IC: viewtopic.php?f=25&t=5457
My name is Kendal Matherson... and I can't take it any longer. For the longest of times of just accepted the way things are, tried to live with the horrors I've experienced in recent days... but no longer, I am finished with this world and I'll be taking all my troubles with me. To my friends, I apologize, you're all the only reasons I even had to stay in this world, you were the family my own never had been to me and I truly care for you all... and I'm sorry what my actions might make you go through. Don't mourn for me, I'm going to a far better place and all the troubles and mistakes I've made will be taken with me, none of you will ever have to deal with the sins of my foolishness. I ask only one thing of you if you all can forgive my selfishness, take my computer, all my work... and get rid of it, destroy and burn it so no one can use it. I'm sure such an idea must surprise you considering all the times I skipped meeting with you all just to work on my project but... please, just make sure no one else gets their hands on it. If you could, remember me as when we first started playing our games together and not the wreck I was in the recent weeks, I truly am sorry for all I have done
Your friend forever, Kenny
RP Story
Spoiler (click to show/hide):
A group of friends have gathered to mourn the loss of one of their group, Kendal “Kenny” Masterson, whom vanished out of nowhere, leaving what clearly was a suicide note. Though his body has not yet been found, they located Kendal’s car in a lake, the young man having last been seen driving it. While going through his things, the group found the game he had been working on for so long, apparently completed and ready to play, so in honor of their friend they all downloaded it and got ready to play… unaware of course of the world they were about to be pulled into. Everlust was the game, one with the strangest quirk of pulling the friends within it's world and forcing them to live as the characters they had crafted together. The world was one of Fantasy, of Science Fiction, of Battle and Booty... their only hope of returning home it seemed would be to defeat the game itself, but can they manage it?
A group of friends have gathered to mourn the loss of one of their group, Kendal “Kenny” Masterson, whom vanished out of nowhere, leaving what clearly was a suicide note. Though his body has not yet been found, they located Kendal’s car in a lake, the young man having last been seen driving it. While going through his things, the group found the game he had been working on for so long, apparently completed and ready to play, so in honor of their friend they all downloaded it and got ready to play… unaware of course of the world they were about to be pulled into. Everlust was the game, one with the strangest quirk of pulling the friends within it's world and forcing them to live as the characters they had crafted together. The world was one of Fantasy, of Science Fiction, of Battle and Booty... their only hope of returning home it seemed would be to defeat the game itself, but can they manage it?
Introduction
Spoiler (click to show/hide):
So the basic premise is a group of friends play the game of their supposedly dead buddy, only to be pulled in and forced to go through the game in order to possibly get out of it and back where they belong… of course the possibility of the game pulling such a thing off with them leaves the question of whether their friend is actually dead or alive inside of the game. The World itself is one of Fantasy and a tinge of sci-fi, given the ancient technology of the “Before Time” and the people whom were supposedly smitten by the gods for their hubris at playing god themselves.
So the basic premise is a group of friends play the game of their supposedly dead buddy, only to be pulled in and forced to go through the game in order to possibly get out of it and back where they belong… of course the possibility of the game pulling such a thing off with them leaves the question of whether their friend is actually dead or alive inside of the game. The World itself is one of Fantasy and a tinge of sci-fi, given the ancient technology of the “Before Time” and the people whom were supposedly smitten by the gods for their hubris at playing god themselves.
Character Sheet
Spoiler (click to show/hide):
Name:
Age:
Bio:
Racial Perk:
Class Perk:
Kinks:
Turn-offs:
Out of Game Appearance:
In-Game Appearance:
HP: 10+CON
LP: 10+WIS
Experience: 0
Destiny Points: 1
Equipment: (Depending on Class and Race you shall be gifted different starting Equipment)
Stats - Basic stat is 0 which is considered average as +4 is considered highly skilled, above is pretty much considered genius (15 points to spread amongst them, Maximum stat is +4 at level 1, though racial perks can go past this limit)
STR: (Melee damage and feats of strength)
DEX: (Ability to Dodge things and Agility)
CON: (Ability to handle physical combat and resist physical pleasures)
INT: (Ability to figure out things in a tough spot and for magic damage)
WIS: (Ability to handle mental Lustful based attacks and mind effecting abilities)
CHR: (Ability to make deals, haggle, convince, ext)
Name:
Age:
Bio:
Racial Perk:
Class Perk:
Kinks:
Turn-offs:
Out of Game Appearance:
In-Game Appearance:
HP: 10+CON
LP: 10+WIS
Experience: 0
Destiny Points: 1
Equipment: (Depending on Class and Race you shall be gifted different starting Equipment)
Stats - Basic stat is 0 which is considered average as +4 is considered highly skilled, above is pretty much considered genius (15 points to spread amongst them, Maximum stat is +4 at level 1, though racial perks can go past this limit)
STR: (Melee damage and feats of strength)
DEX: (Ability to Dodge things and Agility)
CON: (Ability to handle physical combat and resist physical pleasures)
INT: (Ability to figure out things in a tough spot and for magic damage)
WIS: (Ability to handle mental Lustful based attacks and mind effecting abilities)
CHR: (Ability to make deals, haggle, convince, ext)
Combat
Spoiler (click to show/hide):
Combat in the game comes in two forms, Physical and Lust, each that feed off depending on how you use them. In the case of Lust Combat, the most important Stat in dealing damage in this manner is through Charisma, doing lust damage through specific actions of abilities your character has available, the victim/target of which rolling a Wisdom roll against the roll of your Charisma to try and resist, if your caster succeeds then full damage is managed, if the target resists, they receive only half damage. Lustful melee combat in turn is much like physical combat, but with the intent to force arousal as opposed to dealing damage.
For physical combat things get a bit more tricky, as depending on what sort of weapon you use, it offers up different sorts of modifiers. Melee weapons feed off Strength, if a hit is made the weapon’s damage is added to half your STR score if a hit is made. Ranged Weapons Feed off DEX and depending on the skill of the user, they may split their bonuses for multiple shots in a single round, with each shot being less effective than a concentrated single attack. Spells of course feed off the Intelligence skill and work similarly to Lust combat spells in turn. Engineer combat is tricky given the sort of weaponry and devices they end up being capable of making and will be further discussed in the Class Information area.
Combat in the game comes in two forms, Physical and Lust, each that feed off depending on how you use them. In the case of Lust Combat, the most important Stat in dealing damage in this manner is through Charisma, doing lust damage through specific actions of abilities your character has available, the victim/target of which rolling a Wisdom roll against the roll of your Charisma to try and resist, if your caster succeeds then full damage is managed, if the target resists, they receive only half damage. Lustful melee combat in turn is much like physical combat, but with the intent to force arousal as opposed to dealing damage.
For physical combat things get a bit more tricky, as depending on what sort of weapon you use, it offers up different sorts of modifiers. Melee weapons feed off Strength, if a hit is made the weapon’s damage is added to half your STR score if a hit is made. Ranged Weapons Feed off DEX and depending on the skill of the user, they may split their bonuses for multiple shots in a single round, with each shot being less effective than a concentrated single attack. Spells of course feed off the Intelligence skill and work similarly to Lust combat spells in turn. Engineer combat is tricky given the sort of weaponry and devices they end up being capable of making and will be further discussed in the Class Information area.
