Site hosted by Angelfire.com: Build your free website today!

                    All in all, the Multiverse is populated with a plethora of races. We encourage new players to choose a race from our large stock.

    If, in time, you deign the need to craft your own well, that's what your local GMs are for. All new races must be approved by no less than 3 GMs, or by 2, if one of them includes the founder of the site. (Fringe Benefit)

    A note on special races: Some races begin with more powers than others - in order to begin with that benefit the player sacrifices his future experience in the sum total of all of the experience it would have normally cost to gain those powers plus 5 per-cent.

 

:going ahead and doing the links - otherwise this Massive page will shoot you the bull-honkey DOWN:

Rules and Structure

Combat

Guild News

Experience

Realm Pages

Monthly Contests

Web-Master's Home

Player Pages and Links

Abilities

Guild Master Pages

 

The Chart below works as follows:

Race Name: The Common name of the race.                       

Race Abilities: What do they get and on what rank?

Experience modification:  How much experience must they earn to pay for these abilities?  The experience is deducted after character creation - from the experience you get playing your character.  Basically you make your character like normal but the amount of your Experience Modification is how much you "pay back" until you start earning regular experience.                                                                        

Descriptions will follow.

A note on half-races: A half race gets some heritage and appearance from one parent and some from the other. If not enough abilities\skills can be gotten from the other race - then you don't get any. For each you are forced to not get (for instance if you are half-dragon and can get 2 rank 1s and you want to be half-dragon half-human) you reduce your experience lost total by 50. For each rank 2 you do not get reduce it by 100.

 

Common Races Starting Abilities Experience Modification
Elf Rank 2 Run, Rank 2 Dodge 250 experience
Half-Elf Rank 1 Run + any rank 2 ability from a base race 200
Forest Elf Rank 1 Skill hide, Rank 1 Run, Rank 1 Skill Stealth, rank 1 toughness 200
Drow-Elf Rank 2 Skill hide, Rank 2 Magic 200
Steel-Elf Skill Rank 3 Any one weapon, Speed Rank 2  250                                                        
Dwarf Rank 2 Toughness 150
Half-Dwarf Rank 1 toughness and a rank 2 ability from the other race 200
Deep-Dwarf Rank 2 Skill Hide, Rank 2 Skill Intimidate, Rank 2 Endure Elements 250
Human   None   None
Kender Rank 3 Annoy (special) Rank 3 Pick Pockets, Immune to fear 200
Gnome Skill: Craft Anything Rank 2 300
Orc Rank 2 Toughness, Rank 2 Bash 250
Half-Orc Rank 1 Toughness and a Rank 2 from another race 200
Minotaur Rank 2 Toughness, Rank 2 Bash, Rank 2 Skill Sailor 275
Vampire (typical) Rank 2 Toughness, Rank 2 Drain Vitae, Rank 2 Run, Transform: Bat\Mist Were-wolf. Weakness: Holy symbols, running water, silver. Only killed by steak through the heart and sunlight. 700
Restricted Vampire Only two weaknesses (One must be fatal) 1200
Were-Creatures - All have the Transform ability into their alternate shape and the mid-shape, Note: were creatures only get these abilities in half-breed form. -
Were-Rat Speed 2, Sense of Smell 2 250
Were-House Cat Speed 2, Sense of Smell 2, Skill Climb 2 300
Were-Large Cat Speed 2, Sense of Smell 2, Skill Climb 2, Toughness 1 375
Were-Huge Cat Speed 3, Sense of smell 3, Skill Climb 3, Toughness 2, Bash 2 700
Were- Small Dog Speed 1, Bash 1, Sense of smell 2 250
Were- Large Dog Speed 2, Bash 1, Sense of smell 2 325
Were-Huge Dog Speed 3, Bash 2, Sense of smell 3, Toughness 2 650
Were-Wolf (typical) Speed 3, Toughness 3 (useful 2 times in combat, not once), Skill Intimidate 3, Sense of smell 2, Weak against silver 2, Regenerate 3, Forced Full Moon transformation, when transformed no control over itself. 700
Were-Wolf (restricted) No rage or forced transformation - all else applies. 1050
Were (Others) See Description. See Description.
Mutation Any odd thing you want that gives you no more than a rank 1 ability each up to 5. 75 experience per.
Rare Races
Demon Aura of Evil 2, Corrupt Mind 2, Toughness 2, Acid Blood 1, Fly 2 500
Half-Demon Aura of Evil 1, Toughness 1, Fly1, and any two rank 1s from the other race. 300
Fallen-Demon Fly 2 125
Celestial (Angel) Aura of Good 2, Immunity to mental attacks 2, Run 2, Heal other 2, Fly 2 600
Half-Celestial Aura of Good 1, Immunity to mental attacks 2, Heal other 1, Fly 1 and 1 rank one from the other race. 400
Fallen-Celstial Fly 2.
Dragon See Description See Description
Half-Dragon Toughness 2, Bash 2, Speed 2, Fly 2, See Magic Auras (special) and 2 rank 1s from the other race. 600
Muted-Dragon You gain the powers of a dragon once you spend the experience - Talk to the web-master about those. You have the additional option of spending your experience on normal abilities - not all HAS to go to paying your debt. 5000
Undead Toughness 4, Weak against Silver, Drain Vitae 1, Hunted (Good people hunt you actively) Touch of decay (it is obvious you are dead) 500
Troll Regenerate 3, Toughness 2, Bash 2, Repulsive 3 (Very very ugly) 400
Golem Read Description Read Description
Dryad Beauty 3, Friend to Nature 2 (effectively calm animal and skill 2: know plants) 375
Pixie Fly 2, 1\2 hit points in hit point combat, Speed 2, Magic 2, Psychic 2 200
Arial Fly 3, Dodge 2 350
Bird-Person Fly 3, Toughness 1, Fear of enclosed places 2 250
Lizard-Person Toughness 2, Regenerate 2, Run 2, Bad Odor 2 325

