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Post by Crowco Cooper on Jul 6, 2016 10:23:38 GMT
Codex entry - Races/species(The eugenics section)
In this universe there are a lot of races you can choose from. All races will give you both advantages and disadvantages, as some races inherently excel on certain platforms. Viro - A creature with the required intelligence and compliance to assimilate and actively participate and evolve civilisation. This included the species listed below, but also other non-playable creatures.
Commonality - Found under every species' header, commonality described how many one can expect to see of this particular race when taking a walk through a busy street. As well as what continents they have most presence on. Divided into; Common - You'll see a handful Uncommon - You might spot one or two Semi-rare - Can be common or rare, depending on where in the city you are due to this species' inherent traits Rare - Unlikely to see any of these on a regular walk
Culture - This described the species' two most common cultural traits. Pious - The existence of the gods is undeniable, but those of pious culture consider their religious duties especially important Rationalist - These prefer scientific development to be more valuable than religious duties. Industrial - Hard work is a most valued trait to these, and are fond of industrial progress. Naturalist - These consider nature to be most important and are distrusting of industrialism. Stoic - These consider being strong to be the most valuable trait. Spiritualist - These consider being smart to be the most valuable trait. Militarist - Particularly fond of warfare and having a strong militairy. Pacifist - A natural aversion to warfare, preferring diplomacy. Nomadic - Cultural drifters, with a natural aversion to settling down in one particular place. Imperialist - Cultural need to grow, settling and growing their living space Isolationist - Have an aversion to sociallity, prefer small groups and/or being alone Social - Have a cultural need to be together and be social.
Note: Racial advantages and disadvantages only affect players. NPC's remain unaffected on a personal level.[PTabbedContent] [PTab=Humanic] Humanics are the most common-place intelligent species on earth.
Humans Homo sapien, of the hominidae family. Commonality: Common, all continents Culture: Rationalist, industrial
Being by far the highest in population, humans have become the basic biological map for the collective of all 'humanoid' races. They have soft leather like skin and can come in white, brown, black, yellow and red colour. Humans, originally, made up the bulk of slave races in a major part of history. They worked fields, mines, constructions, and many more such jobs. Only a very small part of these humans was able to buy their way out of slavery. An even smaller amount got any higher than this. It is because of this history of oppression that humans tend to feel a sense of discontent towards non-humanic races. This has also obliterated racism between the various races in the human species due to strong sense of connection in this shared history.
Human servitude: Start with apprentice level survivalist Human revolution: +1 PER when using firearms. Human oppression: -1 VIT when getting hit by magic attacks. Lasts 1 round.
I honestly could not find a not-cringy picture that shows multiple races of humans.
Nokusiza Giants Homongous humongous, of the hominidae family. Commonality: Rare. North america, europe, asia. Culture: Stoic, naturalist
These Giants are generally smaller than other Giants, the shortest being recorded at about 2 meters tall, and the tallest at 3.2 meters tall. This race takes a human or humanoid appearance due to them mixing with other races. They have a somewhat weird interaction with magic, giants have never been known to use magic and due to many generations of their kind using only a small amount to no magic, their grasp over it has became somewhat pathetic. The Giants over the years have seen a decrease in population, due to some being hunted down for slave work, or just because they can't find the food to support their race, leaving the race to be at a all time low. The giants have had a long history of slave working. Their upkeep was often a high cost for the slave drivers, but their exceptional labor strength proved the cost to be worth it. Besides, their size made escaping a hard task. but unlike humans, giants held near to absolutely no stance above slave-status. Only in rare instances did giants attain any form of stature. When it did happen, this would almost always be a form knighthood or warlord ship. To this day, a large misconception exists that giants are mindless brutes. As a result, they are still often not taken seriously when taking a political or scientifical position in society.
Heavy arms: Start with apprentice level armorer Strength of the giant: +1 STR and VIT when using physical attacks. +1 STR and VIT base stats. Magic piercing: -1 INT and EMO. Cannot use most weaponry.
A rare group of Nokusiza mercenaries meeting royalty
Dwarf Dweorgas Pumilio, of the Hominidae family Commonality: Uncommon, all continents Culture: Rationalist, industrialist
This rather stout race (in terms of their build, personality, and how most like their beer) originate in Europe, though they do tend to travel. Due to a presently unknown magical phenomenon, Humans that had settled in the area had grown shorter while increasing their muscle density to compensate for smaller size; Some of the tallest Dwarf reaching 1.7 meters, and the average height being 1.3 meters. In the past, enslaved Dwarves had been used in mines due to their natural hardiness, an eye for quality, and preference for the underground. As they prevailed at mining, they became even moreso gifted in the creation and use of heavy machinery and weaponry. Ordinarily they have rather broad shoulders, large facial features, and an eye for quality. On a side note, they for whatever reason have great potential when it comes to growing beards, and have an average lifespan of 120 years. Dwarves, unlike other humanic species, have had it slightly better during the eras of slavery. They often found their way into lower and middle class through working professional workshops.
Black powder: Start with apprentice level gunsmith Hardiness: +1 PER and STR when using strength-based firearms. +1 VIT when under influence of alcohol. Rock's Flaws: -1 DEX. Slow movement speed due to short legs.
A typical dwarf
[/PTab={background-color:#181818}] [PTab=Magicals] Magicals, as their name might imply, have a natural affinity for magic. They have ruled the world for a long time as the noble races. Nowadays, they are simply a set of races more prevalent among the upper class.
Elementals Lumus sapien, of the divinus family. Commonality: Uncommon, all continents Culture: Pious, spiritualist
Supposedly the spawn of gods, the elementals are near identical to humans but are different in two ways. For one, their eyes are colored to represent their element: Bright green for earth, red for fire, purple for darkness, clear for wind, deep blue for water, yellow for light, multicolored (often with two differently colored eyes too) for pure magic and black for void. The other being their inherent affinity for the use of magic. All elementals can look, in every other aspect, like humans. Except for their eyes of course. However, they do have an inherent attraction to certain reformations of their own elements in the world. For example, a water elemental will prefer living near the ocean, while an earth elemental would stay in forest areas. Because of this, elementals have often created closed communities in these environments. In the past, elementals were seen as aristocrats.They often took human slaves and ruled over the lands, granting the other supernatural races more respected positions while humans were kept as the lowest caste. Due to the ages of oppression, it is no wonder that a faction such as the SPR has been created. Elementals have become the main target of this faction.
