[moo-discussions] the races

  • From: "Adam Campfield" <shadowninja17@xxxxxxxxx>
  • To: dataplusbetaware@xxxxxxxxxxxxx
  • Date: Tue, 4 Jul 2006 13:59:22 -0600

Here are the races I have so far created.  If anyone has suggestions
for midification changes, or basic ideas for other races, please email
me either through the list or at

shadowninja17@xxxxxxxxx

I'm thinking of making 1 more dark race and maybe 2 more neutral ones,
but then, we don't want too many.  Though I have seen games with over
19 races and subraces just as a side note.
Enjoy.








Races


Elves:

Elves are perhaps the most powerful worshippers of the light. Known by
many as "the fair folk", they are easily the most beautiful.  Several
inches taller than most humans, elves tend to be around six feet in
height and are very graceful and fluid in their movements.  Strong in
body, mind and magic, they are superior to most in combat of blades or
of magic.  Their muscle density and their reflexes have been improved
by contact with magic for so long.  This contact with the wild magics
that exists in the dark eastern forests has also granted the elves
increased longevity, heightened their innate magical ability, and
given them their beautiful appearance for which they are renowned.  It
has also increased the elves' senses, giving them far keener sight,
even in the dark, hearing, touch, and sense of smell.

Appearance:

Elves once looked very much like humans, but now they are quite
different.  They all have alabaster skin, slanted eyes that are
usually green, black, or blue, thick silken hair that is usually black
or sunshine gold, and high cheek boned, somewhat angular faces.  The
males are most often lean and muscular; though almost never to the
point of bulky, as almost all elves have a slender build.  The females
are mostly slender, graceful, and beautiful, resembling dancers,
though there are quite a few who tend toward the bustier appearance.

Innate spells:

Innate skills:
Hunt
Night vision


Skill bonuses: Archery: plus 2 Spear: plus 2 Sword: plus 1 Magic: plus 2


Attribute Modifiers:

Strength: plus 2
Dexterity: plus 3
Intelligence: plus 3
Wisdom: plus 1
Luck: plus 1
Constitution: minus 2


Alignment: good

Dwarves

These small folk never get any taller than four feet!  Sturdy, strong,
and tough as nails, they more than make up for their lack of height in
other ways.  While they are short, dwarves are rather broad in the
shoulders and chest, and are very strong.  Having a great love for
stone, they dwell in their cities deep within the earth, and often in
mountains.  They are great smiths and miners, and their skill at
making armor is matched by none and only enchanted weapons and armor
can compare.  Not the smartest, nor the fastest race, they mostly
depend upon their strength and durability to see them through.  In
war, dwarves can be quite formidable opponents, for while they may be
short, their strength is great and so is their ferocity and loyalty to
their king and to the light.  The dwarves favor the use of axes and
hammers, and will rush into battle bellowing their fierce war cry and
cut the legs out from under their enemies, literally.  If you think
this couldn't possibly be affective, then you have never tried to
fight a short powerful, ax-wielding warrior when he has just cut off
your legs at the knee and you are in great pain and bleeding like
crazy.  Ah, see, I thought not.  And guys, don't forget other
important parts of your body are down there…*cough*.


Appearance: Dwarves range between three and a half to four feet tall, and, being smiths and miners, has very muscular arms and backs. Very dense for all their small stature, they are heavy and hard to move against their will. The dwarves are all fond of growing long bushy beards, and even the females have beards, though not quite so bushy, and this is the few differences between the two sexes.


Innate skills: treasure seek

Innate spells: earth crush


Skill bonuses: Ax: plus 3 Hammer: plus 2

Attribute Modifiers:

Intelligence: plus 1
Strength: plus 3
Dexterity: minus 1
Constitution: plus 3
Wisdom: plus 2
Luck: plus 1

Alignment: good
Humans

The humans are a short-lived, but inventive and productive race.
There are also quite numerous, and it is this which helps them stand
against magically or physically stronger enemies.  Humans more closely
resemble the elves than the dwarves, but are not so beautiful.
Compared to an elf, humans look quite plain.  The have a darker
complexion, are a few inches shorter and tend to be broader and more
muscular looking than the elves, though the elves are still stronger.
Humans are suited to most occupations, for while they are not
exceptionally good at anything, they are equally not truly bad at
anything.

