Post by Draig ᚦᛖ᛫ᚷᚱᛁᛗ on Dec 10, 2018 18:16:21 GMT -5
<Note: Starting weapon restrictions don't apply to Staff. Staff may also have their characters scores surpass a species normal limitations and may make their own unique race as they see fit>
(Constructs start with a built in computer system and either tools suiting their background/knowledge or a basic/not heavy weapon (including projectile weapons when applicable such as if a military unit.))
Golem: A totally artificial or with minimal organic components, magical Elven construct made from ages long since past and their secrets mostly forgotten. Occasionally these will wake of their own accord and develop self-awareness, feelings, passions and all that is entailed to be considered a "person". Unlike most "Constructs" that are currently in production, these only have some mechanical parts and are heavily dependent on magic in their construction. Most Golem's were made for war (and therefore are quite hardy) though some were made for more mundane tasks.
Size= 5-8 Feet tall
Score Limitations: Assimilation may not exceed 5, Swimming may not exceed 2, Stealth may not exceed 5, Magic may not exceed 9, Mobility may not exceed 7
Score Boost: +2 Strength, +2 Resistances, +1 Combat
Anthro-Bionic's: Any modern Construct that consists of organic components that have been altered via genetic engineering and have been enhanced with mechanical parts. These parts are typically electronic in nature though a few small clockwork/magical features may exist. These may be bi-pedal, quadrupeds or have many legs. The faces on these are occasionally nothing more than a screen in which facial expressions are displayed upon. These are often utilized in Law Enforcement, tracking/hunting, relic seeking type tasks, or anything else that is high risk and a need of heightened senses is required. Though having human (and some times above) intellect they are not treated as full citizens by some governments and a few areas even shun them. <Note: Anthro-Bionic's find caffeine extremely addictive>
Size= 2.5 - 6.5 Feet tall
Score Limitations: Assimilation may not exceed 8, Magic may not exceed 5, Resistances may not exceed 8, Swimming may not exceed 7
Score Boost: +1 All Senses, +1 Knowledge, +1 Stealth
The Driven: Any modern Construct that consists of organic parts interwoven with primarily clockwork parts though some electronic or magical parts may be present. These may be bi-pedal, quadrupeds or have many legs. These were primarily experiments and have been left to do as they please as they have been replaced with the Anthro-Bionic beings. This doesn't mean they are widely accepted however and are often times snatched up to be put into slavery. Though their reflexes and intellect isn't typically on par with the Anthro-Bionic's, they are more durable and still very capable.
Size: 5 - 7 Feet tall
Score Limitations: Assimilation may not exceed 7, Magic may not exceed 7, Resistances may not exceed 9, Swimming may not exceed 6
Score Boost: +2 Strength, +2 Resistances, +1 Mobility
Pathfinder: A Construct of unknown but theorized alien origin's. Though rare, they come in a massive array of differences amongst the ones that are found. The one thing they all have in common is they don't know where they are from, or why they are here. Their bodies consist of no organic parts to 75% organic parts. The organic parts vary heavily, including insect like, mammal, reptilian, avian, and some are even more humanoid in their features. Some Pathfinder's have extra appendages, others have weapons built into their arms rending said limb near useless for constructive tasks and increasing the suspicion to the broad group of beings lumped under this title.
Size: 3.5 - 8.5 Feet tall
Score Limitations: Assimilation may not exceed 3
Score Boost: +1 Special Trait Score, +1 Combat
Champion: Though typically a Construct made via Dwarves, this is any that is made with parts of something that was once living and had died. Typically more humanoid and more well received than other Constructs, these can be found doing many tasks where experience is required such as fine craftsman positions, or advising Generals.
Size: 5 - 6 Feet tall
Score Limitations: Assimilation may not exceed 8, Mobility may not exceed 7, Swimming may not exceed 4, Magic may not exceed 5, Stealth may not exceed 7
Score Boost: +1 Combat, +2 Knowledge, +1 Strength, +1 Resistances
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(Organic life starts with a tool kit, and a basic weapon or one basic/not heavy weapon and a survival kit)
(Half Breeds exist, to play as one pick one set of stats then mix and match for the appearance as you see fit)
Human: The most common of the humanoids on earth. Though not the longest lived beings, they are driven and stubborn. Their adaptability and ingenuity has them living in various biomes.
Size: 5 - 6 Feet tall
Score Limitations: Strength may not exceed 6, Mobility may not exceed 6, Magic is always 0 if Earth-Born but no higher than 7 other-wise, Resistances may not exceed 5
Score Boost: +4 Assimilation, +4 Knowledge
Elf: These humanoids are very similar in appearance to humans though have pointed ears and don't age once they fully mature. Their creations are always well balanced, has some touch or other of magic and are very elegant. These peoples tend to stick to areas where nature flourishes, integrating their constructions into what is naturally there with as little damage as possible.
