Races

The purpose of every stat is explained in the Statistics document. Simply discover which abilities you prefer and remember that a higher stat is a better stat.

Also, make SURE to read THIS!

 

Character Creation

Prime Races

Drazon

Holographics

Elementals

Minor Races

Arnon

Marsians

Nicros

Scuride

Tolindans

Non-Deious Minor Races

Humans

Sealtions

Tallin

 

Character Creation

To create a character, you are allowed to take either a Pure single race character or take a Prime Race and blend in the stats of a Minor or Non-Deious Race (see Mixed Races, if you haven't already). To determine stats (though you certainly don't need to submit a stat list, that's OUR job), take the Standard Stats and apply changes from starting stats of your main race. If you have a sub-race, add/subtract its starting stats, too.

 

Prime Races

The Drazon

Pronunciation: Drayn Tongue - [drazon], Common - [drA-zon]

Homeworld: Drayn, Dalka System (2nd Planet)

Capital: Drayn 5.

Government: The Drazon are ruled by their Deious Cador.

Description: Bipedal Dragons, average 3 metres (aprox 7-8') tall.

Most Common Hybrid Races: Arnons, Marsians, Humans.

 

Starting Stats:

Strength +10

Agility -5

Element Masteries: Fire, Water, Air, Earth, Electicity, Temperature, Sound, Physical, Gravity, Elixi

Strength of Will: Speed of Thought

 

Special Rules

Torchbearer Drazon - A clan of Drazon declared autonomous to the rest of the race. You may decide that you are a Torchbearer when you join on as a Drazon. TBs have 5 more Strength, but 5 less Agility than normal Drazon. Torchbearer-Marsians do not exist, the Marsians have no immigration policies with the once-Rouge clan.

 

Inner Body - Drazon can revert to their original species' body within the course of 10 seconds or 5 seconds to revert to Drazon. While they can be harmed during this time, interrupting the transformation will only halt it in mid motion. While in their native form, Drazon lose all bonuses brought on by their form and colour. When a Drazon changes form, their total remaining HP can be affected. If the form they have changed to has a lower Health than their current form, their HP will be reduced accordingly (for example, changing from Drazon to a Human will result in a 50% HP drop). Likewise, if the tranformation is benificial to Health, HP will rise (Drazon to Arnon is a 25% boost, for example).

If a Drazon gains another Transformation, it can normally use its Inner Body speed to transform instead of the Transfomation's speed.

 

Breath Weapon - A powerful weapon that can be exhaled on to a Drazon's foes as they choose. There are two options with a breath weapons, the Drazon can use their superpowered lungs designed for Breath Weapon use to exhale a powerful blast of air or they may breathe a weapon based on their colour (see below). This attack will reduce Current Stamina and takes up most of the Drazon's action (they may not attack as well). This attack can only be used in Drazon form.

 

Bloodrage - Drazon can become so angered or wrapped up in the course of the battle that they will lose control. This can potentially give them an edge, but it is not guaranteed and should be avoided if possible. Pure Drazon will drop in stats rarely if at all while under a Bloodrage, but will still not have any control.

 

Clans - A clan will be randomly assigned to you unless you are a Torchbearer Drazon, no matter if you chose your race or not. No one is allowed to be a Firestorm, however.

 

Colour - There are 6 basic Drazon colours, plus several uniques, each with its own abilities and breath weapons. If you wish, you may choose a common colour upon choosing a Drazon, or you may accept the Winds of Fate to assign you a colour, which could possibly be Unique (a rarer, but not precisely unique colour and breath weapon).

 

Starting Stat Changes (Colour Based)
Common Colours

White Drazon - Constitution -10, Movement +10.

Green Drazon - No changes.

Blue Drazon - Weapon Skill -10, Strength +5, Constitution +5.

Black Drazon - Weapon Skill -10, Technique +5, Agility +5.

Red Drazon - Weapon Skill -5, Movement -5, Strength +5, Toughness +5.

 

Uncommon (requires Winds of Fate) Colours [in order of occurrence]

Gold Drazon* - Ballistic Skill -10, IQ +5, Dexterity +5.