Elements: Start with apprentice level alchemist Elemental power: Lowers damage from matching element by a degree. +1 INT and SAU when casting spells. Elemental weakness: Increases damage from opposing element by a degree. -1 VIT when targeted with physical attacks.
A light elemental
Changeling Alteramentum lumus, of the divinus family. Commonality: Rare, all continents Culture: Nomadic, spiritualist
The Changeling is a humanoid with the capability to mimic the look of someone else. They are, for this reason, shunned by most communities as the mimicing of someones relatives tends to be seen as distasteful. They have no real definitive appearance. Although Changelings often have various forms, but mainly their original form is a sort of grey substance. Because their original body looks quite disturbing, it is often hidden by the changeling from anyone who could possibly see it. Their original forms don't get absurdly large, but do tend to be long. It is hard to accurately describe something that is formless, besides from that the teeth and eyes are disturbing to see. Their evil appearance does not however mimic their personality, as a changeling often simply aims to fit in with society.
Altered armor: Start with apprentice level armorer Changing form: Can change physical appearance on the fly, within reason of size. (can not for example change into a griffin etc) Formless substance: -1 STR and VIT when targeted by physical damage.
A changeling, midway through forming into a classy dressed man
Wood Elf Arbor undecim, Hominidae family Commonality: Uncommon, Europe Culture: Naturalist, spiritualist
The elven race is one of elegance and grace. The elven have an increased lifespan of roughly 150 years. They have pointy ears and light skin which make them easy to spot. Elfs are often conservative and prefer living in nature to the city life. The wood-elf race of elves is one accustomed to living in the forests of north-europe. They follow a celtic way of life and often have red hair rather than their blonde counterparts. This makes the wood-elves easy to distinct from others. They are most commonly found in germany and england, where they make for small settlements in the deepest of forests. They have a particular fondness of the art of using bows, making them very capable hunters and highly sought after for their skills.
Treehugger: Start with apprentice level survivalist Hunters of the forest: +3 PER when using bows. Tribal roots: -2 PER when using firearms.
Dark Elf Tenebris undecim, Hominidae family Commonality: Uncommon, Europe Culture: Militairist, imperialist
The dark-elf race of elves is one that can be found living close to volcanoes. Dark elves have the habit of having either fire or darkness as their element, and thus their race has become accustomed aggressive behaviour. They are the easiest to distinct from all elves due to their grey-purple skin, black hair and red eyes. Although dark-elves have a lower average age due to their aggressive behaviour, their maximum lifespan is the longest of all elves with a 194-year-old being the oldest recorded dark-elf.
Forged in fire: Start with apprentice level blacksmith Volcanic lungs: Lower poison damage by two degrees. Cold-blooded: Increase ice damage by two degrees.
High Elf Collis undecim, Hominidae family Commonality: uncommon, asia Culture: Spiritualist, Rationalist
The high-elves, originating from Asia, are more magically oriented elves. They have golden hair and light skin and also have a longer average height. They life in all areas of Asia, but have a higher population in North Asian forests. Their kind is inherently smart, making them both excellent mages and researchers, with an accute drive to learn. This heightened intellect also comes with narcisism, which ends up with quite a lot of other people considering them to be ignorant and unsociable.
Magically inclined: Start with apprentice level sorcerer (summoner, shaman) High society: +1 INT and +1 EMO when using magic. +1 base INT. Fragile form: -2 VIT when suffering physical damage.
Snow elf Nubila undecim, Hominidae family Commonality: Uncommon, Siberia Culture: Nomadic, naturalist
Snow elves can easily be mistake with high-elves if it was not for their living area. They too have a lengthy body and light colours on them, although their skin and hair are a bit lighter and closer to white. They live in snowy area's such as Canada and Russia. Found as nomadic tribes, they drift along the frigid regions of earth. Occasionally integrating into society, where they are commonly considered a 'natural beauty' with all the perks and downfalls this gets one.
Tribal creation: Start with apprentice level armorer Warm-blooded: Lowers ice damage by two degrees. Melting mentality: Increases fire damage by a degree. Suffering fire damage lowers EMO and INT by -1 for three rounds.
Fairy Lumus exilis Commonality: Rare, all continents Culture: Naturalist, isolationist
Fairies are small humanoid creatures, the largest recorded being an impressive 1.55 meters tall, recognisable by their larger than average eyes and the transparent insect-like wings on their back. They hail from the forests of the Nordic countries. They are masters of magic, almost on par with elementals, but are physically weak compared to other, stronger viro. They have a reputation for causing mischief and generally being a nuisance and playing pranks on people, and their average intelligence is generally a bit lower than a human's. Fairy culture is deeply connected to nature, even more than that of Elves. The will rarely ever live in cities, and some will even hollow out large trees and live inside. Additionally, they tend to live on their own, rarely forming large communities. They often follow gods such as Gaya and Miras with great dedication.
Chanelled mana: Start with apprentice level sorcerer (summoner, shaman) Fairy's magic: +2 SAU. Flying movement always possible if the wings or flight isn't obstructed. Tiny body: -2 VIT.
Flaura Commonality: Semi-rare, with exception to marina Culture: Naturalist, social
The Flaura is by far the most diverse species of humanoid. They are, in essence, humanoid plants. Although in every form of movement and thought they are sentient and civilized beings, their bodies are fed by photosynthesis. Due to their odd traits and relative freshness to the scientific world, the have not yet been classified. The Flowe is the first flower-branch of the Flaura. They have green slender bodies and a flower-like head. Their big flower heads allow them to feed with photosynthesis much more efficiently. The Venus is a venus-flower branch of the Flaura. It has a large, gaping mouth and more buffed green body. This Flaura-branch, unlike the others, also feeds itself with flesh. Due to its nature, it is more capable of trapping techniques. The Poaceae is a grass-branch of the Flaura. The Poaceae is very fast due to being light weight. They, however are also much more flammable than other branches. The Levine is a vine-branch of the Flaura. The Levine has not only two arms and legs, but also multiple vine-limbs sprouting from its body. This allows it to hold more things at the same time. It is however a little slower than other branches. The Myceli is a mushroom-branch of the Flaura. The Myceli is a mushroom colony given a humanoid shape. They are naturally poisonous as well as resistant to poisoning.