Classes
Spoiler (click to show/hide):
Fighter: Constitution and Strength
Fighter’s come in various shapes and sizes, but are the generic warrior class, using Shield and Swords, or even one or two swords on their own. A Fighter can be made to take damage, deal it, or even both depending his/her choice. Fighter’s are capable of using any Melee Weapon and start off able to Wear Medium Armor, with the capability of advancing to Heavy Armor. Some Fighter’s are capable of using ranged weapons and Two-handed weapons, but cannot master them as well as other classes can
Berserker: Strength
Berserker’s are truly the biggest damage dealers for physical combat and in some cases lust melee. Giving up any practices of ranged combat, Berserker’s are masters of wielding the biggest weapons around and being capable of ripping through enemies others have trouble with. In time, Berserker’s become so strong they can wield weapons meant for two hands in a single hand, though they lack the practiced care to make use of armor and shields in turn, relying on brute force as their defense
Rogue: Dexterity and Charisma
Rogue’s are those who work in the shadows, whom sneak about to steal and do as they please without anyone hopefully being any wiser. Not as suited for straight up combat, Rogue’s are more of use sneaking up and backstabbing enemies, even poisoning or stealing from them before a battle even starts. More so, they are capable of stealing, picking locks, and hiding in clear sight as they advance in skill.
Magus: Intelligence and Charisma
Master’s of the mystic arts, from the normal schools and the recently ventured Pleasure schools of magic, Magus’s goals are usually in regards to mastering their magic and expanding it in anyways they can see fit. Not just master’s of spellcraft, many venture into the arts of Alchemy while some spend their lives seeking to learn the long lost magics of the Before Time, though those that do earn scorn from other Magus given such things are viewed as forbidden… those that do find friendly allies amongst Engineers.
Cleric: Wisdom and Constitution
Servant of the Gods, Clerics are being who devote themselves to the betterment of all life and in turn are adamant about those whom spread lust around so openly and freely. In response to such corruption, some priests have learned the Holy ways of dealing with such… the embarrassment and slight lewdity of these arts a small price for a true Cleric to suffer for the greater good. Healers mainly, some Clerics also learn ways to combat as well, serving as protectors to those whom have none.
Ranger: Dexterity and Charisma
Master’s of the forest, Ranger’s special is ranged attacks and dealing with all sorts of wild life, preferring such places to the hustle and bustle of civilized life. Capable of making friends with animals, Ranger’s are quite close to race’s whom share ancestry with animals as well, Ranger’s having a level of empathy to the point they can even tame animals of various kinds depending on their skill in the arts.
Bard: Charisma and Wisdom
Artist’s of the Sound, Bard’s are musician’s who could not settle their craft in just learning to use their instruments, but desired to make music’s that could affect the hearts, souls, and even loins of those that hear their magical tones. Bard’s specialize in a specific instrument and through the magical art of their craft, are capable of affecting themselves, their allies, and of course their enemies through various means. Quite a few bard’s prefer to focus on the effects of arousal through their tones, some becoming so skilled they can ensnare less intelligent beings to be their doting slaves.
Engineer: Intelligence and Constitution
Outcasts among many part of the world, Engineer’s are those who delve into the forbidden craftsmanship of the people from the Before-Time, highly advanced beings whom apparently grew so full of themselves they were annihilated by the gods for their hubris. Even so, such artifacts call upon some to this day, making them willing to deal with the anger and hatred of others just to study and learn from such mechanical marvels. Engineers start off simple, but in time their understanding of such arts grows to the point they are closely capable of creating new life itself… or weapons capable of wiping out many lives. Their combat can be tricky, starting off through the use of their own tools as weapons, to be capable of wielding guns, creating robotic minions, and so on all depending on how they choose to advance their knowledge in the art of Machina
Escort: Charisma and Strength
People who have learned to use their bodies and other means to get what they desire, allowing themselves to master the use of lust to manipulate and get what they want through such lustful means. Escort’s come in all shapes and sizes and are abhorred by the church due to their corruptive influence on the world. Even so, Escort’s are quite well liked by all sorts of people… moreso when they’re willing to make use of their arts in some sort of arrangement.
Monk: Strength and Wisdom
Through abandoning all rights to property and monetary means, Monks have gained a level of spiritual power that makes any form of mental lust attack on them useless. Though incapable of wielding any weapons, through the use of their fists and the power of their souls, they are truly a threat to any whom seek to manipulate with perverse means.
Fighter: Constitution and Strength
Fighter’s come in various shapes and sizes, but are the generic warrior class, using Shield and Swords, or even one or two swords on their own. A Fighter can be made to take damage, deal it, or even both depending his/her choice. Fighter’s are capable of using any Melee Weapon and start off able to Wear Medium Armor, with the capability of advancing to Heavy Armor. Some Fighter’s are capable of using ranged weapons and Two-handed weapons, but cannot master them as well as other classes can
Berserker: Strength
Berserker’s are truly the biggest damage dealers for physical combat and in some cases lust melee. Giving up any practices of ranged combat, Berserker’s are masters of wielding the biggest weapons around and being capable of ripping through enemies others have trouble with. In time, Berserker’s become so strong they can wield weapons meant for two hands in a single hand, though they lack the practiced care to make use of armor and shields in turn, relying on brute force as their defense
Rogue: Dexterity and Charisma
Rogue’s are those who work in the shadows, whom sneak about to steal and do as they please without anyone hopefully being any wiser. Not as suited for straight up combat, Rogue’s are more of use sneaking up and backstabbing enemies, even poisoning or stealing from them before a battle even starts. More so, they are capable of stealing, picking locks, and hiding in clear sight as they advance in skill.
Magus: Intelligence and Charisma
Master’s of the mystic arts, from the normal schools and the recently ventured Pleasure schools of magic, Magus’s goals are usually in regards to mastering their magic and expanding it in anyways they can see fit. Not just master’s of spellcraft, many venture into the arts of Alchemy while some spend their lives seeking to learn the long lost magics of the Before Time, though those that do earn scorn from other Magus given such things are viewed as forbidden… those that do find friendly allies amongst Engineers.
Cleric: Wisdom and Constitution
Servant of the Gods, Clerics are being who devote themselves to the betterment of all life and in turn are adamant about those whom spread lust around so openly and freely. In response to such corruption, some priests have learned the Holy ways of dealing with such… the embarrassment and slight lewdity of these arts a small price for a true Cleric to suffer for the greater good. Healers mainly, some Clerics also learn ways to combat as well, serving as protectors to those whom have none.
Ranger: Dexterity and Charisma
Master’s of the forest, Ranger’s special is ranged attacks and dealing with all sorts of wild life, preferring such places to the hustle and bustle of civilized life. Capable of making friends with animals, Ranger’s are quite close to race’s whom share ancestry with animals as well, Ranger’s having a level of empathy to the point they can even tame animals of various kinds depending on their skill in the arts.
Bard: Charisma and Wisdom
Artist’s of the Sound, Bard’s are musician’s who could not settle their craft in just learning to use their instruments, but desired to make music’s that could affect the hearts, souls, and even loins of those that hear their magical tones. Bard’s specialize in a specific instrument and through the magical art of their craft, are capable of affecting themselves, their allies, and of course their enemies through various means. Quite a few bard’s prefer to focus on the effects of arousal through their tones, some becoming so skilled they can ensnare less intelligent beings to be their doting slaves.
Engineer: Intelligence and Constitution
Outcasts among many part of the world, Engineer’s are those who delve into the forbidden craftsmanship of the people from the Before-Time, highly advanced beings whom apparently grew so full of themselves they were annihilated by the gods for their hubris. Even so, such artifacts call upon some to this day, making them willing to deal with the anger and hatred of others just to study and learn from such mechanical marvels. Engineers start off simple, but in time their understanding of such arts grows to the point they are closely capable of creating new life itself… or weapons capable of wiping out many lives. Their combat can be tricky, starting off through the use of their own tools as weapons, to be capable of wielding guns, creating robotic minions, and so on all depending on how they choose to advance their knowledge in the art of Machina
Escort: Charisma and Strength
People who have learned to use their bodies and other means to get what they desire, allowing themselves to master the use of lust to manipulate and get what they want through such lustful means. Escort’s come in all shapes and sizes and are abhorred by the church due to their corruptive influence on the world. Even so, Escort’s are quite well liked by all sorts of people… moreso when they’re willing to make use of their arts in some sort of arrangement.
