Meido than anywhere else. Tengu are not typically social creatures. It is not uncommon for a family to go weeks without seeing another Tengu. Even in kindness, a Tengu seems aloof. When dealing with other races, this aloofness tends to get even stiffer. Tengu seem to age at the same rate as humans.

STATISTICS
   Racial Type: Humanoid
   Attribute Adjustments: +4 Attack +2 Magic +2 Resistance +2 Swiftness = +10
   Preselected Abilities: Awareness; Bow and Arrow; Claws; Flight; Stealth
   Preselected Weaknesses:

Frail [Moderate: +2 Attack, +1 Resistance, +2 Swiftness]

Yielding Flesh [Moderate: +2 Attack, +2 Magic, +1 Resistance]

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