Carnivorous ineptitude: Start with apprentice level tamer Photosynthesis: When in direct contact with natural sunlight or rain, +1 VIT. Flowe’s advantage. Trapping nature: +1 DEX when sneaking. Venus' advantage. Lightweight: DEX debuff from encumbrance is halved. Poaceae's advantage. Extra limbs: Hold a third weapon, possibly at the same time. Levine's advantage Poison mold: Lowers poison injuries by a degree. Suffering damage has a 1 in 10 chance of creating a poison spray that affects a random target in melee range with minor poisoning. Start with apprentice level alchemist instead of tamer. Flammable: Increase fire damage taken by two degrees. -1 STR. Flowe's, Venus', Poaceae's and Myceli's disadvantage. Rooted: DEX debuff of encumbrance is doubled. Levine's disadvantage.
Poaceae couple
Atronachi Divinae sapien, of the divinus family. Commonality: Rare, all continents Culture: Pious, pacifist
One of the lowest in terms of population, but one with a deep history. Whereas the Elementals became the Aristocracy of ages past, the modern Atronachs- mixed spawn of the true Atronachs and Elementals- were the religious backbone. It was quite common to see a high-ranking Atronach when visiting a Temple, and it still is one of the places to come across them. While Elementals appear more or less human, these beings look different- possessing horns unique to each individual, tending to be taller, and having magical markings upon the length of their body. Similar to Elementals, their Element decides the coloring of both their markings and their eyes. Another interesting note about them is that they are notably long lived. Not quite as much as Elves, but still can live a very long life.
Intervention: Start with apprentice level enchanter Blessing: +2 SAU and +1 INT. Curse: -1 STR and VIT when targeted by physical damage.
Fire atronach
Worker Demons The Infernales family Commonality: Semi-rare, Crysa Culture: Pious, stoic
The Worker demons are the sole variety of demons accepted as Viro, or near-Viro. Denizens of the Underworld and products of its Ruler, they are-- in a way-- literal spawn of the Gods. With each variety differing vastly in terms of appearance and abilities due to the multiple Lords of the Underworld, scientists constantly argue on whether the variety should be different genuses entirely, or simply different species.
Skotadi are the Darkness God’s Demons. With an extremely bony body that is nigh skeletal, the skin is all varying shades of white, grey, or black-- for obvious reasons concerning aesthetic and the God’s tastes. They are the fewest in number considering the passage of time is not kind, and their original creator had long since passed on from the Underworld. Adeiazo are the Void God’s Demons. Their body shape seem fairly humanoid, though their entire body is not entirely opaque-- a minute afterimage accompanying rapid movements. Specific features are typically obscured by their body’s willy nature, but their eyes are always a constant. Their body colors range from purples to some shades of blue-green. Gnosi are the Knowledge God’s Demons. Unlike a majority of the other Demons, the duty of them did not lie with watching over those passed souls-- but rather, in learning and researching all they could. Their thin bodies have several vestigial tentacles across it, with two bulging and ever-staring eyes upon their head. Aimatari, the Blood God’s Demons. Like their Creator, these creatures stand out from the rest of their kin, and have the distinction of appearing to be completely skin-less. This seems to not affect them in the slightest, considering their exposed muscles seem to be able to act and function as both ordinary muscles and skin. A thing to note, however, is their teeth are as sharp as would be expected of a full carnivore. Vathos, the Water God’s Demons. In that peculiar afterlife where both sinners, heroes, and the everyday individual stood silently in the empty and watery afterlife. This warranted the creation of more amphibious and peculiar demons, to compensate for the stagnating-- and in certain places-- underwater Underworld. They have large pupiless eyes, larger teeth than usual, and have a tendency towards thin shoulders and frames. Streaks of color run from their lips, leading all the way down their chin before ending at the collarbone-- their skin is slimy and smooth, rather than the scales of natural Water Viro. Fotia, the Demons born of Fire Gods. A style that seemed popular with both Hellious and his successor, is a demon that seemed nearly human, with the exception of possessing the teeth of a pure carnivore, mildly pointed ears, and a set of horns. It is not exactly clear why they both chose this design, but it is thought that they would suffice in an environment of more specialized demons of all the different Lords of the Underworld.
Skotadi: +1 VIT and SAU for 1 round when taking darkness damage. Adeiázo: Cancel out an effect on the character once per 20 rounds. Gnosi: Start out at any profession with Apprentice skill. Aimatirí: Consuming 1 pint of blood heals an injury by a minor degree. Váthos: Able to breathe both Air and Water. Low-light vision. Fotiá: Taking fire damage raises +1 VIT for 2 rounds.
Skotadi: Take severe damage from light magic. Adeiázo: Glow-in-the-dark, unable to hide in close quarters under normal circumstances Gnosi: -1 VIT when suffering melee damage for 3 rounds. Aimatirí: Increase Bleed injury by a degree. Váthos: Blinding effects last one round longer. Stunned for one round when changing between using gills and lungs. Fotiá: Taking water damage caused -1 VIT for 2 rounds.
[/PTab={background-color:#181818}] [PTab=Beast] The beast races are very diverse creatures who share both humanoid and animalistic traits in their appearance.
Avian Alata sapien, of the hominidae family. Commonality: Uncommon, North america and europe. Culture: Pious, militairist
The avians, otherwise commonly known as "Angels" are a race of humanoids that share many similarities with humans, but have wings on their backs. The position and form of the wings are different, but rarely are incapable of lifting the avian into the air. The avians often stick to living in mountain ranges and have a deep-rooted sense of pride and bravery as their culture is built around many epics of bravery in battle. They are often religious, and more often than not they follow this religion with great dedication. This race originates from Europe. A different race of the Avians, Avics, can be found originating from Africa, Asia and South America. This race, rather than having just wings on their back, is completely covered in feathers. Their head has a beak to replace their mouth. Naturally, this race has completely different internal organs, adapting to the use of a beak rather than teeth. These Avics stand at an average of 1.5m, making them much shorter and skittish than Avians. Although coming from different locations, Avics too share a culture based on the bravery and epics of warriors.