Purple Drazon* - Toughness -10, Strength +10.

Bronze Drazon - Speed -10, Weapon Skill +10.

Gray Drazon* - Ballistic Skill -20, Weapon Skill -20, Unarmed Skill +40, Toughness +5.

Yellow Drazon* - Speed of Thought -5**, Creativity -5**, Resistances +10

Aqua - Toughness -10, Constitution -10, Ballistic Skill +10

Orange - Toughness +10, Grieve +10, Speed -20.

Extremely Unique - GMCs only.


* - Gold and Purple Drazon are predominately Female, Gray and Yellow are predominately male. Therefore, your gender could affect your colour.
** - Yellows aren't stupid, just incredibly stubborn.

 

 

The Holographics

Pronunciation: Common - [hol-O-graf-ik]

Homeworld: Tyrannus, Dalka System (3rd Planet)

Capital: ?

Government: Communistic (Monarchy rules over both Tyrannus and Military HQ of Rekkanak [Castroth System], but the planet's themselves have individual governments)

Description: Bipedal mammals, 4-5 metres tall (aprox 13'). Use a 3 metre or 2 metre form for conversation purposes. Pure Holographics take on a shadowy look with hair that changes colours according to emotion. Mixed-Race Holographics look like the minor race, except they are transluscent and their hair also changes colours according to emotion.

Most Common Hybrid Races: Nicros, Marsians, Humans.

 

Starting Stats:

Agility +10

IQ -5

Creativity +5

Grieve and Elixi -40

Element Masteries: Fire, Water, Air, Electicity, Sound, Physical, Gravity, Elixi, Creation/Change

Strength of Will: Creativity

 

Special Rules

Replication - Can create any unliving item (not even partially bio) at a cost of energy (HP). Creativity test may be needed for item that does not exist (creating a machine to calculate the meaning of life would take some IQ, too. Too bad, huh?). Note that summoning or transforming (see below) into a banned weapon is still against the rules.

 

Transformation - Can change into any the form of anything the Holographic can think of at an extreme cost of energy each action, modifying stats. Cannot change into Prime Races, but can take on the form of Minor and Non-Deious races. Because of the similarity between species, Holographics may take the form of any mammal for an hours time and will no longer have to pay in energy to hold the form until they revert. The cost of changing form is far worse than maintaining.

 

Replace Limbs - Holographics can heal wounds, but the cost to energy would often counteract the healed damage. However, lost or broken body parts can be fixed/replaced and Blood Loss can also be repaired for a cost in energy.

 

Holo Mode - Can become invincible to all but atomic damage and blows from Black Guard at extreme cost to energy (Const*10, or 1/8th of total HP) each action (it's better than being decapitated or blown to pieces, right?)

 

Energy Limits - If a Holographic's HP drops below 200, his stats will begin to suffer and he can no longer use his Special Rules except to heal limbs and Blood Loss.

 

 

The Elementals

Pronunciation: Common - [el-A-men-tal]

Homeworld: Tel'men'd'ia

Capital: ?

Government: ?

Description: Living Elements, often in the rough shape of a biped.

Most Common Hybrid Races: Marsians, Humans, Tolindans.

 

Starting Stats:

Elementals use Common Stats.

Element Masteries: Uses current Element of body (see below) + Gravity, Elixi and Daemonics

Strength of Will: IQ

 

Special Rules

Elemental Shift - Elementals can shift the 'Element' of their body (archaic elements - Fire, Earth, Water, Air; plus others - Electric and Metal), this is their "state". This conversion takes approximately .25 of a second to accomplish. Air form is more or less immune to normal damage, but can be harmed by Grieve, Absence, Daemonic and Atomic energy. Mixed Race elementals can also take on a "Flesh" state. This assembles their elements into a flesh and throws them into the shape of their Minor Race, though they will look like some terrible golem from a horror film. In this form, they can use Minor Race Trueform Traits. Pure Elementals can adapt this form, but there is no Technical purpose.

 

Racial Facade - Elementals can their elemental form to that of any form they wish, as they are simply moving themselves about. Mixed Race elementals will normally move about in the shape of thier minor race, while pure race elementals will appear humanoid or as an unorganized mess.