Size: 5 - 6.5 Feet tall
Score Limitations: Strength may not exceed 6, Mobility may not Exceed 7, Resistances may not exceed 5
Score Boost: +2 Assimilation, +2 Magic, +1 Knowledge
Dwarf: Stout, hardy and brash describes these peoples well. Their technologies and creations are always hardy, though a bit bulky and crude much like their creators. These peoples tend to stick to the mountains, colder climates or under ground.
Size: 4.5 - 5.5 Feet tall
Score Limitations: Strength may not exceed 7, Mobility may not exceed 5, Resistances may not exceed 9
Score Boost: +2 Knowledge, +1 Strength, +1 Resistances
Shifter: "Shifter's" can (but don't always) look totally normal in their humanoid form (doesn't have to look human at all. Can be an "Anthromorphic Furry") and can turn into a specific and more bestial form (Including more "Feral" shapes such as a wolf). Shifter's have a much higher "birthrate" than normal Werebeast's as their condition is contagious via contact with blood (can NOT infect other players without consent), but they may also procreate in the typical manner. Other organic lifeforms often fear getting infected though accidental infections are rare. Alpha's: An Alpha is a shifter whom may make other's into shifter's with less difficulty and when they do so the changed is subconsciously obedient. This is done via both the blood and saliva of the Alpha entering the system of the "target".
Shifter Size: 5 - 7 feet tall (goes for both human and beast form)
Score Limitations: Assimilation may not exceed 6, Strength may not exceed 8, Resistances may not exceed 8
Score Boost: +1 All Senses
Werebeast: Any organic being that is humanoid but bares obvious "animal-like" features and their appearance can can range from full on bestial appearance to just a few odd features marking them as different than human or anything else. Normal Werebeast's are not as common as Shifter's for their "condition" is simply who they were born as, and they are typically long lived with low birth rates. Fortunately they are exceptionally hardy though not always the most well received.
Size: 4.5 - 8.5 feet tall
Score Limitations: Assimilation may not exceed 7, Knowledge may not exceed 7, Magic may not exceed 7
Score Boost: +2 Resistances, +1 Strength OR Magic
Orc: A brutish humanoid that typically has less than average human intelligence. Thick leathery skin in a rainbow of colors (same for their eyes and hair) to browns and grey, makes them very easy to spot. They also can have a variety of shapes of tusks, horns, and bone protrusions. Without fail, Orc's have colorful personalities, and though they aren't always ill tempered you most assuredly don't wanna piss one off.
Size: 6 - 7.5 feet tall
Score Limitations: Assimilation may not exceed 7, Knowledge may not exceed 6, Magic may no exceed 6
Score Boost: +2 Resistances, +2 Strength
(Constructs start with a built in computer system and either tools suiting their background/knowledge or a basic/not heavy weapon (including projectile weapons when applicable such as if a military unit.))
Golem: A totally artificial or with minimal organic components, magical Elven construct made from ages long since past and their secrets mostly forgotten. Occasionally these will wake of their own accord and develop self-awareness, feelings, passions and all that is entailed to be considered a "person". Unlike most "Constructs" that are currently in production, these only have some mechanical parts and are heavily dependent on magic in their construction. Most Golem's were made for war (and therefore are quite hardy) though some were made for more mundane tasks.
Size= 5-8 Feet tall
Score Limitations: Assimilation may not exceed 5, Swimming may not exceed 2, Stealth may not exceed 5, Magic may not exceed 9, Mobility may not exceed 7
Score Boost: +2 Strength, +2 Resistances, +1 Combat
Anthro-Bionic's: Any modern Construct that consists of organic components that have been altered via genetic engineering and have been enhanced with mechanical parts. These parts are typically electronic in nature though a few small clockwork/magical features may exist. These may be bi-pedal, quadrupeds or have many legs. The faces on these are occasionally nothing more than a screen in which facial expressions are displayed upon. These are often utilized in Law Enforcement, tracking/hunting, relic seeking type tasks, or anything else that is high risk and a need of heightened senses is required. Though having human (and some times above) intellect they are not treated as full citizens by some governments and a few areas even shun them. <Note: Anthro-Bionic's find caffeine extremely addictive>
Size= 2.5 - 6.5 Feet tall
Score Limitations: Assimilation may not exceed 8, Magic may not exceed 5, Resistances may not exceed 8, Swimming may not exceed 7
Score Boost: +1 All Senses, +1 Knowledge, +1 Stealth
The Driven: Any modern Construct that consists of organic parts interwoven with primarily clockwork parts though some electronic or magical parts may be present. These may be bi-pedal, quadrupeds or have many legs. These were primarily experiments and have been left to do as they please as they have been replaced with the Anthro-Bionic beings. This doesn't mean they are widely accepted however and are often times snatched up to be put into slavery. Though their reflexes and intellect isn't typically on par with the Anthro-Bionic's, they are more durable and still very capable.