Prideful forging: Start with apprentice level blacksmith Angels pride: Flying movement is always possible if the flight or wings are not obstructed. +2 VIT. Feathery pride: Increased fire and electric damage by a degree.
A classical avian warlord from old stories
Nekoid Nekas viro, of the felidae family. Commonality: Uncommon, all continents Culture: Nomadic, isolationist
The Nekoid are a cat-like humanoid race. They share the rough physique of a human, but have a great many of differences. For one, they have fur all over their body. For seconds, they have claws and soft padded paws. As for thirds, they have a feline face. Originally they hail from rainforests where they tend to life in trees. The Nekoid come in many colors. Generally, they have grey-brown fur with certain striped or dotted patterns in their fur to serve as a camouflage. However, there are some Nekoid races that life deeper in the forests, or even in the desert. These come in pure black, gold or white. A peculiar capability of the Nekoid that it shares with dragon-kin and werewolves is its capability to move in both Bipedal and Quadrupedal fashion. This allows for a Nekoid to be much more agile than other humanoids, even the species that share its quadrupedal movement. Due to their interchangeable manner for locomotion, they have two knees rather than one per leg. This also allows for their jumping to be enhanced, but their legs to break easily. Because the Nekoid has had its body become entirely adapted to locomotion on ground and climbing, its paws/hands have become incapable of performing swimming functions.
Hunters mind: Start with apprentice level infiltrator Feline form: Night vision and +1 DEX. Furred foe: Dog-like enemies such as wargs, direwolves and werewolves do increased damage and have a chance of lowering EMO at random.
A nekoid infiltrator, part of Xerna
Lycan Canine sapien Commonality: uncommon, all continents Culture: Stoic, Social
The Lycan are best identified by their fierce loyalty and group cohesion. Physically, they are identified by their triangular, furry ears, active tail and excellent sense of smell. Lycans differ in their degree of canine-ness; with some have full on hound-heads while others simply look like humans with fluffy ears. They are physically capable, having a strong bite and considerable musculature. Socially, their companionships and bonds are more important than anything. It is said that Lycans make for the best friends with a neigh incapacity for betrayal or subtlety. This lack of deceptive capacity - which they quite literally do not have the mental capacity for - has made them both appreciated for their honesty, and shunned for their lack of subtle communication. Lycans are called so due to their innate lycantrophy, which is present in all Lycans. This grants them the ability to polymorph into direwolves when the need arises. The lycans typically live among their own kind, creating closeknit communities of lycans that can take over entire city blocks with a homogenous population. These are commonly referred to as 'dogtowns'.
Dog days: Start with apprentice level survivalist Lycantrophe: Get the lycantrophy birth magi in addition to another birth magi. Innocent loyalty: Incapable of lying or deception.
Mermes Pisces sapien Commonality: Semi-rare, all coastal regions Culture: Nomadic, social
The Mermes is a species of intelligent humanoids. They have blue/purple scales. Their hands and feet have fins for efficient swimming, much like their armpits and hips. Their ears are sensitive fins, capable of hearing both on land and underwater, aswell as that their lungs have a high capacity, allowing for them to stay submerged for up to an hour. The eyes of Mermes have a second see-through eyelid for vision underwater. Aside from their fins and scales, they do not seem to alterate from human biology by much. The mermes generally followers of Nara, believing that they are a direct spawn of her influence. Although they never actually created any underwater cities, they have been known to found most coastal cities as well as inhabit them. In modern day, they are sought after for underwater work, coast guard duties and as ship workers. This since water invigorates mermes rather than tire them.
Fish-erman: Start with apprentice level survivalist Amphibious: +1 DEX in water. +1 VIT when submerged. Land-shy: Increased damage take from earth and thunder. Effects of earth and thunder last twice as long.
Decapodians Decapod Aetheri Commonality: Semi-rare, Aetherias Culture: Industrial, militairist
More commonly called "Shrimps". The Decapodians are bipedal, four armed creatures hailing from Aetherias. Unlike other Viro, they feature an exoskeleton rather than an internal one. This allows them some additional armour against their attackers. Their faces feature antennas that serve as a useful tool for perceiving their direct environment. These two facts make them excellent agile close range fighters. They belong to the militairy caste of their empire, and dedicate their entire life to serving the armed forces. Generally, the decapodians do not survive the front line for long, but that is a fate they fully accept. After their death, their souls are generally used to fuel their ships, vehicles and weapons. But the few that show exceptional combat skill (or hail from important families) they are instead used to pilot the Corpicaz.
Plasma gunner: Start with apprentice level gunsmith Crusty: +1 AP, +2 PER in close range fights, four-handedness gives +2 actions per round. Sceptic: Injuries caused by magic damage are increased by a degree.
Naga Hydrophiinae Hominis Commonality: Semi-rare, coastal regions Culture: Imperialist, pious
They have sea snake like lower body that slowly shifts up at the humanoid abdomen into a mix of a scaly-leathery upper body with a dark green, blue or purple hue. The Naga race are the hunters of the ocean sporting pure gills and no legs, they can zip through the ocean with ease but on land they can't even breath until specially designed clothing, suits, and wearable tanks where made to fit the race, though this is quite expensive making it rare for them to be seen on land Nagas are a hunter race, as such they are useless alone in the face of the many massive sea dwelling monsters forcing them to make pacts and arrangements with there merme counterparts. Some even going as far as making there own currency systems using stone coins that was quickly demolished as many moved into modern society. A true modern naga-merme city is a thing to behold, looking much like italy with city blocks behind surrounded by ravine for the nagas and underwater almost sewer-like homes under the ground. The cities are typically described as 'A maze of water, fish, and stone' Due to the fact that Naga's lack lungs, they are incapable of verbal communication.
Master of the ocean: Start with apprentice level tamer Hunter Of The Ocean: +2 DEX, +1 VIT and +1 STR when underwater. Not Made For Land: Needs to pay extra to have armours be refit to allow for a water tank for their gills and for special leg armour to not only accommodate their serpent legs but also designed to let them even move on land. Incapable of talking. -1 DEX on land.