Appearance

Humans and elves share the same basic form, though the humans are not
so beautiful.  Humans tend to be broader and bigger boned.  They ears
are not pointed, nor their eyes slanted.  Also, their skin is darker,
and tans in the sun, where as the elves skin changes only very
slightly under the sun.  The look more muscular, even if they are not
stronger and they are generally several inches shorter.

Skill Bonuses:
Hand to hand: plus 2
Plus 1 to all


Attribute bonuses:

Luck: plus 3

Humans receive a bonus of plus 2 to the primary stat of their primary
class/guild upon the selection of a class/guild at character creation.


Alignment: good Changelings

The changelings are perhaps the most powerful race.  They are very
like the elves in both appearance and culture, with a few, but
significant differences.  They enjoy music and the arts, like the
elves, as well as a deep fascination with riddles and puzzles.  They
like them so much, that it has turned into a weakness at times, for
they can sometimes be distracted by music, beautiful works of art,
riddles, or anything fascinating similar to these.  Though formidable,
the Changers can sometimes be distracted by one of these things, and
thus be overcome.  For this reason, some who would hope to survive
fighting one carry symbols with complex designs with them in the hope
of that the Changer's attention will be caught long enough for a
deadly blow.  They do not all follow the light, though this is their
usual choice, they are free to choose between following the light, the
dark, or neither, something only a few do.  But it is the special
ability granted to them when they were created that makes them truly
unique.  Each and every one of them has a little talent for magic, and
every one of them can change, at will, into one animal, each person
being different in nature, so are their secondary forms.  This makes
the Changers very wise and intelligent, since they have to
perspectives on almost any given situation or issue.  When
transformed, the changers have different attributes, often getting
bonuses to some, and sometimes minuses to others, but all are based on
their attributes when in normal form (Changers tend to stay in their
humanoid forms most of the time for safety and because it is not so
easy to live as a community of constantly changing people and animals.
Also, most animals have difficulty with making art, practicing them,
and making music, which the Changers love so much)

Appearance

While in their usual forms, the changers are similar to the elves in
appearance.  They too have pointed ears, though not so pointed as
those of the elves.  Their hair can be any color, and their skin is
also alabaster white.  Changers have slanted eyes, which tend toward
no specific colors, some even have eyes that look different colors
depending on where and how you see them, and some believe that this is
due to their ability to change their shape.  Changers are tall, like
the elves, and the males tend to be more muscular looking, with larger
arms and shoulders.  The females tend to be busty and do not look as
muscular as the female elves, though this is deceiving, for they are
no weaker.

Innate Skills: the art of Changing

Skill Bonuses:
Sword: plus 2,
Magic: plus 3,
Hand to hand: plus 1

Attribute Bonuses:
Intelligence: plus 3
Strength: plus 1
Wisdom: plus 3
Dexterity: plus 2
Luck: plus 1
Constitution: minus 1

Possible Second Forms:
Wolf,
Raven,
Eagle,
Falcon,
Bull,
Snake,
Frog

Alignment: optional
Orcs

The Orcs were the first race of darkness, and their visage is a mirror
of their twisted and evil souls.  With tusk-like fangs, warty, sickly
greenish brown skin, fierce, cruel red eyes, they are not the best
people to keep company with.  Add in there harsh voices, stench of
blood and rotting flesh, constant desire for bloodshed, along with a
brutality toward any other living thing (except, most of the time,
other Orcs), and only other Orcs can bare to be around them except
when situation demands it.  Orcs like few things in life and they are
not much interested in picking up new hobbies.  Their favorites
include:
War,
Torture,
Pillaging,
Looting,
Burning,
Fighting,
And generally causing panic, mayhem, and spilling a lot of blood

They worship a dark and bloodthirsty god, and they are driven by their
priests to attempt to quench his thirst with the blood of their
enemies.  Since their god has an unquenchable thirst, the orcs shall
for eternity serve him doing what they do best. The Orcs are extremely
strong, very durable, and fairly quick despite their size, and are
thus formidable opponents.

