Eneaenigma Equilibria
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Character Races

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Character Races Empty Character Races

Post by LadyDragon Mon Feb 09, 2015 8:53 pm

These are the character types that can be played in this RPG. Remember, we are after variety but we DO NOT want to make this ‘fan fiction.’ Therefore, we have a LOT of options and variations on the below options can be discussed with the Game Leaders. If you do not see a Race-type you were hoping for listed below, please feel free to contact us and we can discuss whether or not the type can be brought into the game and, thus, added to this list. Further, though some Races only have a few sub-types listed, this is NOT a limitation on sub-types. If it is not listed, than I likely didn't think of it, or didn't want to make this file SO huge that you got bored reading it.
 
This list is going to be fairly generalized with YOUR duty being to create your character and add the specific details.
 
 
HOMINID
This is your run-of-the mill four-limbed, soft-skinned 'human.' Because aliens of all sorts are welcome in this game, this term is going to describe your very basic person as you might find in the real world. All the basic options for skin color, hair color, size, shape, height, weight, etcetera, apply when creating your basic Hominid. They are nothing special in appearance, though they may have a slightly more exotic coloration to skin, eyes, and/or hair (IE: if you want blue hair and skin, this is welcome, but six limbs or wings is not—see other Races for these options).
Hominids can be of any Class type and can even be a mix of Classes (at Game Leaders’ discretion).
 
SHAPESHIFTER
Any creature that has the natural ability to change its form or shape to something else (as in they were born with the ability OR have a disease-type lycanthropy, it is not something gifted to them through a magical talisman or spell) and does not fit in any of the other Race categories (such as Fae—many Fae, fairies especially, have shape shifting powers). This can include those that can turn into inanimate objects, shift from human to animal forms and vice-versa, or summon extra limbs. There are many types of Shapeshifter, but the below are a few of the most common.
--Wereanimals

The classic ‘werewolf’ would fit here. Wereanimals can be of nearly ANY animal-type—birds, dogs, cats, etcetera—and will always have 3 forms for shifting. Full Hominid, Half-Form, Full Animal. Weaknesses and strengths are tied specifically to the animal in question. If you are a weretiger, for instance, than it is likely that you are agile and have great balance, and you have the advantage of your claws and teeth as weapons in your Half-Form and Full Animal Forms. They tend to have heightened senses in all forms, though said senses are still weaker in their Full Hominid form. They can not speak with words in their animal form (save for some Avian species).
Reasons for were-ism can be anything—be creative. There’s the classic ‘illness’ introduced via a bite or curse, and there’s also the born with it’ type. You could even be a genetically created lab-rat—literally! Certain ‘curses’ can and will be used—such as werewolves having no control over their transformation at the Full Moon.

Examples include, but are not limited to:
* Canidae: Can include wolves, foxes, jackals, coyotes, dogs, and any other animal in the  canine and vulpine family. Colors and markings in Half and Full animal forms would be limited to the natural coloring of said animal (this would be natural as to the habitat/planet they live in/on. So, if the wolves on YOUR planet have pink fur, then feel free to be a pink werewolf, but variations for alien 
wereanimals will be carefully monitored.). Natural skills and weaponry would be limited to what the animal would have. Wolves, for instance, do not have retractable claws like a cat.
* Felidae: Feline types include, but not limited to, tigers, lions, bobcats, and even house cats. Colors and markings would be limited to those that your feline-type would have. For instance, tigers have stripes—weretigers have stripes. Cats have retractable 
claws, so a werecat of any type would also have retractable claws along with any other strength and/or weakness a cat might have.
* Muroidea and Mustelidae: rats, mice, weasels, and ferrets and everything in between—these can be wereanimals, too! Weres of this persuasion will likely be smaller in their human forms than most people. They will likely have better night vision, being of 
creatures that are primarily nocturnal.
* Avian: Werebirds! Yes, you can be a Werefalcon if you so choose! However, with birds you also get brittle bones, somewhat weaker immune systems, and a plethera of other weakness. Course, you do get to fly. In most cases of Bird wereism the half 
animal form isn't always an option.
* Ursidea: Black, brown, and polar bears, oh-my! Bear-types tend to be larger in physical size both in humand animal forms. Similarly they are physically stronger. However, they DO have a tendency toward berserkering and are not as agile or quick as others.