Tortugazi Testudines viro, of the varanidae family Commonality: Semi-rare, marina Culture: Isolationist, nomadic
The noble yet slow creatures of the Marina shoreline known as the Tortugazi are widely known for their affinity to turtles and tortoise. Classified as dragons, the Tortugazi are widely renown for their thick shells that serve as their most valued protection. They stand on two legs, but their hands have grown to allow four-legged walking when wanted. Among the Tortugazi exist two sub-species. The tortioia and the Turogai. The tortioia is remarkable due to its abbility to retract its limbs into its shell, making it both immobile and nearly impervious to damage. Besides this, the tortioia have an absurd lifespan of 250 years. The Turogai are better known for their webbed fingers and lungs, which allow them to go great stretches underwater with quite some mobility.
Island spirit: Start with apprentice level enchanter Hardshell (Tortioia): Can use a retract limb moves that makes physical attacks and moves impossible, but grants +1 AP that stacks with their passive +1 AP. Soft shell (Turogai): +1 DEX when in water, disadvantage "Slow and steady" is neutralised when in water. Passive +1 AP. Slow and steady: -2 DEX towards mobility and movement.
Cahtung Vulpo viro, of the canidae family. Commonality: Rare, asia Culture: Nomadic, social
Wrongly dubbed as succubi. The Cahtung are a race of humanoids with animalistic traits which in most cases resemble that of a fox, although other variations of various animals exist too. Due to the fact that they tend to seduce people and life of a diet for viro hearts, they are shunned heavily by communities. It is easy however for a Cahtung to infiltrate societies and armies as they can hide their traits at will. The cahtungs need to eat hearts of Viro is one fueled by a psychological addiction that is naturally present in them. They simply crave these hearts, but do not do so for nutrients. They do it because it sates a psychological hunger. They still eat normal food on the side, but do so reluctantly. A peculiar fact about cahtung is that they can also sate their psychological addiction with animal and monster hearts. For some reason, they refuse to do so however, seeing these hearts as foul. If a cahtung does not eat hearts for longer than a month, then they will become feral.
Beastly affinity: Start with apprentice level tamer Cahtung's trait: Inherent stealth and 'hide traits' ability. +2 DEX when sneaking. Bad reputation: -2 VIT when using the hide trait ability, true form is treated as a monster.
A cahtung magicka archer
Dragon-kin Drako viro, of the varanidae family. Commonality: Common, all continents Culture: Naturalist, militairist
Dragon-kin are a race of humanoid creatures that have scaled hides and dragon-like features. They often have big canines and sharp talons. Most have wings and tail, and grow to about 2.50m in length. Their scales colour reflect their element. Long ago these creatures were expansionist, heavily favoured by the gods for their warfare capabilities and affinity towards working alongside dragons. But nowadays, with the massive decline in dragon numbers, they have found themselves integrating into society in roles other than soldier. They are often quite humble and noble in nature but with an inherent drive to battle.
Fiery weapons: Start with apprentice level shaman/blacksmith Way of the dragon: Flying movement is always possible if the flight or wings are not obstructed and as long as the wings are big enough. +1 STR when using melee weaponry. Inherently speak new draconic beside their base language. Talon hands, winged weakness: Firearms must be refitted especially in order to be used, which costs a considerable amount of money. Wind damage obstructs flying movement for 1 round. Take increased damage from thunder magic.
Loscann Rana viro, of the Dendrobatidae family Commonality: Rare, asia and south america Culture: Nomadic, stoic With most standing at 1.6 meters with a very wiry build, these amphibious creatures are native to both swamps and rain forests. With their slimy skin with colors ranging from exotic and poisonous tones to more muted browns and greens- they are by no means a dull race. Other interesting notes is that their digits have a slight webbing, their eyes are large and black. Ordinarily, Loscann are rather passive people, but are famously enthusiastic when it comes to competitions or conflicts of any kind. Their culture reflects that, with great emphasis placed on both the arts and the art of war; Interestingly, they are also quite inclined to move, with very few permanent settlements in their native homelands.
Froggy Forager: Start with apprentice level survivalist Frog Legs: Can jump abnormally high. Can use tongue as a long-range tether. Amphibious Amp: Not being in a swampish area causes -1 EMO.
Orcai Suider Viro, of the Suidae family Commonality: Common, australia and africa Culture: Stoic, militairist
Better known as 'Orcs', the orcai are brutish pig-like people. They have a thick leathery skin, occasionally with a thick layer of fur. The skin is coloured a range between green, grey and pink. They have the same physique of a human, al be it that their faces are quite flat. The most obvious sign for them is their heightened levels of testosterone and protein adaption. This causes for them to very rapidly produce muscle mass and thus often have a bulky, muscular physique as well as an naturally aggressive behaviour. Orcs have an affiliation for joining army and criminal forces, making them a common sight among the many factions.
Primal drive: Start with apprentice level survivalist Brute strength: Can perform skills in a skill slot level lower than normal. +2 STR and +2 VIT Orcaine: Casting spells requires a spell slot level higher than normal. -1 EMO
Arachnoiya Arachnid Viro, of the arachnid family Commonality: Rare, south america and marina Culture: Isolationist, imperialist
The spider-people of the world known as the Arachnoiya, or more commonly called Arachnoids, are a rare sight. Most often they are seen in the amazon's as well as in Marina. Due to their inherent abbility to craft, they have quite the expansion drive, and very much so enjoy building. Be it with their silk, or any other material. Their body is quite unique. Having the lower body completely alike to a spider of their indigenous area. An Amazonian Arachnoiya would have eight thick, hairy legs and a large abdomen. While a Marinian Arachnoiya has eight thin, carapacious legs. Both are capable of dispensing webbing from their abdomen. But once one goes to the upper body, it changes towards the more typical humanoid form. While the skin mimics the rest of the body somewhat, the Arachnoiya still have a 'human' torso. The head consists of a human head, but with eight eyes spread across the forehead as well as on the more typical position. Their mouth has two chelicera's, beside their teeth. Arachnoiya typically grow up to 2.5m tall. Due to their body structure, they weigh a considerable amount.
