[archived] Old RPR Races thread

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bamthedoc

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KittieKitty's idea, originally.

Rules:
To submit a race PM bamthedoc or Tacitus.
This thread is a recommendation to read before choosing a race for your characters.
This thread is not neccessary to read.


I am not including all races with this. Elves and Dragons are the primary focus of this first post.

Dragon Races

Race: Dragon
Classification: Beast
~~Race1: Dragon
~~Race2: NONE
Class Preferance: NONE
Weapon Preference: Claw, Tail, Wings, Horn, Teeth, Body
The dragon is fearful creature. The most intelligent and oldest know more languages than thought to exist. They are powerful and tend to specialize in only one elemental use.

Race: Half-Dragon
Classification: "half-breed"
~~Race1: Dragon
~~Race2: Any
Class Preferance: Race2's available races
Weapon Preference: Class weapon, Dragon preferances
The half-dragon is far weaker than their full-blooded name-sakes. They are basically the same, but they transorm into their dragon-form.

Race: Dragonoid
Classification: "half-breed"
~~Race1: Dragon (~1/3)
~~Race2: Human (~1/4)
~~Race3: Elf (specific determines allignment; ~1/4)
~~Race4: x (can be any; remaining)
Class Preferance: Fighter/Mage == Can be any, however
Weapon Predisposition: Sword/Claw == Can use any
The Dragonoid being has three forms. The first is the humanoid form. They appear as either human or thier strongest "other" race characteristic. The second is the dragon form. It takes after their "strongest" ancestor or elemental training. The third is a humanoid form retaining all dragon abilities, and a few attributes. This "dragonoid" form retains the claws, horn(s), and wings. They are much faster and more agile like this, but also retain the dragon's strengths and elemental abilities. Certain ancestorial dragons may even bestow added attributes. They are also much stronger than their full-blooded dragon ancestors, an oddity.

Race: Curse Dragonoid
Classification: Cursed or Ritual
~~Race1: Human, Elf (not High or Night), Half-Elf, Dwarf, etc. (most human looking)
~~Race2: Dragon's Blood
Class Preferance: Previous Class
Weapon Predisposition: Sword/Claw and Previous Preferance
They normally look very unusual, as they appear to have claws and wings. They, however, do not have any horns as they are not really dragons. They only have one transformation available, that of the dragon. Their full dragon's blood comes to the surface as they turn into that dragon. Generally they are weaker than full-blooded dragons, but they find ways to comfinsate.

Elven Races

Elves are considered the elden race because of thier exasboratinly long life spans, and the fact that the High Elves are the oldest race known. I'll only give the general ages Elves live to here. FYI: Some of them I can't remember the exact names.

High Elves -- Imortal
Immortal and the eldest of the Elven races, the High Elves have a royal, holy air about them. They can make fearsome enemies or powerful allies. They can be any class and use any weapon (available to class).

Meadow Elves -- 1,500
Not the tallest of races, they are often called Grass Runners for their diminuative size. They tend to fair best as Bards due to their wonderous voices. They, however, do not make very good fighters.

Forest Elves -- 2,000
Closes to the High Elves, they inhabit the forests. They have a natural predisposition to ranger and fighter abilities, but can be of any class.

Night Elves -- 2,500
Haters of the light, they inhabit caves and avoid sunlight. Many believe that the sun will hurt or kill them, but that is somewhat untrue. They longer they are without sun; the more vulnerable they are. They can be of any class.

Half-Elves -- 1,000
Shunned by many "pure" Elven races, the half-elves are spawn of human and elven interbreeding. They have the strengths, and weaknesses, of both races. They also have all classes available to the elves.

Elven Sprites -- 500
Magical and relitively short-lived, they are tiny and only about the size of a human's arm. They cannot hold any normal weapons or be of classes that prefer physical attacks. They are mainly mages or of special "sprite only" classes.

Water Elves -- 2,000
As you mat imagine, they live in waterways and can breath in water and on land, and they have a fierce rivalry with the Magma Elves. They can be any class, and often prefer spears and tridents. They can use any weapon, however, and are well attached to their watery element.

Magma Elves -- 750
Living in the very heart of volcanoes, they prefer heat and have a fierce rivalry with the Water Elves. They can be any class; though, they prefer fighting classes. They prefer axes (two-handed), but they can use any weapon.
 

bamthedoc

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Submitted by thebastardsword

Dwarves-All dwarves live to be from 200-250 years of age.

Mountain Dwarf-
Mountain Dwarves are of two of the most widley known race of dwarf. Mountain dwarves are stout warriors, more adept with an ax. Dwarves classes are mainly melee oriented.