Monk: Strength and Wisdom
Through abandoning all rights to property and monetary means, Monks have gained a level of spiritual power that makes any form of mental lust attack on them useless. Though incapable of wielding any weapons, through the use of their fists and the power of their souls, they are truly a threat to any whom seek to manipulate with perverse means.
Class Perks
Spoiler (click to show/hide):
Fighter
Dual-Wielding: Allows for the fighter to use two weapons,though off-handed weapon’s bonus is at half STR to hit.
Shield Wield: Allows the Fighter the ability to use a Shield to attempt and block a melee attack once per round, the shield roll is an attack roll to match or surpass the roll of the incoming attack and must be declared before the attacker makes his/her roll against the fighter.
Berserker
Rage: Once every hour, a Bererker can fly into a Lethal or Lustful Rage, allowing them for half their Con/Wis amount of adding +4 to their damage to every attack made. While in Rage mode, the Berserker cannot focus on dodge, so gets no such Dex bonus to rolls in avoiding attacks.
Let them wear Armor: Barbarians naturally have trouble with armor getting in the way of their ferocity, this perk allows a Barbarian to wear Medium armor without any penalties.
Rogue
Pocket Peeker: This Perk allows for a +2 Bonus to attempt of picking another character’s pocket or just flat out stealing without being noticed.
Pick-it: This Perk allows for a Rogue to be capable of picking locks and disabling traps/devices of various sorts so long as the Rogue has a proper pick to do so.
Magus
Fire Bolt: A Mage is capable of damaging a target for Int+2 with a baseball sized ball of fire, can be cast as many times a day as the Mage’s Intelligence score.
Familiar 1: Allow a Mage to summon a low level Familiar amongst a list of choices offered: Raven, Rat, Snake, Owl, Spider
Cleric
Healing: A Cleric is capable of healing a target for Wis+2, can be cast as many times a day as the Cleric’s wisdom score.
Bless: A Cleric can bless a single target so they gain a +2 to rolls for as many rounds as half their WIS score, this blessing being spread to others, splitting the amount of time down the middle for each additional target affected, can only be used once an hour.
Ranger
Forrester – Bows need arrows and vice versa, this perk allows a Ranger to always make sure he/she has them, allowing them to make usable and effective basic arrows and a bow to shoot them, using just what they find in the Forest.
Animal Friendship – Being as tuned in nature as they are, this perk allows a Ranger to be able to speak with and converse freely with animals as they would any normal being, allowing one to calm down a seemingly rabid animal or even getting information from one when no one else can offer it.
Bard
Party Performer: This perk allows a Bard to grant a +2 bonus to the rolls of all of their companions whom hear it so long as she/he continues to perform it, though if interrupted the bonus is lost. Can be used equal to half their Charisma score times a day.
Party Player: This perk allows a Bard to “Serenade” a single enemy target, arousing them with a failed Will vs Chr save and dealing Chr+2 points of Lust Damage to them.
Engineer
Machina Maniac: Engineers are obsessed with the artifacts of the people from the before time, though such artifacts are complex that few can even understand even the least complex of them. This perk allows an Engineer to be capable of studying a simple Machina to the point they can then make it themselves.
Builder: This perk gives the Engineer a better chance at actually building what they desire, adding a +1 to rolls in attempting to build anything they’re working on.
Escort
Flaunt it: Allows an Escort to distract a target through use of their own body in a lewd manner with a successful Charisma roll against their Will, is succeeded the target will take Chr+2 LP’s of damage and -2 on their rolls to react to anyone but the Escort his/herself
You Want Me: This perk allows an Escort to weed out information or treats from the target through Chr vs Will… though it requires giving something “Special” in return, the more special the act, the better the reward.
Monk
Peace of Mind: This Perk allows the Monk to resist temptations of Lust, giving them a +2 to rolls of resistance against mental Lust effect/attacks.
Fist of Fury: This Perk makes a Monk’s Fists into weapons, allowing them to deal Damage equal to their half their Str bonus with both fists without a drawback.
Fighter
Dual-Wielding: Allows for the fighter to use two weapons,though off-handed weapon’s bonus is at half STR to hit.
Shield Wield: Allows the Fighter the ability to use a Shield to attempt and block a melee attack once per round, the shield roll is an attack roll to match or surpass the roll of the incoming attack and must be declared before the attacker makes his/her roll against the fighter.
Berserker
Rage: Once every hour, a Bererker can fly into a Lethal or Lustful Rage, allowing them for half their Con/Wis amount of adding +4 to their damage to every attack made. While in Rage mode, the Berserker cannot focus on dodge, so gets no such Dex bonus to rolls in avoiding attacks.
Let them wear Armor: Barbarians naturally have trouble with armor getting in the way of their ferocity, this perk allows a Barbarian to wear Medium armor without any penalties.
Rogue
Pocket Peeker: This Perk allows for a +2 Bonus to attempt of picking another character’s pocket or just flat out stealing without being noticed.
Pick-it: This Perk allows for a Rogue to be capable of picking locks and disabling traps/devices of various sorts so long as the Rogue has a proper pick to do so.
Magus
Fire Bolt: A Mage is capable of damaging a target for Int+2 with a baseball sized ball of fire, can be cast as many times a day as the Mage’s Intelligence score.
Familiar 1: Allow a Mage to summon a low level Familiar amongst a list of choices offered: Raven, Rat, Snake, Owl, Spider
Cleric
Healing: A Cleric is capable of healing a target for Wis+2, can be cast as many times a day as the Cleric’s wisdom score.
Bless: A Cleric can bless a single target so they gain a +2 to rolls for as many rounds as half their WIS score, this blessing being spread to others, splitting the amount of time down the middle for each additional target affected, can only be used once an hour.
Ranger
Forrester – Bows need arrows and vice versa, this perk allows a Ranger to always make sure he/she has them, allowing them to make usable and effective basic arrows and a bow to shoot them, using just what they find in the Forest.
Animal Friendship – Being as tuned in nature as they are, this perk allows a Ranger to be able to speak with and converse freely with animals as they would any normal being, allowing one to calm down a seemingly rabid animal or even getting information from one when no one else can offer it.
Bard
Party Performer: This perk allows a Bard to grant a +2 bonus to the rolls of all of their companions whom hear it so long as she/he continues to perform it, though if interrupted the bonus is lost. Can be used equal to half their Charisma score times a day.
Party Player: This perk allows a Bard to “Serenade” a single enemy target, arousing them with a failed Will vs Chr save and dealing Chr+2 points of Lust Damage to them.
Engineer
Machina Maniac: Engineers are obsessed with the artifacts of the people from the before time, though such artifacts are complex that few can even understand even the least complex of them. This perk allows an Engineer to be capable of studying a simple Machina to the point they can then make it themselves.
Builder: This perk gives the Engineer a better chance at actually building what they desire, adding a +1 to rolls in attempting to build anything they’re working on.
Escort
Flaunt it: Allows an Escort to distract a target through use of their own body in a lewd manner with a successful Charisma roll against their Will, is succeeded the target will take Chr+2 LP’s of damage and -2 on their rolls to react to anyone but the Escort his/herself
You Want Me: This perk allows an Escort to weed out information or treats from the target through Chr vs Will… though it requires giving something “Special” in return, the more special the act, the better the reward.
Monk
Peace of Mind: This Perk allows the Monk to resist temptations of Lust, giving them a +2 to rolls of resistance against mental Lust effect/attacks.
Fist of Fury: This Perk makes a Monk’s Fists into weapons, allowing them to deal Damage equal to their half their Str bonus with both fists without a drawback.