Weavers: Start with apprentice level armorer Natural climbers: +2 DEX when climbing. Can create webbing, which is fire resistant, and can be used to create minor structures and trap others. Increases in strength according to level. Flawed skeleton: -1 VIT. Increase fire and blunt damage by one degree.
Civilised (Hob)goblin Commonality: Uncommon, all continents Culture: "Snorting crystal meth" isn't a culture
Sometimes, goblins make their way out of the sewer and learn the ways of viro civilisation. Per definition, being civilised makes them viro, and thus they deserve a position in society. What qualifies as civilised? Well, following the law and not eating other people's guts is about it really. Which is, apparently, a very high standard to hold goblins to. Civilised goblins look just like any other goblin, but they're generally more intelligent to the level where they can speak english as well as their gob-speak. But even through that, they're still far from intelligent. Sadly, most 'civilised goblins' are simply goblins that have been domesticated through harddrug substance abuse. Thus, goblins are often scrutinised and stereotyped as 'meth gobs'.
Sewer-smart: Start with apprentice level survivalist Urban jungler: +3 VIT when taking magic damage. Beastbrain: -3 INT
Dragon Commonality: Rare, all continents Culture: Naturalist, isolationist
Dragons are highly intelligent creatures, more than capable of being civilised. In some rare cases, they forego their issolative nature and join society. In other cases, eggs found in the lairs of hostile dragons may be brought back to civilisation where these dragons are born into viro life. Whatever the cause, these creatures are an impressive and rare sight in city life. Only certain kinds of dragons have the intelligence required to join Viro life. These are the wyvern, solar dragons, draeis, european dragons and drach. While serpentine hypotheticall have the intelligence required, there are no recorded instances of such creatures joining viro. A big danger for dragons is that many hunters wish to kill them, making their life in viro cities somewhat more dangerous for them than most.
(Dragons can only be played by people who have had at least 1 character reach lvl 10. Even then they will start out as small youngling dragons. With every level up, dragons will grow.)
Lessons of the dragon: Start with apprentice level enchanter Lord of the skies (wyvern): +4 DEX when flying, capable of flying movement as long as wings are unobstructed. Lord of the sun (solar dragon): Light magic heals, rather than damage, solar dragons. Capable of flying movement as long as wings are unobstructed. Lord of magicka (draeis): passive +2 INT. +2 SAU when casting magic. Capable of flying movement, without the need of wings. Lord of dominance (European dragon): Passive 2 AP. +2 VIT Capable of flying movement as long as wings are unobstructed. Lord of force (drach): +2 STR and VIT. Unlike other dragons, Drach can use conventional weaponry, but requires weapons to be adjusted before use. Draconic claws: Can not use conventional weapons. Armour must be specially crafted and is extremely expensive. -2 EMO when entering combat.
[/PTab={background-color:#181818}] [PTab=Accursed] The accursed are people of other races who, through some curse, have become a different kind of race altogether.
Werewolves Lycantrophy Commonality: Rare, all continents Culture: Nomadic, stoic
Werewolves come in three forms. Lycan, werewolf and full werewolf. A lycan can change his or her form from the original race to a werewolf. A werewolf only changes at the break of a full moon. A full-werewolf is constantly in the werewolf form. These full werewolves are a specific race of werewolves and are thus part of the canidae family, them being the calupus sapien. A werewolf is often less capable of reasonable thinking, which causes for many werewolves to attack friend and foe alike. Full-werewolves are often completely capable of rational thought however. Werewolves are creatures who can generally interchange between their appearance of a monstrous wolf-man and normal person. This caused for werewolves to be generally feared. Werewolves are created through infection. This infection is the result of a bite, which depending on the severity of the bite can cause the varying degrees and types of werewolves. Children of werewolves will mimick their parents severity.
Nekoids and orcs are an exception on the lycanthrophy. While they can be afflicted, their forms will vary greatly from typical werewolves. Nekoids, in this case, are called werecats. Their form will change to that of a large cat, and will be far more sly than a typical werewolf. Orcs will be changed into werethogs. Strong armoured warhog-creatures that have a high capability of absorbing damage while charging.
Viro mind: Mimick profession bonus of original species. Forms of werewolves: Werewolf form has +2 VIT and +3 STR. Forms of the werecat: Werecat form has +6 DEX Forms of the werethog: Werethog form has +4 VIT and +1 STR Wolves curse: Lose inherent advantage of race, keep the disadvantage. Werewolf form causes -4 EMO.
Vampires Noxiphilic Sanguivoria Commonality: Rare, all continents Culture: Social, imperialist
The vampire comes in many forms and is always a derivative of another race. However, being a vampire comes with its own traits. Vampires tend to have a pale complexion and blood red eyes. They are shunned by society for their diet of humanoid blood, but since a regulation some few years ago vampires can be allowed to life in communities as long as they life off of donated blood bags. Ever since they have begun to integrate into society better and better. A vampire, unless if fed extremely regularly, will look old and shrivelled. If a vampire is not fed averagely, it will slowly become more and more monster like. After a month of being starved, a vampire will look and act more like a monster than a humanoid. This is called a feral vampire, and can be identified by muscle spasms, anorexic build, curled back lips and hunchback posture. New vampires come to be through two ways. They can be born from another vampire as a child, which can earn a vampire the title of a "Pure vampire" when born from two such vampires. Another way is for a vampire to bite a viro, giving the viro a disease known as vampirism. This can slowly transform the victim into a 'newling'. These 'newlings' are often regarded as lesser and inferior by pure vampires, which does have a seed of truth as pure vampires tend to be more capable in the use of vampiric powers than newlings are. Among the vampires, there are five 'clans'. These are essentially races of vampire, which carry the purest of blood. First is the Traumari. A race of vampires renowned for their prowess in Traumaturgy and blood magic. They are inherently unholy water elements, and know very well how to use that particular type of magic to their advantage. Many a blood spell has been the creation of their clan. Second are the Nosferatu. The counter opposites of the Traumari and life-long enemies. The Nosferatu are strong and fast by default, relying all their life on the superhuman strength, reflexes and health they possess. Third, come the reason why vampires are considered "charming". The Crideth are charming and persuasive vampires. With a silver tongue, they rely on the art of speech to get themselves out of situations. Their unique ability to enthral people makes them exceptionally capable at this. Fourth is the rarest, the Malkov. Insane, lunatic vampires that cannot create a coherent sentence. That is what most believe them to be upon first meeting one. It is only in hindsight that one will realise the value of these vampires whose minds fail to make distinction between past, present and future. It is uncertain whether this was a blessing or a curse of sycropahs... But it sure does make for interesting interactions. Fifth, perhaps the most well-integrated in a productive sense, are the Hecrates. These vampires have a tendency for being fascinated with the bodies of all living and dead creatures. It makes them excellent surgeons, physicians, and morticians. Equally skilled at patching wounds and attaching limbs. Though some may be hesitant to let a vampire near their blood tests, they still make due in society.
