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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