Hill Dwarf-
Tallest of the dwarf nation, Hill Dwarves are great hunters, allies of forest elves, Hill Dwarves are more melee/range oriented than most dwarves.

Dark Dwarf-
Living in the darkest part of the Dwarf Kingdoms, Dark Dwarves are fond of dark magic, thus, isolated from most dwarf clans. Dark Dwarves are some of the weakest melee fighters, but their spells and Familiars are more than a match.

Earth Dwarf-
Living close to the surface, Earth Dwarves are also a caster race, but more earth oriented than life or darkness. Casters can manipulate the earth to its will(not trees, but rocks, mountains, etc.) Earth dwarves can hold their own in combat.

Gully Dwarves-
Gully Dwarves are the lowest class of Dwarf, they even live away from their taller cousins(Gully Dwarves are the smallest dwarf race) Gully Dwarfs like micheouf and are probably one of the dumbest speaking creatures you will find. Good at...not much, pissing someone off i guess.
 

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Race: Protoss
Classification: Large Outsider

Physical Description: Most protoss stand about 9 to 10 feet tall and weigh 300 to 400 pounds. They have an overall aspect that invites to believe in fragility and weakness, but these creatures sport a surprising strength and agility. Their humanoid body has four-fingered hands, and has an alien face that lacks any form of mouth, nose, nor ears; their skin consists on layers of fine but strong scales of various colors, from dull brown to metallic dark blue. Their legs may make some remind the back legs of most quadrupeds, and end in two fingers with blunt claws.

Max age: 1050

Combat: prefer claw bracers and punch daggers, they try to use their psionic abilities in battle whenever possible

Names: Protoss names usually feel regal and elegant, and some have a vague resemblance with Greek or Babylonian names

Protoss don't really hanging out with gnomes or halflings, not to mention the Zerg

Race abilities:
Inertial Armor: his psionics create a field of force that protect against attacks, but not completely
Protoss are classified as large, and as being large they can't hide as easily, can be hit easier and can't hit as well, but their strength makes up for it
Scaly hide: less damage

Restrictions: To use a protoss character, you must give a very detailed history and purpose for him being away from Aiur, also the limits for godmodding are stepped up, since you are a superior race you are not as powerful in whatever class you may be as compared to a human
 

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Submitted by Dark Blade

Shadow Human

Classification: Half human, half shadow

Weapon preference: Sword

Class preference: Anything involved with melee.

Information: They are humans but black, I'm not talking about African Americans. I mean black. They also regenerate health a lot faster while in the dark.

=============

Submitted by KittieKitty (Me. ~.~)

Grimi

Classification: Part-beast

Class Preferance: Any. Grimis don't mind fighting with meele/range, or magic.

Weapons Preferance: Again, any.

Information: Grimis are graceful, partially beast (feline) creatures which can inhabit just about any climate. They prefer either mild climate with decidous forests, or warm and rainy climate of lush tropical jungles. They are friendly and tolerant with most races, and generally dislike war. Some get easily provoked, aspecially if you hurt them where it counts. (physically or emotionally.) They rely heavily on instincts, which often gets them into trouble, especially young children who are very curious and playful.
Grimis age about 10x slover than humans, and can live up to 1000 years of age, maybe longer.

Abilities: The Grimis are exceptional hunters, well known for their extreme agility and keen senses. Their advanced sense of sight, sound and smell can be equal to that of a beast. Each Grimi naturally posseses the power of shape-shifting - they may shift into a feline beast they resemble. Their second shapeshifting ability is a bit different however - they change this way when provoked, angered, or in extreme danger. Their eyes will gain a fierce glow, their talons grow greater, and they appear a bit taller and more menacing. They don't get this angry most of the time, but when they do, they'll go into a frenzy and attempt to kill everything, regardless if it's an ally or enemy. This state will leave them weakened severely however. The first shape-shifting ability depends on the Grimi's family line. If a Grimi has ancestors that shapeshift into a lion, it will most likely be a lion too. There are some exceptions.
Grimis can also fly - they have wings that fade. The wings seem to be made of pure energy, and appear to be insubstantial. Not all of them might be able to master this art of flying properly however. Only the ones who have a talent with magic become the greatest of flyers.

Appearance: Grimis look somewhat like humans, but have a more graceful, taller form. Their eyes are slitted, like those of a cat, and they have a furry tail, and furry feline-like ears instead of human ears. Their nails resemble talons - they're pointy and sharp.
Their hair colour varies and it can be any colour of human hair, but most have brown or black hair. There are some with silver hair, but that is quite rare.
Their eye colour can be just about any - varying from crystal blue to darkbrown. The colour brown and amber is the most common.