Races
Spoiler (click to show/hide):
Human (+2 to any single ability)
Humans are pretty much the same as always, they come in all shapes, sizes, colors, and attitudes. Capable of Immense good as well as Great Evil, Humans are pretty much a void of possibilities and are comfortable in many different lifestyles. Humans are the youngest of the “Natural” races that are considered created by the Gods themselves and such are considered either less than the other races due to their short life spans and chaotic behaviors. Their short lives however allow them to mature faster and see the world they live in differently than any other race and as such adapt and advanced quickly since their “Birth” into this world, quickly coming close to matching the Impressive civilization of the High Elves themselves, whom are unsure how to accept such a thing.
Dark Elf (+2 Dex, +2 Chr, -2 Con, -2 Str)
Dark Elves, or Drow, Were once High Elves themselves whom became obsessed in the Machina of the Before Time, ignoring the warnings in order to hunt for the Ancient Underground Cities. No one knows what happened, but Drow were born from these Elves, changed by something they call “The Tear”. Drow are considered “painted” as a sign of their sins and are treated quite horribly by other elves and most peoples, getting along only with Dwarves, Duuga, Goblins, and Nekomata.
Wood Elf (+2 Dex, +2 Con, -2 Chr, -2 Int)
No one is sure where Wood Elves came from, they just were living in various forests one day… a bit more friendlier and open then their High Elf cousins whom couldn’t understand how anything close to themselves could prefer living amongst animals and filth to the glorious civilization they had built. Of course in time the Wood Elves have become a bit more harsher, the actions and treatment other races have shown to the Forests and Animals bringing out an inner fire that leaves them untrusting of most races… though since the creation of the Animus races, they have been firm friends and allies to each of them
High Elf (+2 Wis, +2 Int, –2 Str, -2 Con)
One of the first races that were born from the event of the Before Time, only the eldest have any real idea of just what happened back then and they refuse to speak of it. High Elves see themselves as the first and most knowing, the rest of the races either being immature, improper, and sometimes abominations, such as the Dark Elves. High Elves basically see themselves as the eldest sibling to all the brats in the world and have trouble dealing with most other races in general, keeping to themselves being their preference.
Nereid – (+2 Chr, -2 Con)
A race of all females, no one is sure when they were born into the world as the Nereid refuse to share any of their history with outsiders. Closed minded in most cases and quite gender biased, they loathe men of all races and see them only as a means to an end, kidnapping and raping male’s they snatch up until they’re no longer of use, their breeding cycles hitting only one every ten years. On the other hand, there are a rare few Nereid whom become open minded and leave their “Pods” to explore the outside world… these Nereids are considered tainted and hunted down, forced back if captured to face punishment and cleansing until they learn the errors of their ways.
Dwarf (+2 Con, -2 Wis)
The Dwarves have long complained THEY were the first race, but have lost interest in arguing it over with the High Elves whom they consider more stubborn then a mule and they have better things to do then argue over the truth. Hard working, Dwarves work the mountains and hills, forge the best weapons, and live for working and finding the precious metals hidden away for them to find. Dwarves are stubborn and grumpy, they’re fond of working themselves raw and then relaxing themselves with drinking and stories, though they abhor laziness. The first of the races to befriend the Drow despite their supposed corruption, Drow have since become the only elves Dwarves consider “Well enough”. The birth of the Animus races left them wary as the Duuga began claiming places the Dwarves had worked… but they’ve since adopted the young race due to similar interests, though they themselves see Machina as nothing but trouble, they’re not going to get in the way of someone else’s passion so long as it doesn’t both them.
Orc (+2 STR, +2 Con, -4 Chr)
Orcs were the first true enemy the High Elves faced and have been ever since, one day just surging from the ruins of the Before Time, they showed no mercy, showing a shocking brutality and a love for war and combat that baffled and horrified the Elves, whom quickly force themselves to adapt and in part is why they are the way they are today. The High Elves saw the Orcs as mere remnants of the God’s wrath against the Ancients of he Before Time, a constant punishment to the world so they never forgot the hubris of the once great people. Orcs however tell a different story… being they woke up, it was dark, they left, found some skinny things outside where it was bright, and decided to kill and see if they tasted good. Orcs love war, combat, violence… but are not the evil monsters they High Elves assume them to be to this day. They only know it and they truly just enjoy it… but over time they’ve evolved to have a semblance of a Civilization, to the point quite a few of them are as intelligent as any humans… though they still like fighting and such. Orcs have few allies, having only a real type of friendship with Goblins due to some sort of reasoning neither race can honestly explain, they just… click.
Goblin (+2 Int, +2 Wis, -4 Str)
Goblin’s are… well assholes, though they don’t think so, they just seem to have trouble saying what they mean in a way most race’s won’t take offense to. Goblin’s are intelligent but… physically weak compared to most races, though they don’t let this get them down. Goblin’s were once considered Imps when first discovered… as they seemed to not give two shits about how “Forbidden” messing with Machina was, having a strange knack for rigging things together and making them work… usually resulting in explosions, but to them it was worth the risk. Goblins of course don’t get along with High Elves at all, both being intelligent races… they’re ways being too utterly opposite for them to even consider ever being friendly, too similar in one way while being too different another making them utterly impossible to get along with one another. Goblin’s for a long while were loners, outcasts of other races… until the birth of the Drow. The Drow were elves whom were intelligent and due to their situations had become snarky bastards… making them just perfect for the Goblins! Hey became quick allies, in time even the Dwarves through the Drow have grown comfortable enough with Goblins… though the hot headedness of both races has led to some close calls. The Arrival of the Duuga however has utterly affected Goblin’s in a way that surprises other races, given the Duuga’s own fascination with Machina it was expected the races would meet, everyone worried how Goblin’s would react to the strange new race. To everyone’s surprise… they got along great, moreso as Goblin’s seem unable to be as gritty and rough with Duuga, keeping insults to a minimum for some reason the other race’s couldn’t fathom. Eventually it became clear… Goblin’s find Duuga unbelievably adorable and the idea of making one sad or cry makes them feel like shit. Why this is? No one knows… just like how Orcs are unsure why they get along with the weakling race of Goblins, though whenever a Goblin is asked why, they’ll shrug and tell you “Always was that way, always will be”.
Animus Race Lore
The Animus races were born through the actions of a High Elf outcast and a Goblin whom uncovered a powerful Machina, one that they swore had been what created the races of the world. Using animals they had spent years capturing and collecting, they activated it… only for it to explode in their faces. The Machina had been in a large mountain in the middle of nowhere thankfully, the explosion destroying everything for miles, creating the “Fools Dunes” as it is known today. The High Elves being who they were, investigated first… finding the humanoid forms of human like creatures… only they were clearly not. With animal like additions normal humans did not have, these confused beings had no idea who or what they were, flashes of memories of another life all they could come up with. The High Elves of course saw this as Blasphemy, that life had been created by anyone but the Gods would only bring their wrath down again… thus led them gathering and imprisoning as many of them as they could with the intention to either return them to the way they once had been, or to end them. Of course a few escaped, in time managing to meet with the Wood Elves whom recognized them for the animals they had once been, learned of the High Elves actions, straight up threatening war if the young races they had captured were not released. The High Elves scoffed… only to find themselves soon being threatened by the Dwarves, then the Drow, then the Goblins, and finally quite a number of Humans, the first time this had ever happened (Orcs threw their lot in there too, though only because the idea of utterly destroying the High Elves was too fun to pass up). A Council was formed and the Animus races were released to forge their places in the world, though the High Elves only relented as such so long as any Animus whom stepped out of line would be theirs to do with as they saw fit, the council working out specific rules on the matter so such rules weren’t utterly ridiculous. The Animus races are the youngest, though they live longer then the next eldest race of humans. The Animus each have their own preference, but flat out dislike or fear the High Elves and are the best of friends with the Wood Elves.
