Post by crazygeneral on Feb 24, 2006 2:51:05 GMT -5
These are race descriptions and stats.
Humans: The most prolific race on the planet, humans can be found almost anywhere and can do almost anything, they, however, are not masters of any particular trade except perhaps corruption and lies
Humans:
HP = EndX7+WP
MP = WPX5+IntX3+EndX3
PP = Int+End+WPX2
NAR = NAR
All stats start at 10, except NAR, which starts at 2. Physical stats cannot exceed 30, except where occupation allows.
Points: 8
Starting Standards:
Starts with basic clothing.
1D4+3 items (Including weapons)
1D4+3 Occupational related items.
1D4+3 Spells, psionics, or abilities.
Skills vary upon occupation.
Magical Super-Human: A very rare occurrence, sometimes, when certain chromosomes mix, the planets are in just the right alignment, and several other unknown factors combine, a human with beyond normal natural talent for magic and psionic powers is born.
Magical Super-Being Human:
HP = EndX10+WPX2+Str
MP = WPX7+IntX4+EndX4
PP = Int+EndX2+WPX2
NAR = NAR
Physical stats cannot exceed 30 (Unless magically boosted).
All stats start at 15, except NAR, which starts at 5 (Restricted to Magic/Psionic Classes)
Points: 20
Starting Standards:
1D12+3 General spells.
1D4 magic items.
1D4 magic weapon.
1D4 Psionic Powers.
1D4 Abilities.
1 set of magic armor/cloth.
Skills: Basic Magic, Advanced Magic, Psi-Focus, Arcane Literacy.
Sayians: Very similar looking to humans, only their hair is black and they only have pupils in their eyes. A very brutal race of “honorable” warriors. Specialize in martial arts and ki.
Sayians:
HP = EndX15+StrX2+WP
MP = EndX4+WPX2
PP = Int+EndX2+WP
NAR = NAR
Str: 20, End: 30, Agi: 20, Per: 15, Int: 10, WP: 20, Chr: 7, Looks: 10, NAR: 10. Charisma cannot exceed 20.
Str, End, Agi, WP can be reduced to 15, Chr cannot be raised above 16, Looks can be raised to 20.
Points: 10
Starting Standards:
1 set of Sayian Armor: 1000 HP per side, one size fits all.
1 Scouter: Reports on: Str, Agi, End, magic, psionic, ki levels.
Skills: Advanced martial arts, Basic ki manipulation.
Lizard Men: Humanoid Lizards that tend to stay to themselves in tree-villages. Those who’ve abandoned the old ways have built cities of skyscrapers and tall perch-like buildings.
Lizard Men:
HP = EndX5+StrX2+WP
MP = EndX6+WPX3+IntX2
PP = EndX3+WPX5+IntX5
NAR = NAR
All stats start at 12, except NAR, which starts at 30. Mental stats are limited to 20 except where occupation allows. Physical stats cannot exceed 130, except NAR, which cannot exceed 170.
Points: 10
Starting Standards:
Tunic: 30/30 HP.
1D4+1 items (Includes weapons)
1D4 Occupational Related items.
1D4+1 Spells, Psionics, or Abilities.
Skills: Camouflage, Climb, Swim.
Orc: A race of large, green-skinned brutes. They don’t understand technology very well and thusly stick to arcane weapons. They can use modern weapons if they are provided to them and taught how.
Orc:
HP = EndX12+StrX3
MP = EndX8+WPX4
PP = EndX4+WPX3
NAR = NAR
Str: 18, End: 40, Agi: 12, Per: 8, Int: 5, WP: 20, Chr: 8, Looks: 5, NAR: 8 (Limited to fighter classes, mystic, nature mage, priest and Shaman). Mental stats cannot exceed 12 except where occupation allows. Agility cannot exceed 20 except where occupation allows.
Points: 15
Starting Standards:
Leather Armor: 130/130 per side.
1D4 weapons.
1D4 items (Including armor and shields)
1D4+1 spells, psionics, or war cries, depending on class.
Skills: WP Axe, WP Club, WP sword, WP Shield, Basic Tracking.
Dwarf: A race of short, muscular humanoids, usually with long beards. They love the mountains and have built great cities within’ them, searching for treasures and other ancient artifacts. They are master craftsmen and love technology and magic equally.