A bit of cultural info (Thought it would be interesting):

Grimis live in clustered villages and hamlets wherever there are good conditions for hunting and trade. Some do break away from the traditional lifestyle and adapt to life in larger cities.

Ritual of Choosing: This ritual is performed when a Grimi, regardless of his/hers gender reaches the age of seventy. [Remember, they age 10x slower than humans.] During this ritual, it is found out whether the child has a talent for arts, hunting, magic, etc. This helps the child decide which path they will take, or which talent will they train upon.

As a custom, every immediate family member of the child will dress in white to be recognized for special occasion. During this time, the family of the child will hold a feast and the whole village will assemble to celebrate.

Little extra information: A Grimi can strenghten its natural talent by wearing their birthstone around their neck. Sometimes, their eye color will match their birthstone.

==============

Submitted by Jason the Destroyer

Name: Xenotrope
Appearance: Human
Abilities: Can shape shift; shift has three phases Phase 1 grants enhanced physical abilities. Phase 2 grants enhanced physical abilities along with were-form of the beast (and any spells accociated with the beast's element [earth, fire, air water] and alignment [light or dark].
Phase 3 grants the full form of the beast and it's spells, but can only be acheived in a time of great need.
Also has the abilities of the chosen class.
Class: Can be anything from the dumbest Fighter to the smartest Mage and everything in between.

=================
Submitted by D.F.I.

Spirit Humans

Classification: 1/2 Spirit, 1/2 Human

Class Preference: Usually excellent warriors, but most Spirit Humans are mages of some sort.

Weapon Preference: A one-handed sword, or a staff.

Information: Spirit Humans are almost extinct, due to the fact that the clans have been at war for almost thrity-thousand years. Spirit Humans live in the mountainous regions of the North, or the easten deserts. They will live anywhere that is sparsely populated. They are usually not very warlike, but almost half of the clans have been corrupted by an unknown Undead Mage. THe only clan not corrupted is the Haselurg Clan, which lives in the mountains of the north. They number about five-thousand. Spirit Humans can live indefinetly, but the average is about fifty-thousand. They reproduce every thousand years.

Abilities: Spirit Humans have the amazing ability to teleport without much effort, only the greatest magi can also teleport without much effort. Spirit Humans also can read the minds of the people surrounding them, easily penetrating the resistance that some may give. Spirit Humans can also make exceptional weapons, the most powerful weapons placed deep within the mountains.

Appearance: Sprirt Humans look like a normal human, except transparent.

Natural Allies: Spirit Humans are natural allies of the High Elves, and Night Elves

Natural Enemies: Spirit Humans hate greedy racwes, such as all species of Dwarves, and all evil races.

Great Monuments: The Vaults of the Deep. It is made with pure Diamonite, the greatest magical rock known to all life. It is rumored that within these vaults is the book of Life.

 

bamthedoc

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Submitted by RPU-Rhett

Centaur
Classification: Half-Beast Half-Elf
Weapon preference: Bow
Class preference: Raider
Information: Savages... Bastard offspring of elven gods, Half-Horse/Half-Elf

---------------------------------------------------------------------------------------------------------

Submitted by bamthedoc

Halflings Races

Hobbit -- 100
What we all know from the Lord of the Rings. These miniscule Halflings love to have a good time -- and to eat. They tend to prefer to stay put and to be Bards. They, however, can be anything and use any small weapon. Hobits rely on luck more than strength.

-- 200
I can't rember their names... But they live in the forest as opposed to the hills (as Hobits do). They are basically the same, but just live longer and are a bit taller.
 

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Submitted by RPU-Rhett

Kender - often mistaken for elven children due to their small height (3 1/2 to 4 1/2 feet) and pointed ears, most people grab their money sack in fear when they notice a kender's characteristic wrinkles and outlandish clothing. Kender are consumate thieves - though most get quite offended if this is suggested. Kender simply have little grasp on the concept of personal property, and are naturally good at picking locks and pockets ("Here, you must have dropped this", or "Ooops, this door seems stuck!").
Kender are biologically immune to fear. This is good; they never run in panic. This is bad; they never run in panic. Many a kender has stood its ground against a charging dragon, giant, or the like, thinking "Gee, he looks mad...."
A kender has a similar lifespan to a human. They have limited infravision. At the onset of adolescence, kender become infected with a condition known as 'Wandelust', forcing them to travel the world. Due to their boldness, there are few old kender.
Kender can be thieves, clerics, and thief combinations. They are perhaps more agile than elves but weak physically In Audalis, kender also suffer -1 to intelligence and wisdom.