 

Forced Change - The Elemental frame cannot stand a forced change in Elements (most commonly Water to Ice). This will cause the Elemental to become Knocked Out immediately or suffer damage. Other forced changes are less deadly, but still occur (like toxic gas flowing into an Air Elemental).

 

Shadow and Light - These two 'elements' can only be accessed by mature Elementals. Elementals may choose one of the two elements as soon as they upgrade their Adolescent Band via their quest. A PC Elemental can never have both 'elements'. The power of these Elements is such that the Elemental using them is damaged for as long as they are in play (less so with a Gold Band) and whenever they use their powerful moves.

 

Elemental Attacks - Elementals can use Elemental Techniques (can cast several Element spell specified to new players by their GM, as well as using their element near any way they see fit. Examples include flame jets, ice sheets, earth spikes and the the near unblockable (but harmless) air attacks), but can only use the Techniques of the Element they currently are in the state of. Water Elementals can command Ice that is not affecting their body. Elemental Attacks drain Current Stamina.

 

Element Tying - This ability is limited to Pure Elementals. A Pure Elemental can "Tie" an Elemental attack already in play when they shift elements. There are a few rules though: 1. Only one Tied Attack. 2. If you shift AGAIN, and not to the Tied Attack's Element, you cannot keep it. 3. You must pass an Intelligence (Normal Element) or Will (Extreme Use of Normal Element or Shade/Light) test to keep it in play.

 

 

Minor Races

Note: A minor race member may fight in its own form (in which case its stat modifiers would apply to the Common Stat line) or as a transformed member of 1 Prime Race (in which case its stat modifiers are applied to the Prime Race's modifiers and so on). Since a Hybrid can use the special abilities of its new race, Minor Races fighting on their own are rare.

Rules for gaining a Prime Race if you start Pure will be added later.

Note2: The term "Hybrid" is used only for the rules. It is considered impolite and people have killed for less. I would advise any Mixed-Racers to take extreme offense to the term and that Pure-Racers to know that it is an offensive word.

 

 

The Arnon

Pronunciation: Common - [ar-non]

Homeworld: Chavrac, Avran System

Capital: None

Government: Individual-Anarchy.

Description: Bipedal ogres, short-to-no neck. 6 metres tall (and about as wide, as the old saying goes), aprox 1 metric tonne in weight.

 

Starting Stats:

Intelligence -20

Strength, Constitution and Toughness +10

Agility and Movement -10

Dexterity +5

Grieve and Elixi -20

Element Masteries: Fire, Temperature, Metal and Magnetism, Gravity, Elixi

Strength of Will: Creativity

 

True Form:

Strength +50

Toughness +25

Constitution +25

Speed of Thought -20

Agility -50

Movement -50

 

Special Rules

Forge - Mixed-Race Arnon start with the Technique Forge D, a technique that allows them to repair metal weapons and create new ones for only the price of the material. Pure Arnon start with both Forge D and Artisan D, a latter a technique that allows them to forge decorative items and weapons that can be sold for an impressive value. No other race can learn these techniques in Season 1. Mixed-Race Arnon can never learn Artisan in Season 1, either. Note to Arnon Players: when Season 2 comes, you will be MUCH better at these skills than anyone else who can learn them.

 

Stand Firm - Trueform Arnon will never be pushed back or down by something with a modified strength lower than their own. Even those near or not-increadably above must first pass a Strength vs Strength test to do so.

 

 

The Marsians

Pronunciation: Marsian Tongue - [maz-in], Common - [mar-shen]

Homeworld: Venus, Sol System ("Marz" is the Marsian word for home (and dung heap, which are often used as homes.)).

Capital: ?

Government: Hive Mind

Description: 1.25 m (5') tall insectoids. Resembles cockroaches (their shape protects them from Venus' gravity, when outside they are forced to undergo physical training to adapt and cannot return). Commonly the same colour as the Venusian gases near its home.