Dwarf:
HP = EndX9+StrX2+WP
MP = EndX2+WPX10
PP = EndX2+WPX2+Int
NAR = NAR
Str: 12, End: 30, Agi: 10, Per: 15, Int: 15, Chr: 12, Looks: 7, WP: 15, NAR: 6 End can be reduced to 20, Per to 12. Agility and Charisma cannot exceed 20 except where occupation allows. (Limited to Fighter and Smith classes)
Points: 8
Starting standards:
Dwarven Plate-mail: 800/800
Dwarven Helm: 150.
Dwarven Gauntlets: 80 per hand.
1D4 weapons.
1D4 Items (Not including weapons)
Skills: WP Axe, WP Shield, WP sword, Arcane Weapon smithy, Arcane Armor smithy.
Elf: A race of tall, thin, nature loving humanoids. Elves are distinct from humans by their pointy ears, pale skin, and thin frames.
Elf:
HP = EndX5+Str+WPX3
MP = EndX12+WPX8+IntX7
PP = EndX10+WPX6+IntX4
NAR = NAR
Str: 10, End: 15, Agi: 20, Per: 20, Int: 15, WP: 25, Chr: 15, Looks: 15, NAR: 3 Agi can be reduced to 12, Per: 15, WP: 15, Chr: 5, Looks, 10, Str cannot exceed 20.
Points:10
Starting Standards:
Elven Chain Mail: 400/400
1D4+3 items (Includes weapons)
1D4+2 Spells
1D4 psionic powers.
Skills: WP Sword, WP Bow, conceal self , Basic Martial Arts
Goblin: A race of short, green, snobby little creatures. They are very inventive, especially with chemicals, not that great of warriors, mostly proficient in business.
Goblin:
HP = EndX3+Str+WP
MP =EndX2+WP
PP = EndX10+WPX6+IntX7
NAR = NAR
Str: 5, End: 6, Agi: 7, Per: 25, Int: 27, WP: 20, Chr: 15, Looks: 5, NAR: 2 Physical stats cannot be raised above 20. Charisma cannot be raised above 12, looks cannot be raised above 10. Intelligence cannot exceed 100 except where occupation allows. (Restricted to Merchant or Scientist classes)
Points: 10
Start Standards:
Cotton shirt: 10/10
Leather pants: 20/20
Cart: 100/100
Mule: Str: 3D4, End: 3D6, Agi: 2D4, Per: 1D4, Int: 1D6, Wp: 1D6X2, Chr: N/A, Looks: 10.
1D20 items (For sale or use)
Dagger: 4-10 damage.
2D6 psionic abilities (Manipulative)
4D6X1000 gold/credits.
Skills: Barter, Chemistry, Biology, Physics.
Ogre: A race of huge barbaric creatures. They are often too stupid to understand technology or magic, but rely on brute strength and crudely made weapons. A very few of them are born with the ability to learn magic.
Ogre:
HP = EndX20+StrX15+WP
MP = EndX5+WPX6+Int
PP = EndX4+WPX3
NAR = NAR
Str: 27, End: 20, Agi: 10, Per: 15, Int: 3, WP: 11, Chr: 4, Looks: 2, NAR: 12. All mental stats cannot exceed 8, except where occupation allows. No physical stat (except agility) can be reduced to below 15. (Restricted Warrior, Mystic, and Ogre Mage classes)
Points: 15
Starting Standards:
Loin Cloth: 10/10
Club: 20-35 + strength bonus.
Skills: WP Club
Dragon: A very powerful race of magical super-beings, dragons are a rare find, but when they are found, it is an amazing site. Dragons are very versatile and can learn to use and even build technology very quickly. They are also hated by everyone except other dragons due to fairy tales. Any attempts for dragons to create a structured society would be short-lived as the world would grow very fearful and strike it down violently.
Dragon:
HP = EndX50+StrX10+WPX10
MP = EndX30+IntX10+WPX5
PP = EndX15+IntX5+WPX10
NAR = NAR
Str: 50, End: 70, Agi: 20, Per: 35, Int: 70, WP: 50, Chr: 30, Looks: 15, NAR: 40 (7 per level)
Points: 30
Standard Starting:
1D6+4 general spells.