Size: 5 - 7 Feet tall
Score Limitations: Assimilation may not exceed 7, Magic may not exceed 7, Resistances may not exceed 9, Swimming may not exceed 6
Score Boost: +2 Strength, +2 Resistances, +1 Mobility
Pathfinder: A Construct of unknown but theorized alien origin's. Though rare, they come in a massive array of differences amongst the ones that are found. The one thing they all have in common is they don't know where they are from, or why they are here. Their bodies consist of no organic parts to 75% organic parts. The organic parts vary heavily, including insect like, mammal, reptilian, avian, and some are even more humanoid in their features. Some Pathfinder's have extra appendages, others have weapons built into their arms rending said limb near useless for constructive tasks and increasing the suspicion to the broad group of beings lumped under this title.
Size: 3.5 - 8.5 Feet tall
Score Limitations: Assimilation may not exceed 3
Score Boost: +1 Special Trait Score, +1 Combat
Champion: Though typically a Construct made via Dwarves, this is any that is made with parts of something that was once living and had died. Typically more humanoid and more well received than other Constructs, these can be found doing many tasks where experience is required such as fine craftsman positions, or advising Generals.
Size: 5 - 6 Feet tall
Score Limitations: Assimilation may not exceed 8, Mobility may not exceed 7, Swimming may not exceed 4, Magic may not exceed 5, Stealth may not exceed 7
Score Boost: +1 Combat, +2 Knowledge, +1 Strength, +1 Resistances
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
(Organic life starts with a tool kit, and a basic weapon or one basic/not heavy weapon and a survival kit)
(Half Breeds exist, to play as one pick one set of stats then mix and match for the appearance as you see fit)
Human: The most common of the humanoids on earth. Though not the longest lived beings, they are driven and stubborn. Their adaptability and ingenuity has them living in various biomes.
Size: 5 - 6 Feet tall
Score Limitations: Strength may not exceed 6, Mobility may not exceed 6, Magic is always 0 if Earth-Born but no higher than 7 other-wise, Resistances may not exceed 5
Score Boost: +4 Assimilation, +4 Knowledge
Elf: These humanoids are very similar in appearance to humans though have pointed ears and don't age once they fully mature. Their creations are always well balanced, has some touch or other of magic and are very elegant. These peoples tend to stick to areas where nature flourishes, integrating their constructions into what is naturally there with as little damage as possible.
Size: 5 - 6.5 Feet tall
Score Limitations: Strength may not exceed 6, Mobility may not Exceed 7, Resistances may not exceed 5
Score Boost: +2 Assimilation, +2 Magic, +1 Knowledge
Dwarf: Stout, hardy and brash describes these peoples well. Their technologies and creations are always hardy, though a bit bulky and crude much like their creators. These peoples tend to stick to the mountains, colder climates or under ground.
Size: 4.5 - 5.5 Feet tall
Score Limitations: Strength may not exceed 7, Mobility may not exceed 5, Resistances may not exceed 9
Score Boost: +2 Knowledge, +1 Strength, +1 Resistances
Shifter: "Shifter's" can (but don't always) look totally normal in their humanoid form (doesn't have to look human at all. Can be an "Anthromorphic Furry") and can turn into a specific and more bestial form (Including more "Feral" shapes such as a wolf). Shifter's have a much higher "birthrate" than normal Werebeast's as their condition is contagious via contact with blood (can NOT infect other players without consent), but they may also procreate in the typical manner. Other organic lifeforms often fear getting infected though accidental infections are rare. Alpha's: An Alpha is a shifter whom may make other's into shifter's with less difficulty and when they do so the changed is subconsciously obedient. This is done via both the blood and saliva of the Alpha entering the system of the "target".
Shifter Size: 5 - 7 feet tall (goes for both human and beast form)
Score Limitations: Assimilation may not exceed 6, Strength may not exceed 8, Resistances may not exceed 8
Score Boost: +1 All Senses
Werebeast: Any organic being that is humanoid but bares obvious "animal-like" features and their appearance can can range from full on bestial appearance to just a few odd features marking them as different than human or anything else. Normal Werebeast's are not as common as Shifter's for their "condition" is simply who they were born as, and they are typically long lived with low birth rates. Fortunately they are exceptionally hardy though not always the most well received.
Size: 4.5 - 8.5 feet tall
Score Limitations: Assimilation may not exceed 7, Knowledge may not exceed 7, Magic may not exceed 7
Score Boost: +2 Resistances, +1 Strength OR Magic
Orc: A brutish humanoid that typically has less than average human intelligence. Thick leathery skin in a rainbow of colors (same for their eyes and hair) to browns and grey, makes them very easy to spot. They also can have a variety of shapes of tusks, horns, and bone protrusions. Without fail, Orc's have colorful personalities, and though they aren't always ill tempered you most assuredly don't wanna piss one off.
Size: 6 - 7.5 feet tall
Score Limitations: Assimilation may not exceed 7, Knowledge may not exceed 6, Magic may no exceed 6
Score Boost: +2 Resistances, +2 Strength