--Changeling
Such races have the ability to change ones shape into any other shape, including other hominids or animals. Some Changeling abilities are only temporary and rely on the strength of the one shifting. Others have no time limit, but would have other shortcomings (such as 
shifting into an animal for too long could allow the ‘animal mind’ to take over and make one forget they had been human.


FAE

Other names include: Evles, dwarves, gnomes, fairies, etc…
No matter if you’re from Earth or some other planet, if you fit the basic description of an elf, then you are an elf. Some of the basic literary laws apply to these fantastical creatures. See below for further information. The below is a short list of the most common Fae types, but others do exist and can be played even if they are not listed.

--Elves
There are a variety of different elven species, just as there are a variety of Hominid. Skin, eye, and hair color tend to vary, but all elves tend toward being very slender, agile, and graceful. They have a very distinctive look to their faces—high cheek bones, pointed chin, large, almond-shaped often slanted eyes, sometimes slanted brows. They are often taller than normal hominids—oh, and did I forget to mention the pointy ears? They can be of any Class, though lean toward Rogue and Magician types.

--Fairies
Similar in physical look to elves, fairies are often much, much smaller—miniature, even. Most fairy types are described as being no more than a few inches tall—though this is not a RULE. The biggest distinction of a fairy—the wings. Wings for fairies tend to be insect-lik in look (think butterflies, dragonflies, moths, etc…) and are proportionate to their humanoid size. If you are five feet tall, then you likely have a 6 to 8 foot wingspan.

Fairies lean toward magician type classes, but can be of any class.
--Dwarves
Shorter than most hominids, they tend to be stocky and are known for their facial hair—though there is always the exception to the rule. Strong and sturdy, Dwarves tend to look like shorter, hairier hominids, but can have such abilities as ‘stone skin’ and a natural eye for the monetary value of most things.

Dwarves tend toward the Fighter class.
--Giants
At least twice the size of your average hominid, Giants are known for their size, strength, and physical power. Anywhere from 12 to 20 feet tall, they can be slender, or broad, and tend toward the ‘brute strength’ Fighter class. Various extra, natural abilities can include, but are not limited to, resistance to projectile weapons (stone-like skin that allows bullets and arrows to bounce off) and resistance to poisons (being larger, most poisons would need to be of high concentrates to affect a giant).

--Water Dwellers
Generally a term to describe a creature that was born in the sea but is in some way partially hominid. Often most associated with Mermaids and Mermen which are half human and half fish (generally with the upper body being human, the legs being a fish’s tail), but can also include Selkies (seal men), Kelpies (water horses of malevolent intent), and Sirens. Most often Water Dwellers can not leave the water or need to be near it in some fashion, but not always. Some Merfolk are known for shifting into human form and can stay that way indefinitely, Selkies can do the same but must have their fur with them in order to return to the sea.
Note: If you intend to play a Water Dweller species, please keep in mind that they may not have access to the water they 
need in this game. Please use common sense when thinking of this type of character.


