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Posted: Tue Aug 16, 2016 10:40 pm
The Selection of Race:
The world is wide and varied, and within it exists a myriad of races, of mankind, faekind, and beastkin. These creatures all seek, at their essence, the same basic desires. A warm shelter at night, food to ease their hunger, water to quench their thirst, a sense of wonder, and at times, even war.
In the Nations of War, you can play a character of any race, with very little limitations in regards to Jobs or accessible titles. Your characters race may, however, give you plenty of ties to what sort of person he or she may be, how they may react to certain situations, how political climates may affect them, or even towards what their motivations may be. The following descriptions, however, should be taken in stride as only being written in terms as a general broad stroke of the race's members. In every race there exists a category of people who diverge from what is viewn as normal, and your character could quite easily be one of those few. Don't let a description of a race keep you from detailing your character as you choose.
Characteristics of the Races:
Attribute Adjustments and Special Abilities: Each Race has a list of attributes and traits granted to it, which can be located on their relevant data sheet below. If these adjustments change your scores above 18 or below 3, that is acceptable, except in the case of intelligence, in which case, make intelligence a baseline of 3 instead.
Some races may also give special abilities, such as the ability to see in the darkness, or low light conditions, the ability to breath in water, or the ability to use some basic, albeit low leveled, magical abilities. In such cases, these items will be posted to your characters Special Abilities section.
Favored Jobs: Also found in the Races relevant data sheets are their favored jobs. While any race can work essentially any job, this may not be entirely true for their specialties, and some races excel in some of these jobs for various reasons, from centuries of tradition, to eyes that are more adaptive to gauging fine detail in specific conditions. The upside to taking a favored job, however, is that once every ingame day, you may reroll a critical failure to a skill check in that field, to avoid utter disaster.
Languages: -TBA, undecided how much detail to follow into on languages at this time.-
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Posted: Tue Aug 16, 2016 10:40 pm
Races of Man:
⦁ Base Attributes: Health: 10 Stamina: 10 Spirit: 10 Guile: 10
Humans:
Description
tab Humans typically stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds, with men noticeably taller and heavier than women. Thanks to their penchant for migration and conquest, and to their short life spans, humans are more physically diverse than other common races. Their skin shades range from nearly black to very pale, their hair from black to blond (curly, kinky, or straight), and their facial hair (for men) from sparse to thick. Plenty of humans have a dash of nonhuman blood, and they may demonstrate hints of elf, muirr, or other lineages. Members of this race are often ostentatious or unorthodox in their grooming and dress, sporting unusual hairstyles, fanciful clothes, tattoos, body piercings, and the like. Humans have short life spans, reaching adulthood at about age 15 and rarely living even a single century.
Human Culture is one of the most diverse, ethnically, owing to their short lives and tribal natures. Where their longer-lived counterparts have established deep and storied cultures and eschewed much, though admittedly not all, of the division found in humanity's history, human-kind is still young, rampantly growing, and as different in tone and culture as they are in their opinion and appearance.
Racial Traits
⦁ Indomnible Adaptability: Mankind has always had an uphill struggle to survive. They are not naturally insulated against the cold, yet live in cold environments. Their bodies are not well designed to exude heat, yet they choose to live in hot climates. They have no natural weapons, nor a hard hide, but what they are is adaptable. They take to their environment and adapt as they need. :: Upon Character Creation Choose either Stamina, Spirit, or Guile: Each time you level up, you gain 2 more of the chosen Attribute.
tab tab ----------
Duruil:
Description:
tab Duruil, known colloquially as Dwarves thanks to human bias, stand only 4 to 5 feet tall, but they are so broad and compact that they are, on average, almost as heavy as humans. Duruil men are slightly taller and noticeably heavier than Duruil women. A Duruil's skin is typically deep tan or light brown, and their eyes are dark. Their hair ranges in earthen tones, from bright copper to black loam, and is often worn long. Highborn Duruil men value their beards highly and groom them very carefully, whereas the lower classes are less concerned with their beards as a hazard of working with stone tools. Duruil favor simple styles for their hair, beards, and clothes. Duruil are considered adults at about age 40, and they can live to be more than 400 years old.