2D4 psionic powers.
1D6+2 natural abilities.
Skills: Aerial Combat, Arcane literacy, Basic Magic, Psi-Focus
Birdman: A race of humanoid birds that have the appendages of humans (two arms, two legs) large wings and bird like bodies (covered in feathers) with bird like heads. There are many different types of sub-specie each with their particular bonuses.
Birdman:
HP = EndX6+StrX2+WP
MP = EndX10+WPX6+IntX9
PP = EndX12+IntX6+WPX4
NAR = NAR
Str: 10, End: 30, Agi: 35, Per: 12, Int: 10, WP: 10, Chr: 12, Looks: 10, NAR: 2
All stats can be adjusted depending on sub-species, along with the amount of points to spend.
Starting Standards:
1D4+3 items (Including weapons)
Light chain mail: 100/100.
1D4+1 natural abilities that relate to the subspecies.
Skills: Aerial combat, other skills depend upon sub-species.
Troll (Warcraft style): A vile counter-part of the elves. Trolls are strong, quick, and ferocious. They too have pointy ears, but they usually have long, pointed noses, greenish skin, and two tusks protruding from their lower gums. Their native homes are found in tropical forests or deserts
Troll:
HP = EndX10+StrX3
MP = EndX5+IntX4+WPX3
PP = End+Int+WPX4
NAR = NAR
Str: 15, End: 20, Agi: 24, Per: 19, Int: 8, Wp: 10, Chr: 5, Looks: 7, NAR: 6
No mental stats can be raised above 14, except where occupation allows. Looks and Charisma cannot exceed 10, except where occupation allows. (Restricted to Fighter, Mystic, Nature Mage, and Shaman occupations)
Points: 15
Starting Standards:
1D4 archaic weapons.
1 set of carapace armor: 230/230
1D4 items (Not including weapons and armor)
Skills: WP Axe, WP Spear, WP Throwing Axe.
Troll regeneration. Slowly restore HP over time or expend MP and or PP to increase healing rate during battle.
Wolfen: Humanoid canines, bodies usually covered in fur. Several sub-species can be found in this race, each with the appropriate bonuses.
Wolfen:
HP = EndX8+StrX3+WpX4
MP = EndX2+Int+WpX3
PP = EndX8+IntX4+WpX4
NAR = NAR
Str: 12, End: 20, Agi: 10, Per: 36, Int: 23, Wp: 14, Chr: 12, Looks: 7, NAR: 4
All stats can be adjusted to which sub-species is chosen, along with how many points are allowed to be spent.
Starting Standards:
1D4+1 items (Including weapons and armor)
1D4+2 Psychic Powers
1D4 abilities
Skills: Track by smell, detect ambush; other skills and their respective levels depend upon sub-species.
Mermaid: A race of water-dwelling humanoids, with a human torso and head and a fish like lower body. Can be very kind or very cruel.
Mermaid:
HP = EndX7+StrX3+WpX6
MP = EndX10+IntX4+WpX8
PP = EndX4+Int+WpX7
NAR = NAR
Str: 12, End: 27, Agi: 27, Per: 16, Int: 17, Wp: 24, Chr: 15, Looks: 25, NAR: 4 12 points to spend. Strength cannot exceed 30, except where occupation allows. Agility is reduced to 5% on land.
Points: 15.
Starting Standards:
Mermaid Battle Armor: 450/450
Mermaid Helm: 60/60
Mermaid Short Sword: 19-35 damage
1D4+1 items (Including weapons)
Skills: Under-water fighting, WP Spears, WP Shields, WP Sword.
Rhino-Men: A race of humanoid Rhinos, they are very poor of sight but are very strong and very intelligent. There are a few sub-species in this race, but they’re all pretty much the same: A very powerful, prideful race.
Rhino-Men:
HP = EndX25+StrX10+WpX10
MP = EndX3+IntX6+WpX6
PP = EndX4+IntX3+Wp
NAR = NAR
Str: 30, End: 35, Agi: 6, Per: 5, Int: 20, Wp: 34, Chr: 16, Looks: 11, NAR: 24
Strength cannot exceed 180, Endurance cannot exceed 200, Agility cannot exceed 15, perception cannot exceed 12.