Nekomata (+4 Dex, -2 Wis, -2 Int)
Nekomata are one of the Animus races, Born from gathered felines of all kinds by “The Fools” as their creators are known, Nekomata are of course immensely cat like. They’re curious, always cute, and quite nosy. Most Nekomata are perky and happy to the point it can bother other races, happy to lay about wherever in the sunlight, while playing and being more active in the night. Most Nekomata end up taking on the life of rogue’s, though not always out of greed’s sake, the race itself seems to be infected with kleptomania and just can’t help themselves around things they’re curious about and want. Because of this, Nekomata are seen in a pretty bad light… however their exotic nature and appearance has led to quite a “Fan-base” for them as well, mainly of the unsavory kind the Black Market pays high price for Nekomata for such reasons. Despite their ways, Nekomata are close to Wood Elves, whom accept it’s in their nature and know they don’t mean anything by it, and Drow elves whom they see as overly grumpy buddies whom they can actually hang around with in the dark, Drow accepting this so long as the Neko’s give back anything they happen to take.
Inugami (+2 Dex, -2 Int)
Inugami are an Amimus race created from Canine’s of course, leading to a somewhat complex race. They’re most fond of Wood Elves, but strangely Humans are a close second as they’ve ended up being most similar to Humans as a whole, if not a bit more energetic and less likely to think things through. A Number of Inugami however have been found to be quite violent if provoked, pissing one off is not at all considered smart, moreso if said Inugami is a part of a pack. Inugami packs are quite the strange thing… given all those a part of a pack are considered below the Alpha, whom can pretty much mate with any member he/she desires, it not uncommon to find a pack having quite an orgy with itself either. There are other Inugami however whom are so drawn to a single person (Regardless of Race) they will pretty much devote themselves entirely to that person in ways that many find uncomfortable, willing to die for that person, willing to even let that person treat and do what they want… though such a bond is usually forged out of some sort of affection the two have gained over time before this attitude just clicks into place.[
Ursa (+2 Str, +2 Con, -4 Dex)
Another Animus race, they’re the fewest in amount for some reason, though it may just be their preference to live alone is why not many are seen up and about. Originating from various bears, Ursa are strong, fit, and loner’s who don’t talk much because they really don’t feel like much needs to be said. Of course should you ever manage to anger or upset one you’ll find yourself running for your lives as they are known for holding grudges until the day they day. Due to their demeaner, not much is really known about Ursa outside of this, though quite a number of them end up becoming monks, preferring the calming nature of the lifestyle to control the rage deep within. The only real race they’re close with are the Wood Elves of course, though some who embrace their ferocity are usually quite close to the Orc community.
Kitsune (+2 Chr, -2 Con)
An Animus Race, created from foxes they’re surprisingly quite a number of them around… though this is considered an annoyance depending on the Kitsune in question. Kitsune are fast talkers and great at getting their way, most of them ending up as Bards, Rogues, or Escorts given their own exotic features, though some have become Magus. Kitsune seem to have a delight in surprising, tricking, and just plain messing with people… at least the majority of them as others are quiet, thoughtful, and surprisingly noble… making it a flip of the coin on what sort of Kitsune you’re going to end up dealing with when you run into one. Kitsune are still having trouble finding their place in the world, but they’re close to both Inugami and Nekomata, and of course they’re closest to Wood Elves.
Duuga (+2 Int, -2 Dex)
The Duuga are the last and least understood of the Animus, being quiet mole like people whom seemed utterly out of place amongst the other Animus… they’re fond of the Wood Elves, but find they don’t have much in common, moreso when their fascination with the Machina that helped create them was revealed (This leading to some slight trouble with the High Elves, whom were politely told to go tell it to someone who cared by the other races at the time). The Duuga wanted to of course begin looking into the things that fascinated them so, moreso given they were all found in places they themselves were fond of… the issue being such places were already claimed by the Dwarves and Goblins, making them quite nervous at the idea of asking for permission to have an area of their own. They first made contact with the Dwarves, having heard some not so good things about the Goblins at the time, figuring they’d be a good start. A deal was made once the Duuga’s ability to dig and their knack at finding rare metals was learned, In exchange for some land and mines for themselves to claim, the Duuga would trade any metals they found with the dwarves before any other races, the dwarves in turn were happy to offer the “junk” they would randomly dig up. Their success giving them some courage, they went to speak with the goblins… and to this day are unsure how things went so well or why people seemed to paint Goblin’s in such a badlight. The Goblin’s struck a similar deal, but also offered to share their own research into Machina… this combined effort has led to quite an advancement in Machina research as the problems that led to explosions have been cut down quite a bit. Duuga are still few in number, but are a happy race who have found their place in the world.
Youka (+2 Dex +2 Chr, -2 Wis, -2 Con)
One of the “Special” Races, Youka are born of demonic breeding, usual in the form of Rape, with a member of the normal races. Such children are seen as curses and blights, walking signs of corruption in the world and many Churches have even taken to disposing of such children before they grow too old to be a threat to the peace in the world. Youka however are not without their own allies, such children born amongst the Animus races are considered a bit odd, but nothing more. Those born amongst the Goblin’s and Orc’s surprisingly are the most accepted, Orc’s seeing them as just a stronger and mightier orc while Goblin’s find it utterly fascinating what being part demon can do to a race. In the end for the other race’s it just depends on the situation in which they are born and the people they are born to and around. Most Youka find themselves quite skilled in talking their way out of trouble, though with a weakness to lust as they’re easily aroused and are weak to lusts call.
Nelpha (+2 Wis +2 Con -2 Str, -2 Chr)
One of the “Special” Races, born through the breeding of Celestial beings and viewed as godsent, Nelpha are much more openly accepted compared to the demonic Youka. Nelpha themselves have a hard time understanding the normal races of the world and in turn are viewed with uncertainty by the mass majority, though those affiliated with the church consider them important and cherished treasures, signs from the gods that they still believe in the world despite the sins of the past. Most people just find them off-putting, though it’s mainly due to the Nelpha’s trouble with understanding social traits and double meanings. Most attempts to fit in lead to them trying to copy another’s words or actions, only to come out completely awkward and wrong, only further alienating the Nelpha. The only race who seem to truly understand the Nelpha are the High Elves surprisingly, whom find themselves with one of the few beings outside of their own people they can relate to even a little, High Elves having an open offer to any Nelpha to live and learn amongst them.
Human (+2 to any single ability)
Humans are pretty much the same as always, they come in all shapes, sizes, colors, and attitudes. Capable of Immense good as well as Great Evil, Humans are pretty much a void of possibilities and are comfortable in many different lifestyles. Humans are the youngest of the “Natural” races that are considered created by the Gods themselves and such are considered either less than the other races due to their short life spans and chaotic behaviors. Their short lives however allow them to mature faster and see the world they live in differently than any other race and as such adapt and advanced quickly since their “Birth” into this world, quickly coming close to matching the Impressive civilization of the High Elves themselves, whom are unsure how to accept such a thing.
Dark Elf (+2 Dex, +2 Chr, -2 Con, -2 Str)
Dark Elves, or Drow, Were once High Elves themselves whom became obsessed in the Machina of the Before Time, ignoring the warnings in order to hunt for the Ancient Underground Cities. No one knows what happened, but Drow were born from these Elves, changed by something they call “The Tear”. Drow are considered “painted” as a sign of their sins and are treated quite horribly by other elves and most peoples, getting along only with Dwarves, Duuga, Goblins, and Nekomata.