Inheritance: Mimick profession bonus of original species. Vampiric consumption (all): Can heal a random injury by a degree by biting viro enemies. Ancient blood (Traumari): Unholy water element by default. Unholy water magic casts with +1 level in power. -2 STR. Batclaws (Nosferatu): +2 to STR, DEX and VIT. -2 SAU and EMO. Pale charm (Crideth): Persuasion perks are more powerful. Gain the enthral spell. -3 EMO when entering combat, but +3 EMO outside of combat. Dream-mind (Malkov): DMs will randomly use hints in their replies that can give the character meta-knowledge, but only to the extent in which the DM allows it. A malkov character HAS to speak in cryptic mannerisms and/or riddles. Natural science (Hecrates): +1 degree to healing magic effects. Can maintain an additional necromancy summon.-2 STR and DEX when entering combat. Vampiric curse(all): Lose inherent advantages of race, keep the disadvantage. -1 VIT when exposed to sunlight.
A young elf struck with vampirism.
Revenants Immortalia Cinere Commonality: Rare, all continents Culture: Rationalist, nomadic
Revenants are people who have been stricken by the curse of revenancy, a curse created by gods to punish those who they deemed deserved it. This gives them a sort-of immortality. When a revenant is killed then he/she will crumble into dust and have his/her body regenerated after some years. The time spent regenerating is half of the amount of time spent alive. A revenant that hasn't died for 20 years will regenerate in 10 years. When regenerated they will appear as if 12 years old. In mind however, they remember everything that has happened in the previous lives. In order to undo this curse, a revenant will have to fulfill a task given upon receiving the curse. Many revenants fail this task, and are driven to insanity through their incapability to die permanently. Most of these revenants suffer from a syndrome known as the "Revenancy effect" which causes them to develop permanent scarring, diseases, conditions, and memory loss that persist through the cycles. Almost every revenant has a psychological problems. Revenants are easily recognized by their lack of fear of death and pain, or non-chalantness altogether. A revenant that still behaves normally is either one that hasn't been around for more than a few hundred years or one that has psychologically adapted to dying. Due to revenants being so old, they usually have a shared problem with elves. They hate adapting to modern technology. Because of this revenants generally resent guns and other forms of modern weaponry, as they rather resort to their trusty weapons. Their lack of fear mixed with old knowledge makes them dangerous melee combatants, but at ranged combat they generally have little to offer. The only way to permanently kill a revenant without having it complete its task, is by destroying its soul.
Current teachings: Mimick profession bonus of original species. Old wars: +1 PER, STR and DEX when using melee weaponry. New concepts: -4 PER when using firearms. Keeps disadvantage of birth race.
An old elven revenant. Heavily scarred through his many lives and visibly deranged.
Litch Immortalia Carnis Commonality: Rare, all continents Culture: Spiritualist, pious
Litchdom is a state of being achieved only by a few gifted mages. When one becomes a litch, the body of the caster dies and becomes revived. This allows for the body to enter a state of harmony with mana, making it much more capable at casting certain forms of magic. The species is majorly frowned upon however. Any individual litch is closely monitored by the SRT if its litchdom is known of. Litches come in five different versions. The most common litch is the unholy darkness litch. These litches come in the form of a unholy darkness caster. This version of darkness magic is known for its power in necromancy, making it a natural jump to litchdom. A darkness litch takes the form of the skeletal remains of the caster. When a mage attempts to become a litch, the caster briefly dies while pre-planned spells and rituals allow for a controlled reanimation. The form of litchdom boosts the caster's magical capabilities the most. The second litch, an unholy pure mana variety. The unholy pure mana litch is a much more monsterous looking creature. It will have sleek black skin, unnatural body structure and more physical appendages than normal. In this form of litchdom, the caster will have to be very close to death before overloading the body with an enormous amount of unholy pure mana, which effectively melts and reforms the body. The pure mana litch is much more physically capable than the other two litch varieties, which focus more on magical capability. The third and last form of litchdom is the holy fire magic litch. This litch is not only the most uncommon, but also the most excruciatingly painful to achieve. A fire litch, to put it blatantly, performs a evolved version of holy self-immolation, which completely burns the caster to ashes. The ashes never stop burning though as the litch changes into a humanoid living flame. Achieving this state of being was the very pinnacle of the hailmerrymen's attempts at making a living flame. The fourth takes inspiration from the all-god. These litches, using divinator magic that is typically only accessible to vassals, tear their being into three seperate entities. This allows their body, aura and soul to move and act independently. The physical body thereby becomes immune to magic damage, the aura immune to physical damage, and the soul remains immune to neigh all damage. But if the body and aura are destroyed, the soul too perishes. This form however does not come without limitations. The body can only use skills and physical attacks, the aura can only cast offensive or defensive spells, and the soul can only use utility or healing spells. It is said this state of litchdom is only attainable by those who have ingratiated themselves with the all-god. The fifth and last version is amptly refered to as a 'cyber-litch'. These are characters who have engaged in a tremendous amount of cybernetic enhancement. At a certain point in this enhancement process, the person will become so integrated with their metal parts that their aura attaches itself to the steel. Like the other forms of litchdom, this is an exercise of detaching and reattaching the soul/aura to an object to avoid death. Unlike the other forms of litchdom, this method requires no magic skills. Just lots of money and a skilled team of surgeons.
