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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.

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Description      Structured Info      Skills      Culture & History

Description


They look and act exactly the same as other humans, with the exceptions that they are wiser due to aging at half the speed. Their color pigments start fading at 10 HY (20 AY), and their skin turns an ash color, their lips a mix of the ash and little spots of the pink their lips once were. Though the pigment of their eyes is the only color that remains, underneath their eyes becomes sunken and red as if they never sleep. Lastly, their hair turns an ashy grey, white or silver slightly darker than their skin.

Average Appearance

(Not Required. This describes the average appearance of the NPC population of this race in the game, available as reference material for quests and story lines.)


Build: Thin, Frail
Height: 5'8"
Weight: Light; typically underweight.
Eye Tone: Hazel, Blue, Green, Brown.
Hair Tone: Browns, Blondes, Reds, Blacks, Grey (10+ HY), White (10+ HY)
Skin Tone: Human Range


Structured Section


This section provides the rules, stats, and general requirements for playing this race.
Everything in this section IS required for your character when you register.

Unique Quirks

Aging: They look human until age 10. Then they take on the namuh features.

Hair: Ashy Grey, silver or white.

Skin Tone: Faded, sickly looking. Pigmentation fades, so their lips and under their eyes turn a bruising or darkened color, or just lose natural pigment.

Build: They are frail looking, and both males and females tend to look the same since males don't get to gain the muscle normal humans do during puberty.

Language

Namuh, Human


Age Ratio

(HY indicates physical appearance, AY is how long they have lived.)

1 HY : 2 AY
Lifespan: About 160 AY.

Pregnancy

To Procreate, Partner Must Be:
Humanoid. Age of maturity is considered 36 AY.

On a d100 roll (pregnancy):
60-100 Unsuccessful (and difficult)
20-59 One Child
1-19 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/Restrictions


Death/Battle: Mortal in battle, normal death applies.

Strengths/Weaknesses

(Required)

Specialty: Aptitude
(Doubled stat at registration.)

Specialty: Magical Stigma
(+5 extra MP each level.)

Weakness: LP
(-30 LP at registration.)

Weakness: Influence
(Halved stat at registration.)

Physical Qualities

(Required. SP can be invested to improve the qualities similar to stats: 3 SP will increase a Quality by 1. For more idea of what each Quality does, see this Chart.)

0=Disabled, 1=Below Average, 2=Average
3=Above Average, 4=Exceptional, 5=Godly

Movement

Running: 2

Flying: 0

Swimming: 2

Senses

Smell: 2

Hearing: 2

Sight: 3

Appeal

Intimidation: 3

Charisma: 2

Timidity: 4


Race Skills

As you level, you will gain skill points (sp) to spend on various things, including skills.
Invest your SP accordingly below if you desire to raise or acquire something listed.

Improve a Quality


To improve one of the qualities above, spend 3 SP, and increase the chosen quality by 1.

Improve an Attribute


To improve one of the attributes below, spend 5 SP, and increase the chosen stat by 1.

Attributes


Vigor
Agility
Influence
Aptitude

Additional Senses

Costs 1 SP to unlock an extra sense and requires a minimum of 4 points in a Physical Quality above to unlock any the following:

Disability (0 in Sight, Smell, Hearing, Speech, or Mobility):
If one of your vital senses is disabled, you can improve another by 1 point.

Jumping (Running): You can land from high places on your feet without taking damage, and can leap double the distance the average person can.

General Skills


Type/Cost:
Rolls:
Requirements:
Description:
Type/Cost:
Rolls:
Requirements:
Description:


Reference Material

The following information is NOT required for your character.
It is here for a guide on ideas of how to play your race and how NPC characters generally act.

Cultural Preferences

Around Varlonan, these are the typical aspects of this race's lifestyle preferences.


Weapons: Any. Namuh make, use, and trade weapons of all variety. They want the best, and don't care if it was made by them or another race as long as they can get it.

Armor: Any. Since Namuh are more fragile and less naturally powerful than other races, they heavily rely on the best armor that suits their situation.

Currency: Gold and trade. Since most merchants refuse to sell to them, they sometimes need to find ways to get what they need under the table or in the black market.

Diet: Omnivore. Their health is fragile and constantly needs a good balance to keep them fit. Meats, nuts, spices, grains... without a mix of these foods they can become weak.

Attire: Same as the Humans, except perhaps more concealed. Cloaks with hoods, gloves, and other clothing pieces that cover their face and skin are favored so that they fit in better. Though the Namuh that have accepted their fate and openly oppress society will often do the opposite, and reveal themselves fully for all to see without shame... and almost in mockery. It's been known that one Namuh actually painted themselves to bring out the 'dead' tones of their flesh to frighten people even more.

Environment: Human-made structures.

Homeland: Tandora

Relationships

Partners: A Namuh's emotions are very fragile. They are tentative and shy usually, keeping to themselves and rarely being overly flirtacious, especially in public. They are private, withdrawn, and skeptical of everything. Win the heart of a Namuh, and you have won a great prize, good or evil, because they will be loyal to you until you break their heart or one of you die.

Friends: It takes some work to get a Namuh to trust you, but once they do, you'll have a great friend. They are loyal to the ones they trust, and lacking trust in everyone else.

Foe: They share the same natural enemies that Human's do, but they have the added bonus of being 'freaks' in society too. Most will avoid a Namuh, or mock and bully them if brave enough to get close. Typically, a Namuh just wants to be left alone though and wont necessarily do anything that would purposefully get them enemies.

Children: Namuh are over-protective, loving parents of their children. Since they were born from Human parents, Namuh parents (who bare Namuh children) know what is in store for their young ones, who will also look Human for the first 10 years of their life. A Namuh mother or father (who usually stick together) will never let their children out of their sight, for fear of them being stuck down by other races.

Territory: Just like Humans, they live and grow in cities or villages in family units (though Namuh are more likely to be solitary than Humans) and partnerships. Their homes are built to either blend in with society, or to hide out amidst it. Most Humans do not accept the Namuh, casting them out as soon as they are able, leading Namuh to get jobs younger and work harder to survive than other Humans.

History


The Namuh (as they renamed themselves) were origionally Human, but experienced a mutation in the womb of their mother as a result of the mother or father dabbling too much in magic. Since Humans do not understand magic well, it essentially 'poisons' their system and minds, resulting in the morphing of their unborn child. The magic gets into their blood, and transfers into the child during pregnancy. There is no cure, but most Namuh adapt and eventually learn to live with what they have become.

Before age 10, they look like any other Human. When Namuh discover what they are, they calculate their new physical age and prepare for the harshness of being a 'freak' among their own kind (starting after 10 AY, it is 1 physically aged year, for every 2 real years that pass.) This often draws them down an evil path, though sometimes there are a few who accept their fate and work around it.