--------------------------------

Submitted by fenix_reborn

Race: Alien Xenomorph
Classification: Semi-sentient beast

Subspecies (classes):
Drone:
Size: Medium
Intell: Medium-high
Speed: Very Fast (7 on a scale of 1-10)
Strength: Superhuman (7 on a scale of 1-10)
Hive Role: Food/host gatherer, basic attacker
Runner:
Size: Small
Intell: Medium-low
Speed: Incredibly Fast (9 on a scale of 1-10)
Strength: Average (5 on a scale of 1-10)
Hive Role: Scout, hit and run attack
Hive Warrior:
Size: Large
Intell: High
Speed: Quite Fast (6 on a scale of 1-10)
Strength: Incredible (8 on a scale of 1-10)
Hive Role: Final Hive defense, solitary attack
Note: Hive Warrior must come from an experienced drone. (30 kills)
Predalien:
Size: Large
Intell: Medium-low
Speed: Sluggish (3 on a scale of 1-10)
Strength: Olympian (9 on a scale of 1-10)
Hive Role: Siege attacker
Praetorian:
Size: Medium-Large
Intell: High
Speed: Above average (6 on a scale of 1-10)
Strength: Abnormal (6 on a scale of 1-10)
Hive Role: Sentry
Queen:
Size: Large
Intell: High
Speed: Blinding (10 on a scale of 1-10)
Strength: Olympian (9 on a scale of 1-10)
Hive Role: Hive Commander
Note: Queen must come from an experienced Praetorian. (50 kills)
 

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Submitted by pyro_junky

ICE DEMONS
Classification: intelligent beasts.
Weapon preference: swords or giant hammers.
Class preference: warrior, guard, commoner, wanderer. Chilled (children are very weak and cant handle weapons easy but however they are very fast)
Information: usually live in mountains around Alaska or any other cold parts of the world. Not very advanced but they can still build structures. When they get older there arms get much bigger so they can fight better but they get much slower. They aren’t very good friends with any other kind of race’s.



FIRE DEMONS
Classification: demon
Weapon preference: long blades (can be as long as 15 feet)
Class preference: skilled swordsmen, commoner, wanderer, god.
Information: live by volcanoes in the hottest places in the world. They take on many traits of humans but are a pure demon race. Much more advanced then other types of demons.



WILD DEMONS
Classification: beast
Weapon preference: anything they can just put together from things they would find around, like sticks and rocks.
Class preference: hunter, fighter.
Information: not much to say about these guys. They are very lowly advanced and base their life on 2 things, getting food to feed their clan, and staying alive.

I, bamthedoc, will be looking up some more demon races later.
What to come:
Half-Demon
Lesser Demon
Greater Demon
Lesser Daemon
Greater Daemon


InstaAddition by bamthedoc

Water Demon
Classification: Magical Creature
Weapon Preferance: Claws, Staffs, Wings {can use any}
Class Preferance: Mage, Illustionists, Battlemage {can be any}
Information: All Water Demons can control basic water-spells from birth. All have magical abilities, no mater what path they travel. They tend to be fast and difficult to hit, though the are comperably weak physically. They tend to live in swamps and any other waterway that is considered nasty or polluted.

Forest Demon
Classification: Defilers
Weapon Preferance: Bows and Blades
Class Preferance: Defiled Druid, Defiled Hunter, Defiled Ranger
Information: Forest Demons can only be three classes, and all three are unique to them. The classes copy the "non" Defiled counterpart in skills, but tend to be more destructive and "anti-nature". They are fierce and love naught but destruction. They tend to live underground, especially where there are rotting roots and flora.

Wind Demon
Classification: Winged Beast
Weapon Preferance: Fan (yes, they like 'em), Blades, Bows
Class Preferance: Mage, Battlemage, Swordman
Information: A foul air follows most Wind Demons. They can all fly, and that is a dangerous proposition to fight against. They are very weak, physically, however. They can live anywhere there is a miasma -- which they also can use as a weapon. What they spew out as an attack is weaker, by comparison, but does have a chance to poison an opponent.
 

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Submitted by FiNoFaNtAsY-BroOdWaR

Brii
Appearance: Small Dark Like Gnomes; immagine Zerglings
Life Span: 80
Classification: Beast
Class Perferance: Melee
Weapons Perferance: Claws
Information: Brii are fast and small, like giant rats. About 2 1/2 feet tall as a full adult. The live in dark areas and hate the sunlight or artificial light. They donen't need much water/food and are great at hunting and fighting, but not much else. They cannot swim in water, disliking watery areas. They often are in holes dug deep into the ground.
Abilities: All Brii can burrow. They also can "link" to a group mind, though there are some that have escaped that and live on their own. It's not very often, but, as stated, there are some.