Points: 15
Starting Standards:
1D4+4 natural abilities
1D4 psionics.
Skills vary upon occupation.
Shadow-Lurker: A shadow demon, live in caves, will be killed if fully exposed to sunlight or magical equivalent. Lasers and other rays of light will stun them.
Shadow Lurker:
HP = EndX10+StrX4+WpX2
MP = EndX12+IntX3+WpX2
PP = EndX4+IntX5+Wp
NAR = NAR
Str: 45, End: 40, Agi: 30, Per: 15, Int: 4, Wp: 10, Chr: 1, Looks: 2, NAR: 3. (No character classes allowed)
Points: 10
Starting Standards:
1D4+2 Natural abilities.
Skills: Sneak
Shin’ Tara: A race of reptilian fish-men, fond of technology. They look like the Creature from the Black lagoon but with a shark tail instead of legs. They usually build large under-sea modern cities. Can be friendly or cruel, depends on each nation.
Shin’ Tara:
HP = EndX12+StrX4+WpX6
MP = EndX7+IntX8+WpX15
PP = EndX3+IntX10+WpX10
NAR = NAR
Str: 15, End: 30, Agi: 30, Per: 23, Int: 36, Wp: 20, Chr: 7, Looks: 3, NAR: 7
Looks cannot be raised above 15. Strength cannot exceed 28, except where occupation allows, Endurance cannot exceed 120, Intelligence cannot exceed 75, and charisma cannot exceed 18. (Restricted from Magic classes)
Points: 12
Starting Standards:
1D4+1 items (Including armor)
1D4 weapons
1D4+2 natural abilities.
Skills: Underwater combat, Spear, Harpoon Gun.
Octo-pods: A race of extremely intelligent octopus-like creatures, they are highly advanced in cybernetics and under-water technology. They are rumored to have a small array of psionic specialists.
Octo-Pods:
HP: EndX6+StrX3+WpX2
MP: EndX2+IntX3+Wp
PP: EndX15+IntX10+WpX6
NAR = NAR
Str: 12, End: 27, Agi: 67, Per: 10, Wp: 30, Chr: 15, Looks: 7, Int: 70, NAR: 1
Strength cannot exceed 35, except where occupation allows, Perception cannot exceed 20 (except with cybernetics)
Points: 15
Starting standards:
1D4+3 items (Including weapons and armor)
1D4 cybernetics.
1D4+1 psionics.
Skills: Underwater combat, conceal self.
Ner-far: A race of tall, fur covered plain dwellers, these creatures stand on long hind legs and have long, thin arms. They walk with a gander and run on all fours. Their cities are usually small and consist of several town like sectors enclosed by a low wall. In the wild they prefer to dig tunnels and small caverns, makes them very versatile.
Ner-Far:
HP: EndX10+StrX6+WpX4
MP: EndX10+IntX4+WpX5
PP: EndX7+IntX4+WpX10
NAR = NAR
Str: 12, End: 20, Agi: 15, Per: 4, Wp: 20, Chr: 12, Looks: 14, Int: 17, NAR: 5
Strength cannot exceed 24, except where occupation allows, Endurance cannot exceed 80, Agility cannot exceed 90, and perception cannot exceed 15.
Points: 20
Starting Standards:
2D4+1 Natural abilities.
1D4 items (Including weapons and armor)
Skills: Digging, spear, club
Vampire: A race of undead humanoids, vampires feed on the blood of others, and can convert them into vampires by injecting their venom into their veins. They have super natural strength and powers, but also super natural weaknesses, such as sunlight, garlic, water, silver and wood. Vampires can be anywhere between wild beasts who rely on instincts or very sophisticated deceivers.
Vampire:
HP = EndX15+StrX20+WpX6
MP = EndX10+IntX6+WpX4
PP = EndX2+Int+WpX3
NAR = NAR
Str: 23, End: 100, Agi: 20, Per: 20, Wp: 15, Chr: 10, Looks: 10, Int: 15, NAR: 5
Stats are adjusted according to which vampire sub-class is chosen (Restricted to Vampire Classes)
Starting Standards:
1D4+2 Natural abilities (Vampire Venom and hypodermic canines required)
1D4+2 items (Includes weapons and armor)
Skills: Stalking, conceal-self.