Dark litchdom: Necromancy is much more effective. Double summoned follower count. +5 SAU. Pure litchdom: Access to unique spells displayed in the magics codex. +2 SAU, +5 VIT. Fire litchdom: Permanently, passively cast self-immolation without consuming mana or taking damage from it. Immune to fire damage. +2 VIT, +3 SAU. Divinator litchdom: Get three separate characters. Body immune to magic damage, limited to skill use. Aura immune to physical damage, limited to only magic use. Soul immune to all damage, limited to utility/heals. Cyber litchdom: Cybernetics are immune to EMP effects. +1 stat point for every cybernetic implant.
Litches are accessible only to level 10+ characters.
[/PTab={background-color:#181818}] [PTab=Halflings] A product of a viro and another viro bearing an inter-species child. Appearance may vary.
Profession bonus: Shared profession bonus of father. Advantage: Shared advantage of the mother. Disadvantage: Shared disadvantage of the father.
Half-minotaur Commonality: Rare Culture: Naturalist, stoic
Minotaurs are wild creatures that vaguely resemble viro lifeforms. Their savagery bars them from the status of viro, but their hybrid off-spring is tentatively capable of such a position. Half-minotaurs sport large horns and after have hooves instead of legs. With quite a bit of fur and a physique disposed towards muscular builds. They tend to be quite aggressive in their personality due to the very high level of testosterone in their body proportionally speaking when compared to other viro.
Labyrinthian: Start with apprentice level blacksmith Bullheaded: +3 STR and VIT in melee combat. Can be activated once every 10 rounds, lasts 2 rounds. Savage soul: Activating bullheaded causes EMO to drop to 1.
[/PTab={background-color:#181818}] [PTab=Automaton] The ingenuity of science, made to create artificial life.
Constructs Construos exaedificus Commonality: Semi-rare, japan Culture: Imperialist, militairist
The Constructs are a race of artificial life made ages ago by a man who could do the impossible and create life. They're usually made of rocks and minerals, although other materials like crystal, metal and glass may be used, and are usually around 1.8 to 2 meters tall, with gemstones usually standing in for eyes and other such features. The gemstones are often of a color corresponding to the Construct's element. When their creator died, most sealed themselves in tombs to protect themselves from the elements, and those who didn't were eventually destroyed. Recently, though, many of the tombs have been rediscovered and opened, and the Constructs within have awoken to an outside world completely different from the one they were made in. Emotionally, constructs are generally calm. With a very strong obedience to the leader of ADF.
Armored body: Start with apprentice level mechanic Made For Combat: +1 STR. Base 2 AP. Get 'Touch of creation' perk by default. Rock Body: -3 PER to all ranged weapons, armor must be refit especially in order to be used, which costs a lot of money. Cannot produce offspring.
Legionairres ARI-50 Commonality: Uncommon Culture: Militairist, industrial
Built to form the new brunt of the ADF's surging power. The legionairres often end up being the back-bone of assault divisions with their well rounded abilities. Their standardised manufacturing blueprint makes them a far cheaper and common sight that that of the medical and armoured bots of ADF, but one should not mistake simplicity for weakness. With advanced programming, these bots can work together exceptionally well. And their back-side boosters allow them to jump or rush forward at high speed for a short amount of time. This gives them an edge over the average, more meaty shock trooper. Built with somewhat of a skeletal form, their armour is made to be attached onto the body with bolts and links rather than be worn like traditional armour. This allows for high modability.
Armaments maintenance protocol: Starts with apprentice level gunsmith Shock trooper: Lowers electric damage by one degree, boosters allow for quick dashes and increased jump height, as well as limited flying abbilities. Standardised blueprint: Start with 5 stat points in each stat, no additional stat points alloted at start.
Praetorian RIU-88 Culture: Isolationist, nomadic
Meant for fighting behind enemy lines and retrieving intel. The praetorians are made with several adjustments for stealth technology to be implemented. Their body is unlike that of any other bot, having a more scorpion-like build reminiscent of the arachnoiya, safe for the tail at the back. These 8 legs are capable of crappling onto surfaces, allowing for wall and even ceiling climbing. Their tail is, by standard, equipped with a blade. though this can also be replaced with ranged weaponry. Unlike a scorpion, the Praetorian lacks any claws. Having fingered protrusions instead. Over all, many describe the Praetorians as "Terrifying abominations of technology" and "PG 13" but don't let that hold you back. All they need is a hug.
Stealth tech: Start with apprentice level infiltrator Enhanced mobility: Can climb walls and ceillings. Equipped with a tail-knife by standard knife stats. Small hands: Can not use two-handed weapons with frontal hands.
Valkyr AAU-04 Commonality: Rare Culture: Militairist, spiritualist
In the wake of the 2020 invasion, unusual materials were gathered by the ADF from crashed ships. These materials formed the foundation for the first in their second generation automatons. The Valkyr were designed after the Valkyrie knights of Aria. The few religious knights that stood beside them rather than against them during their initial uprising in the age of the soulweaver. These automatons feature a sleek, avian-like design. Their bodies have well fitted titanite chassis, and are fitted with combustion propelled wings that allow for flight and an intimidating look. Just like the Valkyrie, they were made for both magic and melee combat with the advantage of flight on their side. All are fitted with artificial souls.
Warrior ethic: Start with apprentice level blacksmith Flight of the valkyrie: Flying movement is always possible if wings are not obstructed. +1 SAU, +1 VIT. Downfall of icarus: Flying movement can not be maintained for more than 3 rounds. Increase fire damage by one degree.
Capricaz Aetheri main battle drone Commonality: Rare Culture: Militairist, stoic
These terrifying creatures are the prime of their armed forces. Standing at about 5 metres tall, with four transformative arms. The capricaz have signature skulls set over their 'heads' which are taken directly from the corpse of their former body. Capricaz are, in essence, dead Decapodians of high status that are granted the privilege of being designated to a drone. Their soul is used to power and operate the entire drone, and with its similair four-armed design, it will feel very similar for the soul to use. The four arms come with built in Lambast blades. But they allow for much adjustment, such as cannons, miniguns, and more unusual weapons.
Crustacean spirit: start with apprentice level mechanic Combat drone: start with four built-in "hidden weapon" swords, +1 AP, four-armed Heavyweight: -2 DEX, can not run
[/PTab={background-color:#181818}] [/PTabbedContent={background-color:#444444}]
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