Possessed of deep kinship, Duruil tend to be less nomadic than their fellows, but their rivalries cut much deeper. Their culture is strong, ironclad, and set in stone, quite literally, with earth-shattering consequences for those who attempt to dishonor their traditions.
Racial Traits:
⦁ Slow and Steady: Working tirelessly and ceaselessly, the Duruil of the Hammerfist Mountains have shown their human compatriots that even in old age that never do they slow. Their equipment, their load, their age, none has ever brought the Duruil to a crawl, and so it is believed, that nothing ever will. :: Stamina Loss does not affect the Action Economy of Duruil, unless explicitly stated.
tab tab
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Muirr:
Description:
tab Muirr, colloquially known as Orcs by Humans and Faekind, average between 6 to 7 feet tall, most often they are muscular or lithe, with a skin range from pale grey to verdant green. Their canine teeth are known to grow long enough to protrude from their mouths. The nails and ears of the Muirr also protrude greatly, enough so that in passing, some have mistaken a Muirr for an Elf until face-to-face with them. Many regretted that mistake.
Racial Traits:
⦁ Fists of Iron: Muirr tend to be much more hardy folk than their Human and Duruil counterparts, albeit shorter-lived. With lifespans often only into their 70s to 80s, the rough conditioning of their homelands, and denser bone structures have made their bodies all the more rugged and made fierce, not to mention feared, combatants out of them. Tales persist of Muirr on the battlefield ripping armor off of knights, a fear many still have. :: A Muirr's Unarmed attacks are considered to be [ Armor Piercing ]
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Posted: Tue Aug 16, 2016 10:41 pm
Races of the Fae:
⦁ Base Attributes: Health: 4 Stamina: 4 Spirit: 16 Guile: 16
Elvenkind:
Description tab tab
Elves are short and slim, standing from 4 to 5 and 1/2 feet tall, and lithe of body. Weighing an average of 110 to 135 lbs, slight to their frames. Their men are often only marginally taller and heavier than their women. They are graceful but frail, their constitution traded for a wellspring of spirit. Most tend to be pale-skinned, with eyes that reflect facets of their natural surrounding. Their dress is often simple, drawn from nature, and comfortable to the wearer, with simple and elegant jewelry crowned in simple gems.
Unlike Humans with their short lifespans, the Elves can live to spans of over 600 years, with most not reaching maturity into adulthood until they've surpassed their 75th [ Which by many standards is a young adult, still ]. A persistent rumour parses the other races, in that Elves do not sleep, as a race of the Fae, it is true that they are not beholden to it as much as the Races of Man and Beast, but Elvenkind must rest for at least 3 hours to be comfortably rested, and a month without sleep can drive an elf into the depths of insanity. Some believe this insanity is where the first warlocks came from, as only something so powerful, but so driven to insanity as a disquieted mind, with no solace or respite could have witnessed the eldritch horrors that fuel the convocations.
Racial Traits
⦁ Disenchanted: Long enured in the ways of magic and entirely surrounded by the Magickal arts their entire lives, Elves are accustomed to the very nature of the arts. As such, they find that area magic is less potent, for better or worse, in regards to them. :: Area of Effect Spells are One [ 1 ] Rank weaker against Elves. :: This effect only applies to Area of Effect [ AoE ] Spells, and not to Ranged, or Instant/Cantrip Type Spells. :: This applies to both afflictions and beneficial abilities.
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Ijin:
Description:
When Nature itself is called to move, the wildlands of the fae summon aspects to its whim, in fury, vengeance, intemperance, or sometimes atonement. When the call has been answered and the dust begins to settle, these aspects are left to attend to their own lives and assimilate a form that suits their needs. The Ijin are the remnant of one such call to action, where Nature was called to action to aid mankind in a perilous age, and in better understanding man, so assumed their form and their propensity for reproduction. When generations passed the Ijin forgot their calling and their children were left wanton aspects of nature, connected to the beating heart of nature, but alien to it all the same.
The Races of Man view them with suspicion and awe, enamoured by their beautiful and powerful forms, while the Races of the Beast recognize their natural ascendance, but their all too human descent.