Wood Elf (+2 Dex, +2 Con, -2 Chr, -2 Int)
No one is sure where Wood Elves came from, they just were living in various forests one day… a bit more friendlier and open then their High Elf cousins whom couldn’t understand how anything close to themselves could prefer living amongst animals and filth to the glorious civilization they had built. Of course in time the Wood Elves have become a bit more harsher, the actions and treatment other races have shown to the Forests and Animals bringing out an inner fire that leaves them untrusting of most races… though since the creation of the Animus races, they have been firm friends and allies to each of them
High Elf (+2 Wis, +2 Int, –2 Str, -2 Con)
One of the first races that were born from the event of the Before Time, only the eldest have any real idea of just what happened back then and they refuse to speak of it. High Elves see themselves as the first and most knowing, the rest of the races either being immature, improper, and sometimes abominations, such as the Dark Elves. High Elves basically see themselves as the eldest sibling to all the brats in the world and have trouble dealing with most other races in general, keeping to themselves being their preference.
Nereid – (+2 Chr, -2 Con)
A race of all females, no one is sure when they were born into the world as the Nereid refuse to share any of their history with outsiders. Closed minded in most cases and quite gender biased, they loathe men of all races and see them only as a means to an end, kidnapping and raping male’s they snatch up until they’re no longer of use, their breeding cycles hitting only one every ten years. On the other hand, there are a rare few Nereid whom become open minded and leave their “Pods” to explore the outside world… these Nereids are considered tainted and hunted down, forced back if captured to face punishment and cleansing until they learn the errors of their ways.
Dwarf (+2 Con, -2 Wis)
The Dwarves have long complained THEY were the first race, but have lost interest in arguing it over with the High Elves whom they consider more stubborn then a mule and they have better things to do then argue over the truth. Hard working, Dwarves work the mountains and hills, forge the best weapons, and live for working and finding the precious metals hidden away for them to find. Dwarves are stubborn and grumpy, they’re fond of working themselves raw and then relaxing themselves with drinking and stories, though they abhor laziness. The first of the races to befriend the Drow despite their supposed corruption, Drow have since become the only elves Dwarves consider “Well enough”. The birth of the Animus races left them wary as the Duuga began claiming places the Dwarves had worked… but they’ve since adopted the young race due to similar interests, though they themselves see Machina as nothing but trouble, they’re not going to get in the way of someone else’s passion so long as it doesn’t both them.
Orc (+2 STR, +2 Con, -4 Chr)
Orcs were the first true enemy the High Elves faced and have been ever since, one day just surging from the ruins of the Before Time, they showed no mercy, showing a shocking brutality and a love for war and combat that baffled and horrified the Elves, whom quickly force themselves to adapt and in part is why they are the way they are today. The High Elves saw the Orcs as mere remnants of the God’s wrath against the Ancients of he Before Time, a constant punishment to the world so they never forgot the hubris of the once great people. Orcs however tell a different story… being they woke up, it was dark, they left, found some skinny things outside where it was bright, and decided to kill and see if they tasted good. Orcs love war, combat, violence… but are not the evil monsters they High Elves assume them to be to this day. They only know it and they truly just enjoy it… but over time they’ve evolved to have a semblance of a Civilization, to the point quite a few of them are as intelligent as any humans… though they still like fighting and such. Orcs have few allies, having only a real type of friendship with Goblins due to some sort of reasoning neither race can honestly explain, they just… click.
Goblin (+2 Int, +2 Wis, -4 Str)
Goblin’s are… well assholes, though they don’t think so, they just seem to have trouble saying what they mean in a way most race’s won’t take offense to. Goblin’s are intelligent but… physically weak compared to most races, though they don’t let this get them down. Goblin’s were once considered Imps when first discovered… as they seemed to not give two shits about how “Forbidden” messing with Machina was, having a strange knack for rigging things together and making them work… usually resulting in explosions, but to them it was worth the risk. Goblins of course don’t get along with High Elves at all, both being intelligent races… they’re ways being too utterly opposite for them to even consider ever being friendly, too similar in one way while being too different another making them utterly impossible to get along with one another. Goblin’s for a long while were loners, outcasts of other races… until the birth of the Drow. The Drow were elves whom were intelligent and due to their situations had become snarky bastards… making them just perfect for the Goblins! Hey became quick allies, in time even the Dwarves through the Drow have grown comfortable enough with Goblins… though the hot headedness of both races has led to some close calls. The Arrival of the Duuga however has utterly affected Goblin’s in a way that surprises other races, given the Duuga’s own fascination with Machina it was expected the races would meet, everyone worried how Goblin’s would react to the strange new race. To everyone’s surprise… they got along great, moreso as Goblin’s seem unable to be as gritty and rough with Duuga, keeping insults to a minimum for some reason the other race’s couldn’t fathom. Eventually it became clear… Goblin’s find Duuga unbelievably adorable and the idea of making one sad or cry makes them feel like shit. Why this is? No one knows… just like how Orcs are unsure why they get along with the weakling race of Goblins, though whenever a Goblin is asked why, they’ll shrug and tell you “Always was that way, always will be”.
Animus Race Lore
The Animus races were born through the actions of a High Elf outcast and a Goblin whom uncovered a powerful Machina, one that they swore had been what created the races of the world. Using animals they had spent years capturing and collecting, they activated it… only for it to explode in their faces. The Machina had been in a large mountain in the middle of nowhere thankfully, the explosion destroying everything for miles, creating the “Fools Dunes” as it is known today. The High Elves being who they were, investigated first… finding the humanoid forms of human like creatures… only they were clearly not. With animal like additions normal humans did not have, these confused beings had no idea who or what they were, flashes of memories of another life all they could come up with. The High Elves of course saw this as Blasphemy, that life had been created by anyone but the Gods would only bring their wrath down again… thus led them gathering and imprisoning as many of them as they could with the intention to either return them to the way they once had been, or to end them. Of course a few escaped, in time managing to meet with the Wood Elves whom recognized them for the animals they had once been, learned of the High Elves actions, straight up threatening war if the young races they had captured were not released. The High Elves scoffed… only to find themselves soon being threatened by the Dwarves, then the Drow, then the Goblins, and finally quite a number of Humans, the first time this had ever happened (Orcs threw their lot in there too, though only because the idea of utterly destroying the High Elves was too fun to pass up). A Council was formed and the Animus races were released to forge their places in the world, though the High Elves only relented as such so long as any Animus whom stepped out of line would be theirs to do with as they saw fit, the council working out specific rules on the matter so such rules weren’t utterly ridiculous. The Animus races are the youngest, though they live longer then the next eldest race of humans. The Animus each have their own preference, but flat out dislike or fear the High Elves and are the best of friends with the Wood Elves.
Nekomata (+4 Dex, -2 Wis, -2 Int)
Nekomata are one of the Animus races, Born from gathered felines of all kinds by “The Fools” as their creators are known, Nekomata are of course immensely cat like. They’re curious, always cute, and quite nosy. Most Nekomata are perky and happy to the point it can bother other races, happy to lay about wherever in the sunlight, while playing and being more active in the night. Most Nekomata end up taking on the life of rogue’s, though not always out of greed’s sake, the race itself seems to be infected with kleptomania and just can’t help themselves around things they’re curious about and want. Because of this, Nekomata are seen in a pretty bad light… however their exotic nature and appearance has led to quite a “Fan-base” for them as well, mainly of the unsavory kind the Black Market pays high price for Nekomata for such reasons. Despite their ways, Nekomata are close to Wood Elves, whom accept it’s in their nature and know they don’t mean anything by it, and Drow elves whom they see as overly grumpy buddies whom they can actually hang around with in the dark, Drow accepting this so long as the Neko’s give back anything they happen to take.