Humans: The most prolific race on the planet, humans can be found almost anywhere and can do almost anything, they, however, are not masters of any particular trade except perhaps corruption and lies
Humans:
HP = EndX7+WP
MP = WPX5+IntX3+EndX3
PP = Int+End+WPX2
NAR = NAR
All stats start at 10, except NAR, which starts at 2. Physical stats cannot exceed 30, except where occupation allows.
Points: 8
Starting Standards:
Starts with basic clothing.
1D4+3 items (Including weapons)
1D4+3 Occupational related items.
1D4+3 Spells, psionics, or abilities.
Skills vary upon occupation.
Magical Super-Human: A very rare occurrence, sometimes, when certain chromosomes mix, the planets are in just the right alignment, and several other unknown factors combine, a human with beyond normal natural talent for magic and psionic powers is born.
Magical Super-Being Human:
HP = EndX10+WPX2+Str
MP = WPX7+IntX4+EndX4
PP = Int+EndX2+WPX2
NAR = NAR
Physical stats cannot exceed 30 (Unless magically boosted).
All stats start at 15, except NAR, which starts at 5 (Restricted to Magic/Psionic Classes)
Points: 20
Starting Standards:
1D12+3 General spells.
1D4 magic items.
1D4 magic weapon.
1D4 Psionic Powers.
1D4 Abilities.
1 set of magic armor/cloth.
Skills: Basic Magic, Advanced Magic, Psi-Focus, Arcane Literacy.
Sayians: Very similar looking to humans, only their hair is black and they only have pupils in their eyes. A very brutal race of “honorable” warriors. Specialize in martial arts and ki.
Sayians:
HP = EndX15+StrX2+WP
MP = EndX4+WPX2
PP = Int+EndX2+WP
NAR = NAR
Str: 20, End: 30, Agi: 20, Per: 15, Int: 10, WP: 20, Chr: 7, Looks: 10, NAR: 10. Charisma cannot exceed 20.
Str, End, Agi, WP can be reduced to 15, Chr cannot be raised above 16, Looks can be raised to 20.
Points: 10
Starting Standards:
1 set of Sayian Armor: 1000 HP per side, one size fits all.
1 Scouter: Reports on: Str, Agi, End, magic, psionic, ki levels.
Skills: Advanced martial arts, Basic ki manipulation.
Lizard Men: Humanoid Lizards that tend to stay to themselves in tree-villages. Those who’ve abandoned the old ways have built cities of skyscrapers and tall perch-like buildings.
Lizard Men:
HP = EndX5+StrX2+WP
MP = EndX6+WPX3+IntX2
PP = EndX3+WPX5+IntX5
NAR = NAR
All stats start at 12, except NAR, which starts at 30. Mental stats are limited to 20 except where occupation allows. Physical stats cannot exceed 130, except NAR, which cannot exceed 170.
Points: 10
Starting Standards:
Tunic: 30/30 HP.
1D4+1 items (Includes weapons)
1D4 Occupational Related items.
1D4+1 Spells, Psionics, or Abilities.
Skills: Camouflage, Climb, Swim.
Orc: A race of large, green-skinned brutes. They don’t understand technology very well and thusly stick to arcane weapons. They can use modern weapons if they are provided to them and taught how.
Orc:
HP = EndX12+StrX3
MP = EndX8+WPX4
PP = EndX4+WPX3
NAR = NAR
Str: 18, End: 40, Agi: 12, Per: 8, Int: 5, WP: 20, Chr: 8, Looks: 5, NAR: 8 (Limited to fighter classes, mystic, nature mage, priest and Shaman). Mental stats cannot exceed 12 except where occupation allows. Agility cannot exceed 20 except where occupation allows.
Points: 15
Starting Standards:
Leather Armor: 130/130 per side.
1D4 weapons.
1D4 items (Including armor and shields)
1D4+1 spells, psionics, or war cries, depending on class.
Skills: WP Axe, WP Club, WP sword, WP Shield, Basic Tracking.
Dwarf: A race of short, muscular humanoids, usually with long beards. They love the mountains and have built great cities within’ them, searching for treasures and other ancient artifacts. They are master craftsmen and love technology and magic equally.