Appearance:

Orcs stand between six and six and a half feet tall, and are extremely
broad and muscular.  They have short, sharp claws on each finger, and
their skin is hard, so they have light armor and sort of brass
knuckles to begin with.  Their teeth are long and sharp, and their
noses are more like snouts.  Over all, quite hideous creatures to look
upon.

Attribute Bonuses:
Strength: plus 4
Constitution: plus 4
Luck: plus 1
Intelligence: minus 1

Skills:
Club: plus 2
Mace: plus 2
Hand to hand: plus 2

Alignment: evil
Dark Elves

Dark Elves were once just regular elves of the light, dancing and
singing in the green forests with their people, living the merry life.
Then came a day when a malicious spirit, wishing to spite the Gods of
light, found a young elf that was gullible, and not as strong of mind
as most of the others.  The spirit lured the young elf away from the
rest, out away from the forests, using its powers to take the shapes
of what the elf longed for most in order to draw him away from those
who could have protected him and to gain his trust.  The spirit then
carefully twisted the young elf's mind, filling him with evil until at
last; all goodness was crushed from him.  The spirit then drove the
elf back the rest of his kind and helped him win followers, helped him
corrupt more elves.  Soon, the elves that held strong to the light
realized what was happening and fought to save those who had been
tempted.  It was all in vain, for the elves that had been won over to
the darkness were beyond saving, and so the elves of the light were
forced to drive them out, and far, far away.  The outcaste elves,
called the Dark Elves, convinced themselves that they had been wronged
by the elves of the light, and their hatred was so strong, that they
swore to do all that could be done to bring down the elves of the
light, and all who sided with them.  As years past, the dark gods
taught the Dark Elves wicked magics gave them a taste for causing
pain.  And so, the Dark Elves, growing more numerous with each
generation, became known as for their love of pain.  Pain is their
greatest passion, and torture is their game.  Until the age of 18,
Dark Elves are taught dark magics, and are the ways of torture.  They
are also tortured, some say into even greater insanity throughout this
time, so that when their training is finished, there is nothing left
in them, except the desire to have, pain, give pain, and to destroy
the Light.  They take greatest pleasure in capturing and torturing an
Elf of the light, and whenever they catch one, there is usually much
celebration in the city where the captive is to be tortured.


Appearance

Dark Elves look almost exactly like the Elves of the light, since they
were once the same.  Now however, the Dark Elves appear thinner,
almost skeletally so, and their skin has a somewhat sallow, unhealthy
look do to their time spent in pain and so little time in the
sunlight.  This is deceiving however, for they are just as strong and
quick as the Elves of the light.

Innate Skills: torture, tracking

Innate Spells: agony (causes the victims nerves to sear with crippling
pain, often immobilizing them completely)


Attribute Bonuses: Strength: plus 2 Dexterity: plus 3 Intelligence: plus 2 Wisdom: plus 2 Constitution: minus 1

Alignment: evil
Trolls

The trolls are much like the orcs.  They are enormous monsters with
rather small brains, who detest the races of light.  They hate the
elves for their beauty and grace, the humans for their clever
ingenuity, and they scorn the dwarves for their skill and are
disdainful of their small stature.  The don't even get along with the
dark elves particularly well, though they serve the same master, the
dark elves are too like their cousins of the light, and always tend to
be condescending toward the trolls for their lack of intelligence.
        What the Trolls lack in brain power however, they more than make up
for in muscle power.  They are immensely strong, and favor lifting up
massive boulders and ripping up huge trees to use as improvised
weapons.  When they do fashion weapons rather than using the naturally
provided ones, they make clubs and spiked maces, which have
devastating effect in battle, as you may imagine.  Of course, given
their size, a kick or stomp is nearly as bad.  The other advantage
that trolls have in battle is their thick, armor-like hides.  The
thick, leathery skin of trolls is excellent armor, and resistant
against all but the sharpest weapons.  Any additional armor is just
extra protection, and for this reason, directly taking on a troll is a
stupid idea, unless of course you are a troll yourself

Appearance:
Trolls stand between 10 and 12 feet tall, have large muscles, thick
warty skin, two large tusks that are as sharp as spears, large teeth,
and are a green/gray/brown color.  This coloring makes it possible for
them to disguise themselves as boulders or parts of mountains.  They
are rather ugly, and saying no more is best at this point.