CoSubmission by bamthedoc and Tacitus
Found by Tacitus.
Edited for RPR use by bamthedoc.


Sar'na
Apperance: Imagine Hydralisks
Life Span: 80
Classification: Beast
Class Preferance: Hunter
Weapon Preferance: acid laces spines, claws
Information: Sar'na all have claws that are shaped like sword/scythes. They also have "cannons" on their backs that launch acid laced spines. Very, very few live outside their hive structure, but those that do are quite intelligent. They transmit thier speech psychically, as they cannot speak common.
Abilities:
[!]1/Day: pass without trace, Magic fang
[!]5+HD, at will: fly, pass without trace.
[!]These abilities are as the spells cast by a 10th level sorcerer.
[!]Burrow (at will)
 

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Archangel AKA the Saint and Deathclaw

EDITIFIED for better use

Race: Archangel
Classification: Template
~~Race 1: Any
~~Race 2: Celestial of some sort
Class preferance: Cleric
Weapon Preferance: Staff, Fists, Wings, Longsword
The ?saint? is a celestial. One cannot be summoned like a celestial. It takes on the form of a normal creature, usually from the material plane, but is not half-celestial; nor is it a celestial creature. A saint, or (more appropriately) archangel, is a normal creature that has somehow attained the characteristics of some of the highest-ranking celestials themselves. They have the benevolence of a heavenly creature, but are attached to their home plane like any other native. How one becomes an archangel remains a mystery. Some believe archangels are duplicates of normal creatures from celestia itself.

abilities:
Angelic Touch: Wide variety of effects including healing and warmth
Flight: duh...
Divine Spells: IM/PM me for a list
Greater versatility in combat: you can fight with ranged as well as melee weapons with exactly the same skill, and much better than before
uh, there might be more, but i'm not exactly sure

Race: Deathclaw
Classification: Beast
~~Race 1: Deathclaw
~~Race 2: None
Class preferance: Ranger, Barbarian or Druid (depending on gender)
Weapon Preferance: Claws, Horns, Teeth, Tail

It should be fully understood that any PC that is a Deathclaw must be an Intelligent Deathclaw. Lesser Deathclaws do not possess the sentience to think beyond their basic instincts, let alone accept a player class.

A Deathclaw?s natural weapons count as +5 weapons when determining damage reduction, automatically cutting through all forms of it.

Deathclaws only use light armor in the rare instances that one decides to actually wear armor at all, as light armor does the least to interfere with their natural dexterity.

Deathclaws cannot handle any weapons.

Due to the chaos running rampant through the realms following the Time of Troubles, the very fabric of space and time separating the different dimensions has been affected, opening holes between this world and countless others; the Deathclaw is a creature that migrated here from one of these worlds. They resemble huge bipedal lizards with massive claws on their forelegs, small but sharp horns on their foreheads, and large mouths full of razor sharp teeth. Little is known about these creatures, only that they are fiercely territorial, protective of their young, and cunning hunters. Rumors persist of intelligent, ?civilized? deathclaws out in the wilderness, though few are willing enough to actively seek them out, and the few that have made contact respect the solitude of these isolated groups and do not disclose their locations to those who would actively seek their destruction.

There are two different types of Deathclaws: Intelligent Deathclaws and Lesser Deathclaws.

The rare ?tribes? of intelligent Deathclaws (as they have come to be known) are quite different from their savage cousions. Intelligent Deathclaws often take character classes, with the Alpha females often becoming Druids (being wiser and more intelligent than the rest, most often) and the Alpha males becoming Barbarians (their natural brute strength and cunning making them a much bigger threat than their lesser counterparts). The lower members of the pack most often are Warriors or Fighters, though quite a few of the more capable ones become Rangers. The idea sounds preposterous, but there are still a few who claim to have met up with Deathclaw Sorcerers...

Intelligent Deathclaws speak Common and a crude variation of Draconic. Sometimes the more scholarly ones will pick up other languages from the few brave souls that visit their tribes.

When alone, Deathclaws are never afraid to wade into the thick of battle, tearing into enemies with their claws and fangs. As a pack, the adults fight individually, while the juveniles surround and overwhelm one target at a time.