:: Each of the Elements has a delineation of Ijin representative unto itself, with their own notable traits. Fire: Fire Ijin tend to be darker bodied with iridescent eyes and hair, their breath and bodies burning with an untold heat. Tales tell of their flesh being a warm summer heat to those with whom they find ken. Wind: Wind Ijin appear physically thinner, with a never-ceasing air around them, constantly stirring their clothes, hair, and all manner of things that are not directly concentrated upon remaining still. They are the hardest to separate from humans, aside from their often white, gold, or silver-hued hair. Lightning: Ever the livewire, the world dances around the pale lavender eyes of the Lightning Ijin. The most varied of the Ijin, the Lightning Ijin has the most unique tells, while not the most outright. Lavender Eyes and the Scent of Ozone, a sweet, pungent, metallic smell. Almost like copper wires burning. Earth: The scent of loam and iron, a body as hard as steel and as unyielding as the mountain. Yet as supple as the fields. The Earth Ijin is notable for their earthen physical form, with hair in natural colours, from leaves to bark and dew-thread, and skin of craggy soil tones. Water: The most elusive of the Ijin and often mistaken for the Siren by the unknowing, these Ijin spend their days often pouring over the local water supplies of their towns, or protecting them. Their form and motions as fluid as the water from whence they were born. Water Ijin have an almost translucent appearance when disengaged, which makes them easy to miss in a crowd.
Racial Traits:
⦁ Elemental Will: Ijin are creatures of Nature's Wrath, and as such have the call of their respective element on a whim. :: An Ijin may Temporarily [ Enchant ] their armor or weapon with their Elemental Nature [ Increasing an effective rank or adding an elemental magick component if none were present ].
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Siren:
Description:
Sirens, Dryads, and Changelings, all a series of names for the same group of people. The Common Siren as she's known in Skyeveil and Aragonian Folklore, who sits upon the stones outside the shallows and sings to lure vessels to their deaths on the shoals. In truth a people without a home, viewed upon with suspicion for their innate ability to adapt their form into a variety of shapes and textures to fit that which pleases the eye of those around them most. The Siren is an imposter in the world which demands you always present a true face, but in truth, they are a people who only wish to be accepted.
Racial Traits:
⦁ Adaptive Persona: As the ever-reaching nature of the Races of Man encroached upon the territories of the Siren, they had to adapt to Man's society. Their cultures, traditions, clothing. To do so, they took advantage of their ability to speak psionically to any person around them, while mimicking normal speech, and utilizing the adaptive nature of their own body to simulate clothing as much as they could for social encounters. :: A Siren is always considered clothed unless they deem otherwise. :: A Siren is always understood by those they speak to. :: Sirens gain 2 Guile every time they advance a Level.
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Posted: Tue Aug 16, 2016 10:42 pm
Races of the Beast:
⦁ Base Attributes: Health: 16 Stamina: 16 Spirit: 4 Guile: 4
The Lupin:
Description tab tab
Ranging from 4 and 1/2 to 6 feet tall and built like humans, but with the heads of dogs, many creatures mistake lupins for gnolls or werewolves from a distance. A short coat of fur covers a lupin from head to toe, while longer, silkier hair [ much like that of a humans ] grows from the top of their heads. A lupin's body fur tends to be monochromatic, ranging from a light gray through all the shades of brown to black, with occasional lupins sporting coats of brick red or golden yellow. Extraordinarily rare white-coated lupins do exist, but few non-lupins ever see them. Some lupins have a lighter shade of their body fur on their muzzle, ears, and around their eyes, while their head hair tends toward slightly darker shades. White muzzle fur and head hair mark lupin elders.
Thick, leathery skin covers the palms of lupin hands and the soles of their feet, and they usually keep their clawlike fingernails and toenails cut short. Lupins have short, nonprehensile tails that they sometimes have difficulty controlling [ especially when anxious or excited ]. Unlike humans, however; the Lupin do maintain digitigrade legs, with a shorter foreleg leading to their feet.