Innate skills and spells: (skill) improvised weapon, (skill) stomp, (skill) and crushing blow

Skill bonuses: camouflage (plus 2)


Attribute Modifiers: Strength: plus 6 Intelligence: minus 3 Dexterity: minus 2 Constitution: plus 7


Alignment: evil Centaurs

Centaurs, a mystical, half horse, half human creature, are one of the
most mysterious of all known of the races.  They are very wise, and
often have knowledge of things in the future, though they only rarely
share this knowledge.  They owe allegiance to none but their god, and
only join in wars when their god orders them to, in order to preserve
that with which they are most concerned, keeping the balance between
all things.  When they do choose to fight, they are quite fierce
enemies, having a strength of, well…horses.  From a Centaur, a kick
can be nearly as bad as a sword slash, though.  In battle they use
mostly the bow and arrows, and spears at closer ranges, and only use
swords at very close quarters, in which they are not as efficient,
because of their size, though they are tough, and can take damage
well, they are lacking in agility, though in running, of course, they
are as fast as, well, a horse.  The rest of the time, they keep to
themselves, deep in their forests and caves, avoiding, for the most
part, those who seek their wisdom unless the have foreseen that they
should aid in this way.  They will, however, reward particularly brave
and intelligent adventurers who manage to find them with some
information.

Appearance:
Centaur's appears as humans from the waste up, but from the waste
down, they have the lower flanks and back legs of a horse.  The colors
of the horse part of them various just as much as real horses coloring
varies, though it usually matches the tone of their human skin, which
varies as much as does the coloring of humans.  They tails are a
source of pride, and insulting it will often lead to being kicked.

Innate skills: foretelling, kick

Skill Bonuses: archery (plus 2), spear (plus 1)


Attribute Bonuses: Intelligence: plus 1Strength: plus 2 Wisdom: plus 4 Luck: plus 1 Constitution: plus 2


Alignment: neutral Wraiths

The wraiths, a secretive and mysterious being, dwell in the shadows,
and are the shadows.  The wraiths are given their name for their
ability to meld their bodies with their shadows, becoming a thing of
shadow, through which objects may past through as easily as through
mist, and allows them to slip through the narrowest of cracks, under
doors, through knot holes, through a chink in the wall.  They may
affect the physical world however, for they can speak, though their
voices are whispery and even when not in shadow form, and require a
keen ear to hear them when in the shadow form.  They refer to this
transformation as fading, and when they are in this ethereal form they
say that they are "Wraith".  When they are Wraith, they have the
ability to float through the air at reasonably high elevations, though
it is more drifting, as their speed is not great, lacking wings and
they are propelled by their concentration and magic.  While airborne,
they achieve speeds of a swift running elf.  The Wraiths have rather
frail bodies, and thus make poor warriors, or any other occupation
that is mostly physical.  They are better suited to magical
occupations, such a mages, since they are quite strong in it.  They
also make good thieves and assassins, though most consider this to be
a waste of their magical abilities.  They are very intelligent and
clever, enjoy tricks and riddles, and are quite fast and good at
dodging, which is fortunate, since they are fragile.  Unsurprisingly,
because of their similar abilities, there has always been great
friendship between the Wraiths and the Changers.  They are strong
allies in war and work well with each other.  It is common to find
them in the same groups socially and in warfare.

Appearance:
Wraiths, when in their solid form, bear some resemblance to the elves
and changers.  They are much frailer however, and seem to be almost
insubstantial.  They have pointed ears, pale skin, and are quite
slender.  They typically have large, usually light colored eyes,
though occasionally a Wraith will be born with a darker shade of eyes.
Their hair is usually a silver or white blonde.  They stand a little
taller than humans, and a little shorter than elves, males averaging
about five feet 10 inches or so, and the females averaging closer to
five feet eight inches, or five feet seven inches.