Intelligent Deathclaws, though capable of higher thinking and strategy, see little to gain in altering a natural formula that works nearly all the time. Though they prefer to work things out peacefully (even the more aggressive males), they will not shirk from a fight if that is the only solution. The only difference is that the juveniles only attack when the odds are against the adults alone, and until the situation becomes such, they stay clustered together away from the fighting. Also, the Alpha female, if a Druid, will oftentimes stay back by the young and cast spells from a distance to keep enemies at bay; should enemies come too close, the females let loose with their claws and teeth.

If a Deathclaw hits with both claws, it may latch on to an enemy and make bite attacks with a better chance to hit.

Deathclaws may charge an enemy with their horns. If the enemy is two or more sizes smaller than the Deathclaw, it may also trample them.
 

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Submitted by: FiNoFaNtAsY-BroOdWaR

Race: Halkam ( not elite
~~Race1: Shadow
~~Race2: Angel
~~Race3: Human
Life Span: 0 - 500 (aprox.)
Appearance: Like a human. Has wings and the body is blackish navy. 3' - 9' ( depending on age ). Wings can be as long as 10' wide as they have very big wings.
Class Perferance: Melee and Hunter
Weapons Perferance: Long Bow, Staff, Hands, Magic.
Information: Halkam as you guessed it, just hate the light, which they are rivals with the other side. They like to do evil tricks and enjoy seeing miserable beings. They spend most of their time traveling and destroying stuff.
Abilities:
All of the Halkam can fly.
The Halkam can also create large wind currents which can send buildings toppling over.
The Halkam can fire "mini-blackholes" that are almost exactly like a blackhole. It is strong enough to pull light in and will be around 1/2 a mile in diameter. The Halkam must fly away before it, itself gets sucked in by it's own magic.
Magic Ball. <- Ball of magic.
Restriction: All Halkam cannot stay in the light for long. It is weak against light and if stood in light for long it may die.
 

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Addition by bamthedoc

Lesser Demon
Classification: Varries
Weapon Preferance: Varries
Class Preferance: Varries
Information: Lesser Demons entail the "elemental" demons already listed. Sorry, nothing new.

Greater Demon
Classification: Large Creature
Weapon Preferance: Blades and Axes, Claws
Class Preferance: Demon Commanders and Generals
Information: Greater Demons are the commanders of the weaker portions of the Lower Realms. Some can be fierce, but few can use magics. They are resiliant to chaotic magics, but are very weak against law.

Lesser Daemon
Classification: Winged Large Beast
Weapon Preferance: Staves, Blades, Axes
Class Preferance: Battlemage or Blademaster
Information: The Lesser Daemons are some of the strongest beasts of the Lower Realms. They are prideful, and love to commit any evil deeds whenever possible. They have masted use of the blades, and the mages are fierce in combat. They are resiliant to most forms of magic.

Greater Daemon
Classification: Winged Lord
Weapon Preferance: Blades and Axes
Class Preferance: Blademaster, Daemon General, Daemon Lord
Information: The Greater Daemons are the strongest beings you can find on the Lower Realms. They are the commanders of all demonic forces, and often could care less about their minions. They are masters of blades, and can swing an axe with the best of them. Their hides are thick, hard, and resiliant. They have access to magics, but prefer to use their own, personal, chaos types.

Half-Demon
Classification: Half-Breed
Weapon Preferance: Claws and Class Weapons
Class Preferance: Any Available to Demonic and/or non-Demonic
Information: They take on some of the qualities of their demonic and non-demonic parents. Often times their demonic parents are the most "human" like of the Lesser Demons.
 

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Race: Broken Eternal or Flawed Immortal
Classification: Humanoid~restricted~ ritual
~~Race 1: Any humanoid
~~Race 2: special *

Weapon preferance: no weapons
Class Preference: None at all

Flawed Immortals (example is my character Yemeth) can have no end. Death is no longer their friend. They spend their entire existence tryign to die after a short time of enjoying life. Mosy Flawed Immortals have wounds that never heal, only scar. They can get killed time and time again, and will only return to life. The cost of this is high. Each time a Flawed Immortal dies, a little bit of their memory dies with them, but this is not all. In their place the soul of someone they know is taken and twisted into a shadow and sent to the negative material plane, and their mortal shell dies.
The only way to attain Immortal status is to literally have your mortalit removed through a ritual. Most times your frred mortality goes phsycho and kills people.

