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2650: RACES/SPECIES
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2650: RACES/SPECIES
HUMAN
Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries.
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SKILL - RIGHTEOUS PROTECTOR:
Humans can dual-wield weapon type items.
PASSIVE - OLD MONEY:
Humans receive double COIN gain. (Coins modifier x2) 4 COIN is generated per rp post by a Human.
Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries.
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SKILL - RIGHTEOUS PROTECTOR:
Humans can dual-wield weapon type items.
PASSIVE - OLD MONEY:
Humans receive double COIN gain. (Coins modifier x2) 4 COIN is generated per rp post by a Human.
ELF
Elves are renowned for their grace and mastery of magic and weapons such as the bow and sword. In the old distant past, they separated their realm from Humans so that magic could be preserved, fearing the hunger of conquest that was prevalent in human history. They eventually returned to help the humans, when their own nemesis The Teiflings, terraformed Earth and nearly wiped mankind from the equation.
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SKILL - MAGIC HOMING:
Spells chase a target, requiring the target to match it with a defensive, a stronger offensive, or by forcing oncoming spells into distractions— because of the way Homing works, environmental factors are increasingly important when doing PvP.
PASSIVE - SCHOLAR'S INSIGHT:
The Elf can manipulate two elements instead of one from the start, giving them a magical versatility that isn’t as one-dimensional as the other races.
Elves are renowned for their grace and mastery of magic and weapons such as the bow and sword. In the old distant past, they separated their realm from Humans so that magic could be preserved, fearing the hunger of conquest that was prevalent in human history. They eventually returned to help the humans, when their own nemesis The Teiflings, terraformed Earth and nearly wiped mankind from the equation.
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SKILL - MAGIC HOMING:
Spells chase a target, requiring the target to match it with a defensive, a stronger offensive, or by forcing oncoming spells into distractions— because of the way Homing works, environmental factors are increasingly important when doing PvP.
PASSIVE - SCHOLAR'S INSIGHT:
The Elf can manipulate two elements instead of one from the start, giving them a magical versatility that isn’t as one-dimensional as the other races.
TEIFLING
Tieflings are a race of humanoids, descended from demons and devils who had bred with humans long ago. While they are not inherently evil, their appearance likens that of their ancestors, with horns, tails, sharp teeth, and a wide array of eye colors and skin colors. Tieflings are considered geniuses, providing a truth to the merit of skill and talent over pure power.
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SKILL - SILENCER:
A Teifling can silence one spell casted every 5 posts, this can't be reduced by any means. The silence action may be saved and used at an optimal moment.
PASSIVE - STOIC:
The user can withstand one more wound than normal making their health threshold 4x WOUNDS before they succumb to their injuries.
Tieflings are a race of humanoids, descended from demons and devils who had bred with humans long ago. While they are not inherently evil, their appearance likens that of their ancestors, with horns, tails, sharp teeth, and a wide array of eye colors and skin colors. Tieflings are considered geniuses, providing a truth to the merit of skill and talent over pure power.
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SKILL - SILENCER:
A Teifling can silence one spell casted every 5 posts, this can't be reduced by any means. The silence action may be saved and used at an optimal moment.
PASSIVE - STOIC:
The user can withstand one more wound than normal making their health threshold 4x WOUNDS before they succumb to their injuries.
UNDEAD
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.
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PASSIVE - VIRTUALLY UNSCATHED:
Once per post, an Undead can reattach a limb, if maimed they may magically pull lost limbs back to their body or pick them up and stick the limb back into place manually (auto-magical sewing/stitching). Damage still occurs naturally and so this isn't a damage mitigation but a universal benefit from maimings.
PASSIVE - STOIC:
The user can withstand one more wound than normal making their health threshold 4x WOUNDS before they succumb to their injuries.
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.
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PASSIVE - VIRTUALLY UNSCATHED:
Once per post, an Undead can reattach a limb, if maimed they may magically pull lost limbs back to their body or pick them up and stick the limb back into place manually (auto-magical sewing/stitching). Damage still occurs naturally and so this isn't a damage mitigation but a universal benefit from maimings.
PASSIVE - STOIC:
The user can withstand one more wound than normal making their health threshold 4x WOUNDS before they succumb to their injuries.
ALIEN
Aliens are graceful and those which are not beautiful are terrifying, but they are fragile like flowers. Possessing highly remote and unpredictable personality, the Alien is a creature not to be taken lightly. Should you offend an Alien's honor, culture, or creed; the damage instilled is likely to make you their enemy forever.
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SKILL - ALIEN BIOLOGY:
Aliens may boost the length of Transformation duration to a max time of 5 posts, in exchange, the CD becomes 7 posts. This is usable once per thread.
PASSIVE - STOIC:
The user can withstand one more wound than normal making their health threshold 4x WOUNDS before they succumb to their injuries.
OR
PASSIVE - MAGIC HOMING
Spells chase a target, requiring the target to match it with a defensive, a stronger offensive, or by forcing oncoming spells into distractions— because of the way Homing works, environmental factors are increasingly important when doing PvP.
Aliens are graceful and those which are not beautiful are terrifying, but they are fragile like flowers. Possessing highly remote and unpredictable personality, the Alien is a creature not to be taken lightly. Should you offend an Alien's honor, culture, or creed; the damage instilled is likely to make you their enemy forever.
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SKILL - ALIEN BIOLOGY:
Aliens may boost the length of Transformation duration to a max time of 5 posts, in exchange, the CD becomes 7 posts. This is usable once per thread.
PASSIVE - STOIC:
The user can withstand one more wound than normal making their health threshold 4x WOUNDS before they succumb to their injuries.
OR
PASSIVE - MAGIC HOMING
Spells chase a target, requiring the target to match it with a defensive, a stronger offensive, or by forcing oncoming spells into distractions— because of the way Homing works, environmental factors are increasingly important when doing PvP.
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