DAIMONS

These creatures in THIS RPG refer to anything of Supernatural, non-human or Fae in origin such as, but not limited to, Vampires, Demons, Angels, Spirits/ghosts, youma (Japanese origin), kami (Japanese Origin), etc…
Please refer to the sub-races listed below and their-sub types where applicable.
NOTE: Angels and Demons are terms used in the broadest, general sense and do not necessarily represent any sort of religious connotation, AT ALL. These creatures and others like them are NOT necessarily religious in origin, nor are they AT ALL divine.
--Vampires
Vampires are creatures that subsist off the life essence of other beings in one way or another. There are many variety of Vampires, and not all of them are ‘undead.’ They tend to have magical abilities and are often ‘darker’ in nature, though not necessarily evil. Vampires tend to be Hominid in appearance, though it is possible to have Fae vampires. Vampirism can be caused by a variety of things from genetic disorder, magical curse, or some sort of disease. It all depends on the type of vampire you wish to play and
 what sort of weaknesses and/or strengths you might prefer.
* Sanguine
Your most common type of vampire—the type that drink blood.  Most of the mythical lore applies in this class. You must drink blood to survive and in most cases can not stomach true food. In most cases attempting to eat real food can even cause death. Magical abilities are often psionic in nature—telepathy, hypnotism, illusion. Older, stronger vampires can walk through walls, 
fly, and even turn themselves into mist.
* Psi-Vamps: These vampires feed off energy and can effect either a single person or large groups. The larger the group, the more energy a Psi-vamp receives. Often a victim of a Psi-vamp doesn't even know why they are suddenly fatigued. Death is rare in this 
instance, but can occur.
* Emphatic Vampire: These vampires feed off of emotions, and therefore tend to ‘create’ that emotion in their chosen feeding 
subject. Depending on their alignment—good or evil—they may prefer positive emotions to negative emotions.
* Succubus/Incubus: your sexual vampires, these are generally of ‘demonic’ type in that they are born that way rather than ‘turned.’ 
They can either feed off the energies that build during sex, or feed off sexual fluids (semen as the most prime example).
* Soul Vampires: plain and simple, they feed off the souls of others, often killing their victim, though sometimes this may only
result in shortened lifespan.
--Demons
Though generally of malevolent nature, the term ‘demon’ simply describes a supernatural being from another plane of existence. They are often humanoid in appearance, but not always, and have powers generally related to ‘evil’ such as possession, black magic, curses, the ‘seven deadly sins,’ and death. Some are associated with Fire—as in ‘Hellfire’—but can be of any ‘elemental’ base. Some have wings, and those that do tend toward ‘bat’ like wings or ‘black’ feathered wings (in the case of a demon that was once an angel). Often have supernatural strengths and weaknesses (like holy water, or water in general) and very specific requirements for ‘vanquishing’ them. In THIS game Demons can be of any alignment (ie good or evil, or anything in between) but MUST have specific weaknesses to be a Player Character. Most Demonic creatures will likely be somewhat mortal for the purposes of this game.
--Angels
Though generally of benevolent nature, the term ‘angel’ describes a supernatural being from another plane of existence—much like their counterpart, the Demon. These beings almost always have at least one set of feathered wings, generally white but this is not a constant. Powers tend to be ‘good’ in nature such as healing (physical, emotional and/or mental), purification, exorcism, the ‘seven virtues,’ and ‘life/rebirth.’ Mostly associated with ‘light-based’ powers, but they can be of any elemental base. Generally have 
supernatural strengths and weaknesses (such as cursed relics).
--Yokai
Japanese creatures of supernatural origin and ability, these spirits can be either malevolent or benevolent in nature and generally have a very specific way they were ‘created’ or ‘summoned.’ Origins of the Yokai usually dictate their powers (such as a woman who died of drowning and became a malevolent ‘ghost’ would likely have powers associated with water and death)


ANTHROPROMORPH

Unlike were-animals, anthropomorphs do not have a fully human or fully animal form. Strictly, they are a blending of the two. Any animal can be brought in as an anthro character and will always have the characteristics of the animal in question. In the  case of Avian anthros, wings can either be on the back resulting in four upper limbs, or can be part and parcel of their arms—a more natural Avian. Weaknesses and strengths are dependent on the animal they are. Avians, for instance, have brittle, hollow bones so are more prone to breaks, but they tend to have superior vision even to felines.
In some cases, an Anthro can have a magical ability that can give them a temporary human and/or animal form, but they can’t have both. It’s one or the other, and often it is temporary.
They can be of any class.


SENTIENT ANIMALS

Animals that have equal or greater intelligence than a Hominid, enough that it can give them some form of speech—either physical or mental—with other people. Often have other magical powers, but they CAN NOT become human or even half-human. However, they are of great enough intelligence that they can perform most humanoid tasks—such as opening doors or using computers and/or other technology—with some intelligent ingenuity to get around their lack of thumbs (in the case of those animals that do not have thumbs).
Generally of Magical class, but can be of any class with some ingenuity.