Dwarf:
HP = EndX9+StrX2+WP
MP = EndX2+WPX10
PP = EndX2+WPX2+Int
NAR = NAR
Str: 12, End: 30, Agi: 10, Per: 15, Int: 15, Chr: 12, Looks: 7, WP: 15, NAR: 6 End can be reduced to 20, Per to 12. Agility and Charisma cannot exceed 20 except where occupation allows. (Limited to Fighter and Smith classes)
Points: 8
Starting standards:
Dwarven Plate-mail: 800/800
Dwarven Helm: 150.
Dwarven Gauntlets: 80 per hand.
1D4 weapons.
1D4 Items (Not including weapons)
Skills: WP Axe, WP Shield, WP sword, Arcane Weapon smithy, Arcane Armor smithy.
Elf: A race of tall, thin, nature loving humanoids. Elves are distinct from humans by their pointy ears, pale skin, and thin frames.
Elf:
HP = EndX5+Str+WPX3
MP = EndX12+WPX8+IntX7
PP = EndX10+WPX6+IntX4
NAR = NAR
Str: 10, End: 15, Agi: 20, Per: 20, Int: 15, WP: 25, Chr: 15, Looks: 15, NAR: 3 Agi can be reduced to 12, Per: 15, WP: 15, Chr: 5, Looks, 10, Str cannot exceed 20.
Points:10
Starting Standards:
Elven Chain Mail: 400/400
1D4+3 items (Includes weapons)
1D4+2 Spells
1D4 psionic powers.
Skills: WP Sword, WP Bow, conceal self , Basic Martial Arts
Goblin: A race of short, green, snobby little creatures. They are very inventive, especially with chemicals, not that great of warriors, mostly proficient in business.
Goblin:
HP = EndX3+Str+WP
MP =EndX2+WP
PP = EndX10+WPX6+IntX7
NAR = NAR
Str: 5, End: 6, Agi: 7, Per: 25, Int: 27, WP: 20, Chr: 15, Looks: 5, NAR: 2 Physical stats cannot be raised above 20. Charisma cannot be raised above 12, looks cannot be raised above 10. Intelligence cannot exceed 100 except where occupation allows. (Restricted to Merchant or Scientist classes)
Points: 10
Start Standards:
Cotton shirt: 10/10
Leather pants: 20/20
Cart: 100/100
Mule: Str: 3D4, End: 3D6, Agi: 2D4, Per: 1D4, Int: 1D6, Wp: 1D6X2, Chr: N/A, Looks: 10.
1D20 items (For sale or use)
Dagger: 4-10 damage.
2D6 psionic abilities (Manipulative)
4D6X1000 gold/credits.
Skills: Barter, Chemistry, Biology, Physics.
Ogre: A race of huge barbaric creatures. They are often too stupid to understand technology or magic, but rely on brute strength and crudely made weapons. A very few of them are born with the ability to learn magic.
Ogre:
HP = EndX20+StrX15+WP
MP = EndX5+WPX6+Int
PP = EndX4+WPX3
NAR = NAR
Str: 27, End: 20, Agi: 10, Per: 15, Int: 3, WP: 11, Chr: 4, Looks: 2, NAR: 12. All mental stats cannot exceed 8, except where occupation allows. No physical stat (except agility) can be reduced to below 15. (Restricted Warrior, Mystic, and Ogre Mage classes)
Points: 15
Starting Standards:
Loin Cloth: 10/10
Club: 20-35 + strength bonus.
Skills: WP Club
Dragon: A very powerful race of magical super-beings, dragons are a rare find, but when they are found, it is an amazing site. Dragons are very versatile and can learn to use and even build technology very quickly. They are also hated by everyone except other dragons due to fairy tales. Any attempts for dragons to create a structured society would be short-lived as the world would grow very fearful and strike it down violently.
Dragon:
HP = EndX50+StrX10+WPX10
MP = EndX30+IntX10+WPX5
PP = EndX15+IntX5+WPX10
NAR = NAR
Str: 50, End: 70, Agi: 20, Per: 35, Int: 70, WP: 50, Chr: 30, Looks: 15, NAR: 40 (7 per level)
Points: 30
Standard Starting:
1D6+4 general spells.