Racial Traits:
⦁ Senses of the Wolf: Heightened senses alert Lupin to foes on the battlefield, often warning them to ranged attacks or incoming troop movements. The downfall of always being so keenly aware of one's opponents however; the same senses that make you aware, are as likely to be used against you. :: Lupin's keen senses detect opponents using [ Stealth ] on the Battlefield; this does not clearly tell a Lupin who the foes are, just alludes their presence. :: Ranged Physical and Magickal abilities lose the [ Piercing ] bonus against Lupin. :: Any affliction based on the senses, other than touch, gains a +1 bonus against Lupin.
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The Ensera:
Description:
Small of form and frame, the Ensera show some resemblance in form to the common hare. There is little difference in their overall build between men and women, with only secondary sexual traits being key differences. They stand at an average of 3 and 1/2 feet with a full extension of just over 4 and 1/2 feet on their toes. Their frames are lithe, but their muscle mass and bones are dense, particularly in their legs and their trapezius, making them weigh in above a human man of the same size. On average a fully grown Ensera can weigh between 90 to 120lbs.
Their fur runs a gamut of tones, with delineations coming from old clan lines that have long since ceded boundaries under the guise of a united nation. Men often have a spined crest of fur that grows in a disparate colour from the rest of their coat, which many clans have an identity in stylizing or maintaining the length of their crest until they face a loss in battle. While others prefer to remove this crest until such a time as they marry.
Racial Traits:
⦁ Featherweight Flurry: The Ensera are a small people, they travel light, farm with light tools, and fight lightly armored with their own bodies and small weapons to keep on their toes. To maximise this, they have to remain unencumbered and keep their bodies free; as such when an Ensera fights in Light Armour, or Unarmoured, they gain an additional rank in Melee Combat as most combatants find it hard to keep up with their speeds. :: When unarmoured or wearing Light Armour an Ensera gains One [ 1 ] Rank bonus to their Melee attacks.
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The Rha'khi:
Description:
The Rha'khi are a nomadic people, with many tribes who dot the grasslands of The Rausch, this places them at immediate odds with one of two factions. The [ Vi'i ] who have long been at war with the ruling family of Aldor Heights, formerly of the Rauchlands, and the enigmatic [ Aulie ] a far southern tribe of dark dwarves who speak an incomprehensible tongue.
Their appearance at first is dismissable, and many who cross them at a distance may do so, to their advantage, as the Rha'khi share many similarities with domestic cats. So much so that Humans and Orkind have taken to calling their tribes by Pet Names, instead of their true names. A habit which has incessantly stuck in some generations of their own.
The Rha'khi are much more predatory than their domestic counterparts, however, which led to nearly two hundred years of warfare on the Vaerie planes, with the [ Vi'i ] attempting an insurmountable amount of campaigns upon the catfolk. What they created was an enemy who learned to fight everyone they came into contact with. Rha'khi began to adopt the common dress of Mankind, unlike their Ensera cousins to the north, and maintained their nomadic structure. They moved closer and closer to other tribes and other races to avoid the [ Vi'i ] and learn more about other races and adopt their customs. And to learn how to undo them, as well as their long-term foe.
Racial Traits:
⦁ Errant War: The Rha'khi are a people whose very life has been dependent on a grassroots campaign against the nomadic people of The Rausch, one group of which have attempted to hunt the Rha'khi to extinction twice in the last two centuries. Their skills have brought them a deep understanding of their enemies and adaptability in combat that keeps their foes from bringing their more unique traits to bear. :: Rha'khi have learned to deny any Racial Traits that give their opponents Rank increases in combat. :: :: This Feature only applies in combat.
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Posted: Tue Aug 16, 2016 10:43 pm
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Posted: Tue Aug 16, 2016 10:44 pm
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Posted: Tue Aug 16, 2016 10:45 pm
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Posted: Tue Aug 16, 2016 10:46 pm
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Posted: Tue Aug 16, 2016 10:47 pm
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Posted: Tue Aug 16, 2016 10:48 pm
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Posted: Tue Aug 16, 2016 10:55 pm
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Posted: Tue Aug 16, 2016 10:56 pm
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Posted: Tue Aug 16, 2016 11:03 pm
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Posted: Tue Aug 16, 2016 11:04 pm
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Posted: Tue Aug 16, 2016 11:05 pm
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