MYTHICAL BEASTS

Unlike most Sentient Animals, Mythical Beasts are magical in birth and creation. They can often be a mix of two animals in one, and in rare cases can take other forms, including a bi-pedal 'human' form. These are animal creatures that can not be found in the 'real' world and can include dragons or unicorns. Though they may be 'magical' that doesn't necessarily mean they can WIELD magic--though most often they do. Magical Beasts are not in the least bit 'human' in shape, but they do have intelligence equal to humans and can speak--either physically and/or mentally--just as any other sentient creature.
NOTE: For the sake of this game, any character that is brought in and is of this Race will be a YOUNG version of the creature. They could be considered 'old' in a human's standard of years, but for their race they would be no more than a young adult or adolecent in age and, thus, of low power and experience. As always, Level 3 is the highest level that can be started with, and that includes these Races.
--Unicorn
Horse-like in basic appearance, unicorns are often smaller and more graceful than standard horses--oh, and they have a single, spiraled horn protruding from the center of their forehead. The most common Unicorn has the head and mane of a horse, body of a gazelle, tail of a lion, and the cloven hooves of a goat (as well as the beard).
Unicorns are born of magic and can wield magic from birth, though as foals their abilities are lacking in strength, power, and finesse. Though legend tells only of White unicorns with the abilities to purify water, heal the sick and injured, and bless all manner of 'demonic' things, this is not the 'rule' of unicorns. They can come in any color--including colors not generally seen in 'horses'--and can wield a variety of powers utilizing their horn as the power source. Often if the horn is removed from the Unicorn, this can kill them or leave them in a coma and takes their power from them.
--Pegasus
The Pegasus--or Pegasi in plural--is a large, graceful horse with the wings of a bird. Some have the tail of a horse, while others may have a feathered tail to go with their wings--or a combination thereof. They are also magical in nature, though may or may not WIELD magic. Their massive wings---proportionate to their physical size--allow them flight and any manner of physical attacks.
--Hippogriff
A hybrid creature of magic that combines the physical features of a bird of prey with that of a horse. Often they have the back half of a horse, complete with powerful legs and horses tail, and the front half of a massive bird of prey--usually eagle in appearance--complete with the claws, wings, and head. Though Eagle is the most common of the Hippogriff type, other avian types do exist. They are magical in nature and may or may not wield magical powers. They have many strengths of both species, but also their weaknesses.
--Gryphon
Similar to the creature above, a Gryphon combines the traits of a bird of prey with a jungle cat. Often the mix is that of Eagle and Lion, but other combinations can be seen--generally the differences are seen in coloration and physical characteristics of the avian and feline halves. Generally the front half is avian blending beautiful into the back half, which is feline. Some may have the tail of the feline counterpart, while others may have a feathered tail to go with their feathered wings. Front legs are almost always the claws and appendages of the avian half. Magical in nature, they tend to wield magic, but this is not a rule.
--Dragons
Beautiful lizard or snake-like beings created of Magic, Dragons are well known through most known universes. There are a vast vareity of types, all of which tend to weild magic and many of which can take a 'human' form. There are three main 'types' of dragons that can be part of any of the below sub-species.
Scaled:  Your most common dragon is covered with colorful scales from head to toe. These scales offer protection against most weaponry, though they are not entirely infallable--various weaknesses specific to the dragon type can create damages to the scales. The older a dragon, the tougher the scales they have.
Feathered: Some dragons are similar to birds in that they have feathers covering their skin rather than scales. They'll have bird-like wings and can have a combination of feather and scales, or be entirely feathered from head to toe.
Leather-Backed: Soft, supple skin has no adornment save coloration; wings will be bat-like, if, indeed, they have wings at all. Often leather-back dragons have very tough skin, like stone, even though it's clearly soft and maleable. Further, they tend to have magical protections to make up for their 'lack' of natural armor.
*Common Dragon: The most well known dragon is recognized by four legs and two wings; generally serpentine in features, they often have scales, but this is not a rule. They come in a variety of colors, though color generally denotes the type of magical power they can use.
*Wyvern: Reptilian in nature, Wyverns are distinguished from Common Dragons by their lack of  'forearms' as well as wings. Rather, they have two legs and two 'arms' that double as wings, much like a bird. They can be of any of the above Types, but are generally of the Scaled or Leather-Back variety. Wyverns can be of any magical type, as well, but tend to lean toward fire breathing or poison-gas breathing.
*Wyrm: Characterized by their lack of wings, Wyrms are large, snake-like creatures with four limbs that end in sharp claws. They tend to be very long and lean toward being Feathered or Leather-Backed, though can be Scaled as well.
*Amphiptere: These beautiful creatures are large, long serpents with wings--generally feathered, but can be 'bat-like' as well--but NO legs.


Last edited by LadyDragon on Thu Apr 02, 2015 12:05 pm; edited 6 times in total (Reason for editing : Added new Race)
LadyDragon
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