Race: True Immortal
Classification: Unique
~~Race 1: Any
~~Race 2: SpecialWeapon preferance: Same as base race (most times none at all though)
Class Preference: Immortal (unattainable except by this race)

True immortals are created through much the same way as a Flawed immortal, save the fact that their ritual is not flawed in any way at all, or they are born immortal. Once a True immortal becomes as such, normally they can never die, save by special circumstances. In the world today, there is no one left that can perform the ritual correctly though. This Race is restricted to all Rp'ers
 

Tacitus

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Template: Symbiotic Relationship
Classification: Symbiotic relationship
~~Race 1: Any [base creature]
~~Race 2: SymbioteWeapon Preference: Same as base
Class Preference: Same as Base
Symbiotic relationships are formed when a symbiote inhabits a host. This can range anywhere from a parasitic virus to a malignant ooze, to something helpful. The Symbiote gives the host certain things in return for nutrition from the host. These things can include the following:
Regeneration
Acute Senses
Increased Physical/Mental Strength

Some symbitoes have a negative effect upon their host, including a drain on their physical beauty all the way up to eventual death. Take on a symbiote with caution!

Race: Avatar Of Immortaled Steel
Classification: Construct
Weapon Preference: None
Class Preference: Fighter

This race is an odd one, made from pure metal, and requiring no food, drink, or sleep, it can go on killing rampages for days. Most of these Avatars never even come in contact with magic, though some spellcasters have been known to exist. Healing magics are useless against an Avatar of steel, and it can only heal by absorbing metal ore. Most avatars form weapons from their body parts.
 

Tacitus

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Race: Living Vampire
Classification: Template
~~Race 1: Any humanoid
~~Race 2: Living Vampire

Requirements:
Special: Must have been biten by a Vampire, and had some of his blood deposited back into you

Weapon preferance: Same as Base
Class Preference: Same as Base

Living Vampires are much like their undead cousins, save for the fact that they are not truely dead. They gain many Vampire abilities, while only loosing a bit from their everyday life!

They gain the following spells: (dependant on strength of character)
Mage Hand at will (5 lbs. / level)
Spider Climb 3 / day
Darkness 3 / day
Fly (1.5 times normal speed with perfect maneuverability)
Improved Invisibility
Teleport 3 / day
Disintegrate 3 / day
Finger of Death
Mass Charm 3 / day
Energy Drain

A vampire has detect thoughts, telepathy, and true seeing as the spells, as innate abilities.

Domination (Su): A living vampire has the Domination ability to influence others
Blood Drain (Ex): A living vampire can frain the blood of his victim to gain health
Create Spawn (Su): A living vampire can create other vampires through draining their blood.
Transfusion (Ex): A Living Vampire can use the Transfusion ability rather than Create Spawn. The vampire puts some of his blood back into the body of his victim. Doing so drains the vampire of any health he gained from that victim, and the victim becomes a living vampire instead, at full health. The vampire cannot use this ability more than one minute after his dead. A vampire can turn an undead vampire or vampire spawn into a living vampire by allowing them to drain him of some of his blood. A living vampire has no master.
Metabolism Control (Ex): Vampires have an unlimited life span, do not age, but are alive, so their bodies still grow. Cutting off their hair or nails would only cause them to regenerate, so vampires have control over the growth of their anatomy. Living Vampires can freely change the length of his nails, hair, and/or canine teeth. They often use this ability to hide their claws and fangs until they’re ready to strike a victim and expose what they really are. The vampire can also stop breathing, make their hearts stop, etc.
Strength Bonus (Su): A living Vampire can call upon his Vampiric nature to incease his strength for a short time, no more than 3/day

Special Qualities:
A vampire retains all the special qualities of the base creature and those listed below and powers similar to the undead type (see below).
Super Immortality (Ex): The living vampire has no maximum age. He takes no penalties for aging, and any penalties he once had are negated. If a living vampire chooses to do so, he may store his soul in a magical item like a lich does, and will be revived in a couple days if killed. If that if the item is destroyed, it does not kill him. He is now simply more vulnerable to death.
Speed Enhancement (Ex): A living vampires is extremely fast
Scent (Ex): Vampires can use the scent ability to track, and are really good with chemicals.
Darkvision (Ex): Living Vampires can see in utter darkness (natural) with a range of 60 ft.
Low-Light Vision (Ex): Living Vampires can see when there is only limited light.
Damage Reduction (Su): A living vampire takes less damage from every attack.
Fast Healing (Ex): A living vampire heals extremely fast
Regeneration (Ex): A vampire has regeneration equal to his constitution score (max 20). A lost appendage regenerates after approximately one minute. Damage dealt to vampires by fire ignores regeneration.
Immunity (Ex): Vampires are immune to cold, electricity, and sonic damage.
Resistance (Ex): Vampires have fire and acid resistance.
Undead Characteristics (Ex): Living vampires are immune to poison, sleep, paralysis, stunning, disease, death effects, death from massive damage, and necromantic effects. They are, however, still subject to mind-influencing effects.