2D4 psionic powers.
1D6+2 natural abilities.
Skills: Aerial Combat, Arcane literacy, Basic Magic, Psi-Focus
Birdman: A race of humanoid birds that have the appendages of humans (two arms, two legs) large wings and bird like bodies (covered in feathers) with bird like heads. There are many different types of sub-specie each with their particular bonuses.
Birdman:
HP = EndX6+StrX2+WP
MP = EndX10+WPX6+IntX9
PP = EndX12+IntX6+WPX4
NAR = NAR
Str: 10, End: 30, Agi: 35, Per: 12, Int: 10, WP: 10, Chr: 12, Looks: 10, NAR: 2
All stats can be adjusted depending on sub-species, along with the amount of points to spend.
Starting Standards:
1D4+3 items (Including weapons)
Light chain mail: 100/100.
1D4+1 natural abilities that relate to the subspecies.
Skills: Aerial combat, other skills depend upon sub-species.
Troll (Warcraft style): A vile counter-part of the elves. Trolls are strong, quick, and ferocious. They too have pointy ears, but they usually have long, pointed noses, greenish skin, and two tusks protruding from their lower gums. Their native homes are found in tropical forests or deserts
Troll:
HP = EndX10+StrX3
MP = EndX5+IntX4+WPX3
PP = End+Int+WPX4
NAR = NAR
Str: 15, End: 20, Agi: 24, Per: 19, Int: 8, Wp: 10, Chr: 5, Looks: 7, NAR: 6
No mental stats can be raised above 14, except where occupation allows. Looks and Charisma cannot exceed 10, except where occupation allows. (Restricted to Fighter, Mystic, Nature Mage, and Shaman occupations)
Points: 15
Starting Standards:
1D4 archaic weapons.
1 set of carapace armor: 230/230
1D4 items (Not including weapons and armor)
Skills: WP Axe, WP Spear, WP Throwing Axe.
Troll regeneration. Slowly restore HP over time or expend MP and or PP to increase healing rate during battle.
Wolfen: Humanoid canines, bodies usually covered in fur. Several sub-species can be found in this race, each with the appropriate bonuses.
Wolfen:
HP = EndX8+StrX3+WpX4
MP = EndX2+Int+WpX3
PP = EndX8+IntX4+WpX4
NAR = NAR
Str: 12, End: 20, Agi: 10, Per: 36, Int: 23, Wp: 14, Chr: 12, Looks: 7, NAR: 4
All stats can be adjusted to which sub-species is chosen, along with how many points are allowed to be spent.
Starting Standards:
1D4+1 items (Including weapons and armor)
1D4+2 Psychic Powers
1D4 abilities
Skills: Track by smell, detect ambush; other skills and their respective levels depend upon sub-species.
Mermaid: A race of water-dwelling humanoids, with a human torso and head and a fish like lower body. Can be very kind or very cruel.
Mermaid:
HP = EndX7+StrX3+WpX6
MP = EndX10+IntX4+WpX8
PP = EndX4+Int+WpX7
NAR = NAR
Str: 12, End: 27, Agi: 27, Per: 16, Int: 17, Wp: 24, Chr: 15, Looks: 25, NAR: 4 12 points to spend. Strength cannot exceed 30, except where occupation allows. Agility is reduced to 5% on land.
Points: 15.
Starting Standards:
Mermaid Battle Armor: 450/450
Mermaid Helm: 60/60
Mermaid Short Sword: 19-35 damage
1D4+1 items (Including weapons)
Skills: Under-water fighting, WP Spears, WP Shields, WP Sword.
Rhino-Men: A race of humanoid Rhinos, they are very poor of sight but are very strong and very intelligent. There are a few sub-species in this race, but they’re all pretty much the same: A very powerful, prideful race.
Rhino-Men:
HP = EndX25+StrX10+WpX10
MP = EndX3+IntX6+WpX6
PP = EndX4+IntX3+Wp
NAR = NAR
Str: 30, End: 35, Agi: 6, Per: 5, Int: 20, Wp: 34, Chr: 16, Looks: 11, NAR: 24
Strength cannot exceed 180, Endurance cannot exceed 200, Agility cannot exceed 15, perception cannot exceed 12.