Inugami (+2 Dex, -2 Int)
Inugami are an Amimus race created from Canine’s of course, leading to a somewhat complex race. They’re most fond of Wood Elves, but strangely Humans are a close second as they’ve ended up being most similar to Humans as a whole, if not a bit more energetic and less likely to think things through. A Number of Inugami however have been found to be quite violent if provoked, pissing one off is not at all considered smart, moreso if said Inugami is a part of a pack. Inugami packs are quite the strange thing… given all those a part of a pack are considered below the Alpha, whom can pretty much mate with any member he/she desires, it not uncommon to find a pack having quite an orgy with itself either. There are other Inugami however whom are so drawn to a single person (Regardless of Race) they will pretty much devote themselves entirely to that person in ways that many find uncomfortable, willing to die for that person, willing to even let that person treat and do what they want… though such a bond is usually forged out of some sort of affection the two have gained over time before this attitude just clicks into place.[
Ursa (+2 Str, +2 Con, -4 Dex)
Another Animus race, they’re the fewest in amount for some reason, though it may just be their preference to live alone is why not many are seen up and about. Originating from various bears, Ursa are strong, fit, and loner’s who don’t talk much because they really don’t feel like much needs to be said. Of course should you ever manage to anger or upset one you’ll find yourself running for your lives as they are known for holding grudges until the day they day. Due to their demeaner, not much is really known about Ursa outside of this, though quite a number of them end up becoming monks, preferring the calming nature of the lifestyle to control the rage deep within. The only real race they’re close with are the Wood Elves of course, though some who embrace their ferocity are usually quite close to the Orc community.
Kitsune (+2 Chr, -2 Con)
An Animus Race, created from foxes they’re surprisingly quite a number of them around… though this is considered an annoyance depending on the Kitsune in question. Kitsune are fast talkers and great at getting their way, most of them ending up as Bards, Rogues, or Escorts given their own exotic features, though some have become Magus. Kitsune seem to have a delight in surprising, tricking, and just plain messing with people… at least the majority of them as others are quiet, thoughtful, and surprisingly noble… making it a flip of the coin on what sort of Kitsune you’re going to end up dealing with when you run into one. Kitsune are still having trouble finding their place in the world, but they’re close to both Inugami and Nekomata, and of course they’re closest to Wood Elves.
Duuga (+2 Int, -2 Dex)
The Duuga are the last and least understood of the Animus, being quiet mole like people whom seemed utterly out of place amongst the other Animus… they’re fond of the Wood Elves, but find they don’t have much in common, moreso when their fascination with the Machina that helped create them was revealed (This leading to some slight trouble with the High Elves, whom were politely told to go tell it to someone who cared by the other races at the time). The Duuga wanted to of course begin looking into the things that fascinated them so, moreso given they were all found in places they themselves were fond of… the issue being such places were already claimed by the Dwarves and Goblins, making them quite nervous at the idea of asking for permission to have an area of their own. They first made contact with the Dwarves, having heard some not so good things about the Goblins at the time, figuring they’d be a good start. A deal was made once the Duuga’s ability to dig and their knack at finding rare metals was learned, In exchange for some land and mines for themselves to claim, the Duuga would trade any metals they found with the dwarves before any other races, the dwarves in turn were happy to offer the “junk” they would randomly dig up. Their success giving them some courage, they went to speak with the goblins… and to this day are unsure how things went so well or why people seemed to paint Goblin’s in such a badlight. The Goblin’s struck a similar deal, but also offered to share their own research into Machina… this combined effort has led to quite an advancement in Machina research as the problems that led to explosions have been cut down quite a bit. Duuga are still few in number, but are a happy race who have found their place in the world.
Youka (+2 Dex +2 Chr, -2 Wis, -2 Con)
One of the “Special” Races, Youka are born of demonic breeding, usual in the form of Rape, with a member of the normal races. Such children are seen as curses and blights, walking signs of corruption in the world and many Churches have even taken to disposing of such children before they grow too old to be a threat to the peace in the world. Youka however are not without their own allies, such children born amongst the Animus races are considered a bit odd, but nothing more. Those born amongst the Goblin’s and Orc’s surprisingly are the most accepted, Orc’s seeing them as just a stronger and mightier orc while Goblin’s find it utterly fascinating what being part demon can do to a race. In the end for the other race’s it just depends on the situation in which they are born and the people they are born to and around. Most Youka find themselves quite skilled in talking their way out of trouble, though with a weakness to lust as they’re easily aroused and are weak to lusts call.
Nelpha (+2 Wis +2 Con -2 Str, -2 Chr)
One of the “Special” Races, born through the breeding of Celestial beings and viewed as godsent, Nelpha are much more openly accepted compared to the demonic Youka. Nelpha themselves have a hard time understanding the normal races of the world and in turn are viewed with uncertainty by the mass majority, though those affiliated with the church consider them important and cherished treasures, signs from the gods that they still believe in the world despite the sins of the past. Most people just find them off-putting, though it’s mainly due to the Nelpha’s trouble with understanding social traits and double meanings. Most attempts to fit in lead to them trying to copy another’s words or actions, only to come out completely awkward and wrong, only further alienating the Nelpha. The only race who seem to truly understand the Nelpha are the High Elves surprisingly, whom find themselves with one of the few beings outside of their own people they can relate to even a little, High Elves having an open offer to any Nelpha to live and learn amongst them.
Racial Perks
Spoiler (click to show/hide):
Humans
Barter: Being the most neutral of the races, Humans pretty much know how to talk well enough to one another and even other races, granting them a +1 to bartering rolls.
Weaponry: Humans from a young age pick up quickly on things, the use of weapons being one of them. This Perk allows a Human character to pick any single weapon the use without penalty, even if unusable by their class.
Dark Elf
Blending: Dark Elves were born in the dark, raised in it, live it… as such within the dark they get a +1 to Stealth checks.
Silver Tongue: Dark Elves have become good to keeping to themselves, as well as their secrets. A Dark Elf with this perk gains a +1 to attempts to allude or hide their own intentions from another.
Wood Elf
Pathfinder: A Wood elf is most at home in the forest and wilderness, this perk allows a Wood Elf character a +1 to rolls involving tracking, hunting , and hiding within forested areas.
We are One: Wood Elves have a special connection with nature and those whom also live within it, Wood Elves gain a +1 when trying to deal with Animals of the wild
High Elf
The First: Being the First race, A High Elf is above all others and must maintain such a position and demeanor at all times. This perk allows a High Elf a +1 to maintaining their composure in any situation.
Memory is the Key: Being the intellects High Elves are, any High Elf with this perk gains a +1 bonus to rolls in attempts to recalling information they may have heard, read, and learned at some point in their lives.
Nereid
Of the Sea: Being beings born of water, this perk allows a Nereid a natural resistance to Water related attacks and magic, giving them a measure of Damage Reduction in this regard.
One with Water: Nereids are hunters of men when the need arises, becoming master hunter’s within their watery domains. This perk allows a Nereid a +2 to Stealth rolls while within hidden within/behind water.
Dwarf
Forge Runner: Dwarves are master blacksmiths, this Perk in turn gives any dwarf a +1 bonus to forging/repairing metal based equipment.
Brew Banger: Dwarves are known for their love of drink, able to handle mass amounts of the stuff with no problem and in turn making their bodies stronger against dangerous chemicals. This Perk allows a dwarf a +1 roll to resist the effects of any sort of poison they’re infected with.
Orc
War!: Orc’s live for combat and love being the first to cause some pain. This perk allows an Orc a +1 bonus to Initiative roll at the start of combat
Strongest There Is!: Orc’s are strong and are always working to become stronger, this Perk in turn gives an Orc a +1 bonus to attempting feats of strength outside of combat.
Goblin
Fix-It: Goblins have long studied Machina and created their own basterdized tech around it, leaving them quite handy with tools. This perk allows a Goblin character a +1 bonus to repairing or building anything Machina based.