A vampire can fight blindly and is never caught unawares.

A Vampire has greatly increased strength, dexterity, and charisma. They also gain a small bit of knowledge and wisdom.

VAMPIRE WEAKNESSES
For all their power, vampires have one weakness. This is known as light weakness.

Light Weakness: To a vampire’s powers, sunlight is like an anti-magic field. A vampire that stays in sunlight for more than 10 seconds loses all spell-like and supernatural abilities from being a vampire as if they were in an anti-magic field. They also lose any temporary health they had from draining blood. All of the vampire’s abilities come back when the vampire returns to darkness, except his temporary health, which can only be regained by taking more victims.

Vamipres can NEVER be Druids, Paladins, or Monks.
Vampires excell as mages and fighters
 

bamthedoc

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Goa'ould
Classification: Parasitic Template
~~Race 1: Goa'ould Larva or Elder
~~Race 2: Human (preferance) or Any
Weapon Preferance: Depends (see below)
Classes Available: System Lord, Queen, Toc'ra, First Prime, Prime, Jafa
Information: Depends (see below)

System Lords and Queens
Race 2 can only be human.
Weapon Preferance: Personal Sheild, Ring Weapon, Hidden Wrist Dagger
Information: System Lords are male, and Queens are female. System Lords rule over their subjects as if they were gods, and dictate that they only be refered to as a god. They have one first prime, one queen, and a world of Jafa. The Queens are also reveared as gods. They are, however, most used for breading of new Goa'ould larva. They also completely rule over their host. They even go so far as to say that nothing of the host survives. Only Elder Goa'ould can take a host. System Lords and Queens live for millenia. Hosts are taken at as young an age as possible, many in their teens. A System Lord or Queen can be told appart from their underlings by the glow in their eyes.
WARNING: YOU CANNOT CHOOSE THIS CLASS!!

First Prime and Primes
Weapon Preferance: Staff Weapon, Zadnikito (Zadgun)
Information: First Primes are the commanders of their god's armies. They are branded with a golden medalian upon their forhead of their god's individual symbol. Primes are given a silver medalian, and each First Prime has one Prime per ship in their god's army. First Primes and Primes are the only members of a System Lord's army permited to wear the full armor, including the helmet shaped as the god's animal representation (i.e. Ra had the eagle helmet). First Primes and Primes retain their indivituality as their Goa'ould Larva is in the same condition as Jafa's. First Primes and Primes live as long as 400 years. None are younger than 100 years of age.

Jafa
Weapon Preferance: Staff Weapon
Information: Jafa are slaves to the System Lords, and they cannot escape even if they wished to. Jafa must have a Goa'ould Larva in there gut, as their immune system has been removed. Jafa must take Goa'ould Larva when they are young in order to survive. Jafa can live as long as First Primes and Primes.

Toc'ra
Weapon Preferance: Anything
Information: Toc'ra are against Ra and the System Lords. They do not force humans to become hosts, so their numbers often dwindle. Toc'ra prove that the host does survive as the host can speak for themselves. You can tell who is talking, be it the Goa'ould or host, by watching their eyes. When the Goa'ould speaks, the eyes glow and the voice is distorted (echo effect). The host has his or her normal voice.


NOTE ABOUT GOA'OULD!!
These symbiotes prefer to take a host of the same sex. In Jafa, it doesn't matter. All First Primes and Primes are male, and most Jafa are male as many females are killed for "inferiority" in battle conditions. Only enough female Jafa are kept alive to breed more Jafa.
 

bamthedoc

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NPC Enemy Only

This is primarily for any technology based RPs that are started. This enemy is HARD to kill.


Reploid
Classification: Creature of Mass Destruction (CMD)
Race: Pure Spider Mech
Weapon Preferance: Acid
Classes Available: Queen <--> Soldier (can change at any time -- with resources)

Information: Reploids are immune to all energy based weaponry. They, however, take a penelty to all attacks to projectile based weaponry. If there is energy involved, the energy is negated. After being hit and if a critical curcuit is not hit, the single being can recreate itself. Any Reploid can create another if it has injested enough raw material. It is able to break down any compound and use its metals to create another.

Reploids also will defends its queen, of which there can only be one at anygiven time, with severe ferocity. Repliods will always scoure for newer, better technology with reckless abandon. Each individual Reploid has its own will, and they can act independently. However, they will always rely on the group mind. A single Reploid will always try to create a hive. The will of the hive drives all Reploids.
 
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