 

Starting Stats:

Ballistic Skill +25

IQ +5

Strength -30

Element Masteries: Earth, Electicity, Sound, Gravity, Elixi

Strength of Will: IQ

 

Trueform: Back +5

 

Special Rules

Non-Combatant Technophiles - Marsians cannot fight very well, so have constructed a wide variety of weapons used by the Deious Military wings. Marsians design most Deious spacecraft, as well. They are the only race allowed to bring Conventional and Energy weapons into formal tournament. Pure Marsians are allowed to bring Explosive Launcher weapons as well.

 

Fidgit: Marsians can't help but to take things apart and put them back together. Unless they only have a single hour of free time, they MUST spend 1 hour a day playing with their machines. This effectively keeps them from gaining amazing stats to go with their amazing weapons. If they have any broken firearms or machines in this period, they will repair one of them. For every 3 firearms a Marsian owns, they must take up 1 square of their house with a Pile of Junk. If the Marsian loses or sells enough weapons, they can likewise lose the piles of junk.

 

Hard to Squash - While in Trueform, Marsians take no extra damage from being hit while pressed against a flat surface.

 

Decapitation - Decapitation does not warrant Instant Death or Auto Forfeit to a Trueform Marsian. Simply Extreme Blood Loss. A Trueform Marsian can survive without its head for weeks (it can even be reattached over a substancial Regen time)! While decapitated, a Marsian cannot change form (Holographics in Marsian form can change to Cockroaches, however).

 

 

The Nicros

Pronunciation: Common - [nI-krO]

Homeworld: Nicros, Kan System

Capital: None.

Government: None [Deious member is all but ignored by his/her people, despite accomplishments].

Description: Bipedal. 1.75-3 metres tall (aprox 5-6'). Purple/fuchsia blend in colour with a form that appears much like an Electric Elemental. Features aren't often easy to see - only really the facial features.

 

Starting Stats:

Speed and Speed of Thought +20

Ballistic Skill -10

Pure Nicros are at Grieve and Elixi 0 (ie: -100), but Hybrids are at "Grieve and Elixi -20"

Element Masteries: Air, Electicity, Sound, Gravity, Elixi

Strength of Will: Speed of Thought

 

Special Rules

Blur - Nicros and Nicro-Holographics move so quickly that a none-Nicro or a non-Nicro-Hybrid opponent must pass a Speed of Thought test (vs. half the Nicro's Speed) to target them with ranged attacks or spells or to understand their run-on speech over loud sounds.

 

Natural Dodge - Trueform Nicros move so fast that they have a chance, based on their Speed, to avoid damage in hand-to-hand. This is in addition to any Dodge skills and spells they may aquire.

 

Quick Moves - Before any action, a Pure Nicro may choose to incorporate some risky quick moves into their attack. These attacks will confuse the opponent, lowering their chances of successful reaction, but will raise any damage caused to the Nicro by that reaction, should it contact.

 

On the Ball - Nicros are intesevely focused, even given their speed. Pure Nicros ALWAYS win priority tests and move first at the start of Duels, Missions and Mass Combats, though all Pure Nicros in a scenario must test amoung themselves to determine their order.

 

Electro-Form - Pure Nicros who have completed their Quest may change form slightly, taking on pulsing energy around their body. This form increases the Nicros Movement and Agility moderately, increasing their Blur and Natural Dodge skills, but causing them to go so fast that they can't keep up either and all opponents are also Blurred!

 

 

The Scuride

Pronunciation: Common - [skur-EEd]

Homeworld: Kastvine (Elemental Moon)

Capital: ?

Government: Republic [Elected Leader becomes the Deious Cador], former Monarchy.

Description: Bipedal. Squirrel-like appearance, though some observers say it is more catlike. Generally short, furred everywhere but face, elongated face, tail - colour signifies status (Seers - Orange/Gold rings, Normal - Green rings, Descendant of Once-Royal Family - Blue rings).