Points: 15
Starting Standards:
1D4+4 natural abilities
1D4 psionics.
Skills vary upon occupation.
Shadow-Lurker: A shadow demon, live in caves, will be killed if fully exposed to sunlight or magical equivalent. Lasers and other rays of light will stun them.
Shadow Lurker:
HP = EndX10+StrX4+WpX2
MP = EndX12+IntX3+WpX2
PP = EndX4+IntX5+Wp
NAR = NAR
Str: 45, End: 40, Agi: 30, Per: 15, Int: 4, Wp: 10, Chr: 1, Looks: 2, NAR: 3. (No character classes allowed)
Points: 10
Starting Standards:
1D4+2 Natural abilities.
Skills: Sneak
Shin’ Tara: A race of reptilian fish-men, fond of technology. They look like the Creature from the Black lagoon but with a shark tail instead of legs. They usually build large under-sea modern cities. Can be friendly or cruel, depends on each nation.
Shin’ Tara:
HP = EndX12+StrX4+WpX6
MP = EndX7+IntX8+WpX15
PP = EndX3+IntX10+WpX10
NAR = NAR
Str: 15, End: 30, Agi: 30, Per: 23, Int: 36, Wp: 20, Chr: 7, Looks: 3, NAR: 7
Looks cannot be raised above 15. Strength cannot exceed 28, except where occupation allows, Endurance cannot exceed 120, Intelligence cannot exceed 75, and charisma cannot exceed 18. (Restricted from Magic classes)
Points: 12
Starting Standards:
1D4+1 items (Including armor)
1D4 weapons
1D4+2 natural abilities.
Skills: Underwater combat, Spear, Harpoon Gun.
Octo-pods: A race of extremely intelligent octopus-like creatures, they are highly advanced in cybernetics and under-water technology. They are rumored to have a small array of psionic specialists.
Octo-Pods:
HP: EndX6+StrX3+WpX2
MP: EndX2+IntX3+Wp
PP: EndX15+IntX10+WpX6
NAR = NAR
Str: 12, End: 27, Agi: 67, Per: 10, Wp: 30, Chr: 15, Looks: 7, Int: 70, NAR: 1
Strength cannot exceed 35, except where occupation allows, Perception cannot exceed 20 (except with cybernetics)
Points: 15
Starting standards:
1D4+3 items (Including weapons and armor)
1D4 cybernetics.
1D4+1 psionics.
Skills: Underwater combat, conceal self.
Ner-far: A race of tall, fur covered plain dwellers, these creatures stand on long hind legs and have long, thin arms. They walk with a gander and run on all fours. Their cities are usually small and consist of several town like sectors enclosed by a low wall. In the wild they prefer to dig tunnels and small caverns, makes them very versatile.
Ner-Far:
HP: EndX10+StrX6+WpX4
MP: EndX10+IntX4+WpX5
PP: EndX7+IntX4+WpX10
NAR = NAR
Str: 12, End: 20, Agi: 15, Per: 4, Wp: 20, Chr: 12, Looks: 14, Int: 17, NAR: 5
Strength cannot exceed 24, except where occupation allows, Endurance cannot exceed 80, Agility cannot exceed 90, and perception cannot exceed 15.
Points: 20
Starting Standards:
2D4+1 Natural abilities.
1D4 items (Including weapons and armor)
Skills: Digging, spear, club
Vampire: A race of undead humanoids, vampires feed on the blood of others, and can convert them into vampires by injecting their venom into their veins. They have super natural strength and powers, but also super natural weaknesses, such as sunlight, garlic, water, silver and wood. Vampires can be anywhere between wild beasts who rely on instincts or very sophisticated deceivers.
Vampire:
HP = EndX15+StrX20+WpX6
MP = EndX10+IntX6+WpX4
PP = EndX2+Int+WpX3
NAR = NAR
Str: 23, End: 100, Agi: 20, Per: 20, Wp: 15, Chr: 10, Looks: 10, Int: 15, NAR: 5
Stats are adjusted according to which vampire sub-class is chosen (Restricted to Vampire Classes)
Starting Standards:
1D4+2 Natural abilities (Vampire Venom and hypodermic canines required)
1D4+2 items (Includes weapons and armor)
Skills: Stalking, conceal-self.