Let’s Deal: Goblin’s are great at making the junk they patch together seem like just what a person needs to make their lives easier. This Perk gives a +1 bonus to a Goblin when it comes to convincing someone what they’re saying is the truth.
Nekomata
Klepto: Nekomata have a natural case of Kleptomania they just can’t control, this perk in turn gives them a +1 bonus to attempts of thievery.
Soft Paws: Nekomata are light on their feet, capable of moving about without a sound, this perk giving them a +1 bonus to attempts at sneaking
Inugami
Nose Knows: Inugami being part canine has left them with quite the sniffer, this perk in turn gives an Inugami character a +1 bonus to sniff out the scent of anyone/anything they’ve at least spent a day around
Protective: Inugami are loyal and caring companions to those important to them, to the point they’d rather die than let them be harmed. This Perk allows a +1 bonus to rolls of Intimidation when one of their own is hurt/threatened.
Ursa
Charge: Ursa are usually relaxed and tend to themselves, but if you piss one off they’ll chase you till they’ve made you regret it. This perk gives an Ursa a +1 to initiative rolls against the target of their anger so long as the Ursa continues to be angry.
Patient Punch: Ursa are patient and willing to wait for the right moment to make their move, this perk in turn gives an Ursa a +1 to Damage whenever he willingly allows himself to go last in a round of combat.
Kitsune
Trickster: Kitsune are known tricksters and pranksters, having a natural love and knack for it. This Perk gives a +1 bonus to Kitsune characters at attempts of surprise
Temptation: Some Kitsune know just how to ignite passion in people, this perk in turn give a Kitsune a +1 bonus to lustful actions against willing and/or unaware targets.
Duuga
Dig It: Duuga are natural burrowers and consider dirt/sand second homes, this perk in turn allows a Duuga to burrow and move about within dirt/sand at ¼ their natural movement speed.
Metal Detector: Duuga have a natural ability at feeling out where metals of all kinds are hidden away in underground, this perk gives them a +1 bonus to hunting down minerals buried in various kinds of Earth.
Youka
Submit: Youka are quite the sexual and lustful creatures and know how to turn on those who may resist them, this perk in turn gives a Youka a +1 bonus to lustful actions against a non-willing target.
I Got the Touch: Youka being born of Demons are more than their other half, in turn this perk allows them to cause lust damage through touch once per day at ½ their Charisma bonus.
Nelpha
Natural Healing: Nelpha being born of Celestials are more than their other half, in turn this perk allows them to heal once per day through touch for ½ their Wisdom bonus.
Poker Face: Nelpha are always watching and are good and sensing odd behavior amongst those they are focused upon, this perk giving a +1 to rolls involving sensing a Target’s motive.
Humans
Barter: Being the most neutral of the races, Humans pretty much know how to talk well enough to one another and even other races, granting them a +1 to bartering rolls.
Weaponry: Humans from a young age pick up quickly on things, the use of weapons being one of them. This Perk allows a Human character to pick any single weapon the use without penalty, even if unusable by their class.
Dark Elf
Blending: Dark Elves were born in the dark, raised in it, live it… as such within the dark they get a +1 to Stealth checks.
Silver Tongue: Dark Elves have become good to keeping to themselves, as well as their secrets. A Dark Elf with this perk gains a +1 to attempts to allude or hide their own intentions from another.
Wood Elf
Pathfinder: A Wood elf is most at home in the forest and wilderness, this perk allows a Wood Elf character a +1 to rolls involving tracking, hunting , and hiding within forested areas.
We are One: Wood Elves have a special connection with nature and those whom also live within it, Wood Elves gain a +1 when trying to deal with Animals of the wild
High Elf
The First: Being the First race, A High Elf is above all others and must maintain such a position and demeanor at all times. This perk allows a High Elf a +1 to maintaining their composure in any situation.
Memory is the Key: Being the intellects High Elves are, any High Elf with this perk gains a +1 bonus to rolls in attempts to recalling information they may have heard, read, and learned at some point in their lives.
Nereid
Of the Sea: Being beings born of water, this perk allows a Nereid a natural resistance to Water related attacks and magic, giving them a measure of Damage Reduction in this regard.
One with Water: Nereids are hunters of men when the need arises, becoming master hunter’s within their watery domains. This perk allows a Nereid a +2 to Stealth rolls while within hidden within/behind water.
Dwarf
Forge Runner: Dwarves are master blacksmiths, this Perk in turn gives any dwarf a +1 bonus to forging/repairing metal based equipment.
Brew Banger: Dwarves are known for their love of drink, able to handle mass amounts of the stuff with no problem and in turn making their bodies stronger against dangerous chemicals. This Perk allows a dwarf a +1 roll to resist the effects of any sort of poison they’re infected with.
Orc
War!: Orc’s live for combat and love being the first to cause some pain. This perk allows an Orc a +1 bonus to Initiative roll at the start of combat
Strongest There Is!: Orc’s are strong and are always working to become stronger, this Perk in turn gives an Orc a +1 bonus to attempting feats of strength outside of combat.
Goblin
Fix-It: Goblins have long studied Machina and created their own basterdized tech around it, leaving them quite handy with tools. This perk allows a Goblin character a +1 bonus to repairing or building anything Machina based.
Let’s Deal: Goblin’s are great at making the junk they patch together seem like just what a person needs to make their lives easier. This Perk gives a +1 bonus to a Goblin when it comes to convincing someone what they’re saying is the truth.
Nekomata
Klepto: Nekomata have a natural case of Kleptomania they just can’t control, this perk in turn gives them a +1 bonus to attempts of thievery.
Soft Paws: Nekomata are light on their feet, capable of moving about without a sound, this perk giving them a +1 bonus to attempts at sneaking
Inugami
Nose Knows: Inugami being part canine has left them with quite the sniffer, this perk in turn gives an Inugami character a +1 bonus to sniff out the scent of anyone/anything they’ve at least spent a day around
Protective: Inugami are loyal and caring companions to those important to them, to the point they’d rather die than let them be harmed. This Perk allows a +1 bonus to rolls of Intimidation when one of their own is hurt/threatened.
Ursa
Charge: Ursa are usually relaxed and tend to themselves, but if you piss one off they’ll chase you till they’ve made you regret it. This perk gives an Ursa a +1 to initiative rolls against the target of their anger so long as the Ursa continues to be angry.
Patient Punch: Ursa are patient and willing to wait for the right moment to make their move, this perk in turn gives an Ursa a +1 to Damage whenever he willingly allows himself to go last in a round of combat.
Kitsune
Trickster: Kitsune are known tricksters and pranksters, having a natural love and knack for it. This Perk gives a +1 bonus to Kitsune characters at attempts of surprise
Temptation: Some Kitsune know just how to ignite passion in people, this perk in turn give a Kitsune a +1 bonus to lustful actions against willing and/or unaware targets.
Duuga
Dig It: Duuga are natural burrowers and consider dirt/sand second homes, this perk in turn allows a Duuga to burrow and move about within dirt/sand at ¼ their natural movement speed.
Metal Detector: Duuga have a natural ability at feeling out where metals of all kinds are hidden away in underground, this perk gives them a +1 bonus to hunting down minerals buried in various kinds of Earth.
Youka
Submit: Youka are quite the sexual and lustful creatures and know how to turn on those who may resist them, this perk in turn gives a Youka a +1 bonus to lustful actions against a non-willing target.
I Got the Touch: Youka being born of Demons are more than their other half, in turn this perk allows them to cause lust damage through touch once per day at ½ their Charisma bonus.
Nelpha
Natural Healing: Nelpha being born of Celestials are more than their other half, in turn this perk allows them to heal once per day through touch for ½ their Wisdom bonus.
Poker Face: Nelpha are always watching and are good and sensing odd behavior amongst those they are focused upon, this perk giving a +1 to rolls involving sensing a Target’s motive.