 

Starting Stats:

Speed of Thinking and IQ +10

Weapon Skill, Ballistic Skill, Constitution and Technique -5

Element Masteries: Water, Air, Earth,, Gravity, Elixi

Strength of Will: IQ

 

Trueform: Constitution -60

 

Special Rules

Seers - Can see slightly into future (during battle: command "Scry". Use in posts is heavily regulated. While technically Scuride cannot see their own future (EVER), they can see their opponents'. 'Scry' and Roleplay scrying is weaker when the user is a Mixed-Race - Mixed-Racers must stand still with their eyes shut to Scry. If a Pure Scuride goes to such an effort, they will see very accurately and selectively pick out visions, but they don't have to. Pure Scuride can also Probe at a distance.

 

Land on their Feet - Scuride always land on their feet after a fall unless they force themselves not to. This will reduce falling damage. Mixed-Racers will ALWAYS take less damage from the fall in Trueform, no matter their Prime Race or attempts to do otherwise (save Holo Mode, Air Form and actually not hitting the ground).

 

 

The Tolindans

Pronunciation: Common - [tol-in-den]

Homeworld: Chavrac, Avran System

Capital: ?

Government: Representative Democracy

Description: Bipedal and lithe mammals. Internal ears and terra-cota toned skin. The only Deious race as of the current age that clothes itself regularly, due to external reproductive organs.

 

Starting Stats:

Technique + 10

Weapon Skill -10

Element Masteries: Fire, Water, Earth, Gravity, Elixi

Strength of Will: IQ

 

Note: Tolindans never be avaliable without Hybridizing. Tolindans are pacifists and their fighters are mostly rebellious members of the species who would would wish as little involvement with their race as possible, especially if they can leave it entirely.

 

Special Rules

Pacifists - Tolindans are at -10 with non-bludgeoning weapons until they have won two fights or lost one.

 

Hemophobia - Tolindans will Flinch at the site of blood, giving their opponent a small window to retaliate/attack (test vs. Speed). This fear can be lost through a period of training or exposure to blood in battle (3 of any combination of the following: 2 hours of training against the fear and/or battles where blood is drawn on at least one side).

 

Negotiation - Tolindans can buy items at 90% of their cost.

 

Attuned to the Soil - In their Trueform, Tolindans can sense vibrations in the ground. This includes subterranean Earth Elementals. However, they must be in their Trueform - only the Tolindan senses are so attunted to the goings on in the soil.

 

Botany - Tolindans start with Botany D, the lowest level of a Technique that allows you to grow and identify medical and poisonous plants. No other race can ever learn this Technique.

 

 

 

Non - Deious Minor Races

The following races are not members of the Deious treaty but still, in a covert fashion, contribute members to the Prime Races. While the Sealtions seem ready to sign as soon as order has been brought at Talador, the humans seem far from this path of action and the Tallin do not have enough population to qualify.

For all rule-based purposes, Non-Deious Races ARE Minor Races.

 

The Terran Species [Humanity]

"Add the Tolindans and the Arnons? We flashed our guns. Add the Marsians? We flash our guns at the Avran races and the Marsians get spooked. Add the Nicros? A Holographic crew talked to them and they thought it would be fun to sign up. They're all glad they did it now. But the humans? I'm a human, I've lived on Earth most of my life: that's why I've been C&C for a century...and believe me, even the way I live my life, I won't live to see it happen. Humans in the Deious..."
--- Toran Carrider, Deious Commander and Chief: 600 AC - 710 AC.

 

Pronunciation: English - [hU-man]

Homeworld: Terra Firma [Earth]

Capital: None

Government: No Global Government. Represented by the United Nations. Deious council has agreed that if premature contact with Humanity should occur, immediate relations will be conducted with Neutral countries only.

Description: Bipedal mammals. Average 125-200cm (aprox 5-6') tall, but extremely varied in appearance.

 

Starting Stats:

Intelligence + 5

Creativity +5

Resitances - 10

Element Masteries: Temperature, Sound, Metal and Magnetism, Gravity, Elixi

Strength of Will: Creativity

 

True Form: Constitution -50

 

Special Rules

Eye for Detail - Pure Humans have a chance, based on their Creativity and if they actually try, to copy opponent's non-Trademark Techniques in mid-battle. After the battle, they will be considered to have trained a full period of that move.

