The following describes the characteristics for this race. See “Structured Information” below for info regarding stats, points, and other required items to play this race. See “Culture & History” at the end of the page for a brief depiction of what this race in an NPC form is like (so you can compare) and how it affects the game world.
Jump to:Description Structured Info Skills Culture & History |
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DescriptionThe Fera Felidae, called 'Fera' for short by most, are a beast/humanoid hybrid originating from the ancient desert lands. It is said that they possess the spirits of large felines which grants them their abilities and appearance, given to them long ago by a forgotten Deity. They have three forms: humanoid, half-shift, and beast. They utilize these in different ways as they face society and try to blend in. |
Average Appearance
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Structured SectionThis section provides the rules, stats, and general requirements for playing this race. Everything in this section IS required for your character when you register. |
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Unique QuirksEyes: If examined closely, people would see that the Fera retain a cat-like appearance to their eyes in all forms, whether it be their pupil, their eye shape, or the coloring. LanguageFera, HumanAge Ratio1 HY : 2 AY Lifespan: About 180 AY. |
PregnancyHumanoid or Beast. Age of maturity is considered 36 AY. On a d100 roll (pregnancy): 80-100 Unsuccessful 30-79 One Child 1-29 Twins Gender (d2 roll): 1 = Female 2 = Male Child’s race: If parents are same race, the child will be that race. If parents are each a different (but full blooded) race, the child will be half of each race. If one or both parents are a half-race, the GM will have each parent roll d2 to determine which half from each parent they’ll be. |
Rules/RestrictionsDeath/Battle: Mortal in battle, normal death applies. |
Strengths/Weaknesses(Required)Specialty: Aptitude (Doubled stat at registration.) Weakness: LP (-30 at registration.) |
Physical Qualities3=Above Average, 4=Exceptional, 5=Godly
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Race SkillsInvest your SP accordingly below if you desire to raise or acquire something listed. |
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Improve a QualityTo improve one of the qualities above, spend 3 SP, and increase the chosen quality by 1. Improve an AttributeTo improve one of the attributes below, spend 5 SP, and increase the chosen stat by 1. AttributesVigor Agility Influence Aptitude |
Additional SensesNight Vision (Sight): No penalty for seeing in natural darkness. Disability (0 in Sight, Smell, Hearing, Speech, or Mobility): If one of your vital senses is disabled, you can improve another by 1 point. Detect Poison (Scent): You can taste it on your tongue just by smelling it. Jumping (Running): You can land from high places on your feet without taking damage, and can leap double the distance the average person can. |
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General Skills
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Reference MaterialThe following information is NOT required for your character. | |
Cultural PreferencesAround Varlonan, these are the typical aspects of this race's lifestyle preferences.Weapons: Natural, typically their claws. They are very able and willing to use other weapons, but find that their claws are often the most handy. Armor: They don't usually like full bodied armor, but will wear pieces here and there. Currency: Gold and trade. Diet: Omnivore, though they do typically prefer meat over anything else. Attire: Little to nothing. They will adhere to other customs for attire, but when among their own kind, there is simply little need for attire that isn't for just statement purposes. Environment: Plains, forests, mountains. Homeland: Goldpaw Marsh |
RelationshipsFriends: There isn't much issue in their community regarding jealousy or pride. They make friends and enemies at just about the same rate. When friends with someone, they'll typically do their best to push their own culture on them in an attempt to make that person more fun or effective to their surroundings. Foe: The only time the Fera will usually make enemies is when they get too pushy on their beliefs. They are strong, quick, and intelligent so at times they feel that their own culture might be a step above other's cultures... but they don't feel overly strong about this; they merely want to 'aid' others in seeing how they do. Children: The children of Fera are looked after by all Fera usually when the immediate parent isn't available. They'll bond with the young Fera and protect them against any threats that may come along. The young usually stick close to their parents most of the time. Many males however are aggressive toward other males of a pride because they want to put themselves as the most available bachelor for the pride females. It's rumored that a male will go as far as to kill the young of a female that mated with a different male! Territory: Their territory usually is built up to hold several Fera within it, and they'll work out a plan for each person to properly benefit or guard the territory equally. |
HistoryPerhaps one of the few races to have a very simple history, the Fera simply evolved from their primal feline anscestors. They grew stronger, smarter, and eventually became bipedal in the need for better hunting options. Soon, they acquired the capabilities for speech, and then the magic for shifting. They live life simple and mostly by instinct, though there are many groups over the years that built massive prides and cities for their people in a hope to have dominance over any that opposed their ways. Fera come in various forms, some are lone wanderers, and others stick close to a pride they were born into or won dominance for. They don't typically wander far from their homeland since it provides the most protection and hunting grounds for them. You'll only see a pride move away from its territory when it has lost a turf war with another pride, or resources become too limited to sustain their people. |