Innate Skills: Wraith form, fly, sneak

Skill Bonuses: dagger (plus 2)
Steal) plus 3)

Attribute Bonuses:
Strength: minus 1
Intelligence: plus 3
Dexterity: plus 3
Wisdom: plus 1
Luck: plus 3
Constitution: minus 2


Alignment: optional

Lurians

Lurians are a very fey race.  They are also known as Sirens,
temptresses and charmers.  The Lurians are given these names because
of their haunting beauty.  In fact, they are so beautiful, that they
will easily drive any normal member of the opposite sex mad with
desire.  They are known for luring travelers away from their
companions and safety, only to use their magical power of concealment
to vanish.  They can camouflage themselves to look exactly like that
which they are near, and it takes an observant eye to discern their
presents unless they wish it known.  Once captured, however, they
cannot vanish, they must be free, and so long as some part of them is
bound, they blend with their surroundings.  For this reason, they tend
to wear little in the way of ornament, or clothing for that matter.
Exceedingly swift and clever, they can best opponents by speed or out
whit them.  Being, like the elves, fond of riddles, they love to play
at them and use them to distract their enemies so they may use their
speed to kill or flee.  Once caught, however, Lurians can pose much
less of a threat, being neither strong nor very resilient to physical
harm.

Appearance:

Lurian females, called Lurias, are of middling height, with soft,
rounded hips, large, full breasts, and skin as pale and soft as cream.
The males, calls Lurans, tend to be more tan and very muscular, and,
of course, very handsome.  Both sexes have thick, silky hair, large
eyes and full lips.  The Lurias have heart shaped faces, with refined,
cat like features.  The Lurans also have refined features, but with
more of a hawkish look.  All Lurians carry a small, silvery, eight
pointed star shaped birthmark in the smalls of their backs.  This is
used, by those of strong enough will to resist their tricks and
tempting appearance, to distinguish them from other races, for they
will sometimes attempt to pass themselves off as an elf or changeling,
since they too have slightly pointed ears, and the elves and
changelings are the only other races to come close in matching the
beauty of Lurians.


Innate Skills: camouflage, seduction

Skill Bonuses: dagger (plus 3), archery (plus 2)

Attribute Modifiers:
Dexterity: plus 4
Intelligence: plus 3
Wisdom: plus 2
Constitution: minus 1
Luck: plus 1

Alignment: Neutral

Goblins

Goblins are a cave dwelling people, usually choosing the dark caverns
at the heart of mountains for their cities, adding their own passages
where they need to, but otherwise learning to navigate the natural
tunnels and passages that water and the forces of the planet have
carved.  Because of their nearly constant time spent underground, they
have poor eyesight and are very sensitive to sunlight, which they
consequentially avoid if at all possible,  They have keen hearing and
smell, however, and this makes them dangerous enemies in the dark,
especially underground, for they will use their knowledge of  caves
and passages, along with their ability to run swiftly in the darkness,
with not a glimmer of light, to confuse their enemies, allowing them
to get lost in the darkness, then slay them from behind.  For this
reason, Goblins prefer to fight with long knifes, occasionally swords
or axes, and sometimes clubs.  They never use thee bow and arrow,
however, since it can almost never be used in the twisting passages in
which they dwell, and their poor eyesight makes them less than
competent archers.
Goblins will eat almost anything, except for plants.  With the
exception of mushrooms, Goblins usually dine on the flesh of what ever
creatures they may catch in their caves, including lizards, fish, and
even bats.  When possible, they find human flesh to be quite tasty,
and elf flesh to be a true delicacy.  Thus they will go to great
lengths to catch any human or elf that should be unfortunate enough to
wander into their forsaken tunnels.  Even when they must capture a
member of these races and keep them prisoner for war purposes, they
treat their captives as other races might treat cattle, fattening and
sometimes breeding them for future meals.


Appearance:

Goblins are either a pallid white or gray in color, with large,
pointed ears at the top of their heads, large, pale eyes, and wide,
flat noses, used for sniffing out pray.  Their skin is thick, though
sensitive to sunlight, and their flat feet have 4, long toes, each
ending in a sharp claw.  Their hands have only 3 fingers, plus a
thumb, also tipped with claws, used both for climbing and for fighting
or catching food.

Innate Skills: sense direction

Skill modifiers:

Archery: minus 1
Knife: plus 3

Attribute Modifiers:

Strength: plus 3
Dexterity: plus 2
Constitution: plus 3
Intelligence: plus 2
Wisdom: minus 1

Alignment: evil

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