 

Creative Minds - Humans can reduce Technique training time by a day, in the same manner as Drazon. Drazon-Humans can gain multiple bonuses this way.

 

Observant - Trueform Humans have a bonus to observing hidden movements meant to be concealed from them. This includes knives hidden in boots, one hand distracting the eye while another moves for the kill, etc.

 

 

The Sealtions (Naiion)

Pronunciation: Common - [seal-tEon], Naiion - [nA-awn]

Homeworld: Talador, Taladorian System

Capital: Under Construction

Government: Direct-Representation Democracy

Description: About the size of a cat, this species is a seal-like race with external ears and coloured patterns marked in its fur (more like sigils than patterns in a cat's fur). Modern Sealtions are having their genetic code altered to speed up evolution, turning themself more into a land creature than a sea creature so modern Sealtions have a cat's legs. Sealtions are the only Taladorian species with a working knowledge of Grieve and Elixi. While they have been referred to for years by the name given to them by the Deious, the Sealtion society is beginning a subtle push to be referred to by their own tongue's name for themselves: 'Naiion'.

 

Starting Stats:

Toughness -5

Constitution - 5

Strength - 5

Grieve +10

Elixi +5

Without Mixed-Race: Constitution -75

Element Masteries: Fire, Water, Air, Earth, Electicity, Gravity, Elixi

Strength of Will: Speed of Thought

 

Special Rules

Quadrupedial - While in Sealtion body, a Sealtion cannot wield weapons without the use of Grieve. They can, however, attack with claw and horn using Unarmed Weapon Skill.

 

Magically Tuned - Sealtions have a small chance of reacting quickly to magical attacks.

 

Post-Aquatic - Sealtions may have evolved away from their Aquatic roots, but even in this more modern form, the old values are still taught. After all, the evolution was forced and took only a few geneartions. Sealtions are excellent swimmers. More details can be found in the Member's Section article on Swimming.

 

Sigils - No one understand how, but a Sealtion's sigils react to magical energy. Whenever struck by Grieve or Elixi energy near in colour to their own (especially reflected spells they cast first) or near in colour to their sigils, that energy will be absorbed, healing or even raising the Sealtion's HP (the raise will not last after the battle). The player may choose the colour of his/her sigils when they create the player. The energy the colour of the sigils cannot be absorbed while in the form of a Prime Race, but energy matching the player's own can.

 

Grieve Psyche - Pure Sealtions can mix Grieve attacks, adding a second element (which may be either Fire, Water, Air, Earth or Electricity - assuming they still have the masteries) to any spell they cast that is not of the following elements: Daemonics, Elixi, Toxicology, Metal and Magnetism, Creation/Change, Physical. They may not add the same element the spell already is to "make it stronger" nor are they forced to use this ability at all.

 

 

The Tallin

Pronunciation: Common - [tal-En]

Homeworld: Talador, Taladorian System

Capital: None

Government: Tribal

Description: Tall, thin bipeds, the Tallin have mastered a skill that makes them the envy of Talador - weaponry. It was they who discovered Avrent and used it to create heavier weapons to train with so when they returned to more traditional materials, they would be all the faster. Their skin is coloured red, though the shade changes from place to place. Their head is ovular in shape, coming to two points at their ears and their lower bodies are often clothed to cover their reproductive organs.

 

Starting Stats:

Weapon Skill + 15

Agility + 5

Dexterity + 5

Strength - 10

Toughness - 10

Ballistic Skill - 5

Element Masteries: Fire, Earth, Physical, Gravity, Elixi

 

Special Rules

Duelists - Tallin gain a bonus (usually +1) to see if they succeed in a swordfight.

 

Regeneration - Trueform Tallin can heal light cuts and bruises automatically and minor wounds over a period of turns - they don't even need to expend an action. As they gain experience and the more they consentrate on using the skill (by using it as an action), the more they will heal. True masters of the skill will be able to reduce their Regen time like Elixi masters.

 

Way of the Blade - For every 4 hours a Pure Tallin spends at a military place of employement, as long as those hours are not filled with a military-ordered scenario, they gain 1 'free' hour of training (this allows them to go over the 12 hour limit).

 

 

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