 

Race Descriptions

 

Common Races
Elf: Elves are peace loving creatures by nature - their natural place is in harmony with the world around them. They are slender and tall with fair features and pointed ears.

 

Half-Elf: A mixture of an Elf and a human - generally less long lived.

 

Forest Elf: An Elf who has attuned him or herself to nature more powerfully than the rest of their kind.

 

Drow-Elf: An underground, typically evil, elf.

 

Steel-Elf: The natural warriors of the elves.

 

Dwarf: Stocky and gruff, Dwarves are often as wide as they are tall. They are famous for their stone-work and metal-crafts.

 

Half-Dwarf: A strange mixture of Dwarf and human.

 

Deep-Dwarf: Similar to the Drow, these live within the mountains and earth itself and are usually evil.

 

Human: You are one. Stop looking here.

 

Kender: Innocent in every way, these short creatures resemble very short elves. They are typified by inexhaustible curiosity. Special ability: Annoy, this ability allows a Kender to insight rage into any who does not run away - forcing them to attack the Kender.

 

Gnome: Cousins to Kender, these short creatures are the consummate inventors.

 

Orc: Brutish and broad, typically with green to yellow skin and sloped foreheads and commonly known to associate with evil races.

 

Half-Orc: Orc meets human, who would have thought it?

 

Minotaur: Massive, sea loving, hind-hoof-standing bovines.

 

Vampire (typical): Your typical Sunlight, Water, Holy Symbol, Silver fearing Vampire.

 

Restricted Vampire: A vampire with only 2 weaknesses - such as steaks through the heart and sunlight, or Silver and running Water (two typical fears) and the ability to drink blood along with increased strength, speed and stamina.

 

Were-Creatures: These creatures have the abilities of their first race along with their Were abilities. Were creatures have 3 total forms - their normal race, their totally transformed other form, which causes them to appear exactly as that creature with all of its strengths and weaknesses and their half-breed form in which they have the benefits of both worlds.

 

Were-Rat: A rat, choice of size available, of course.
Were-House Cat: Typical tabby.
Were-Large Cat: Puma or similar.
Were-Huge Cat: Lion and larger.
Were- Small Dog: Typical Yapper.
Were- Large Dog: Doberman Pincher.
Were-Huge Dog: Larger than a Great Dane.
Were-Wolf (typical): The Ware Wolf that transforms every full moon, looses all control when transformed, is weak against silver etc.
Were-Wolf (restricted): A Ware-wolf that maintains total control when it transforms and is not turned on the full-moon.
Ware (Others): A plethora of potential creatures exist from your natural to your super-natural to be Ware-ified into. For information on modifiers for a Ware creature not listed here just contact a GM. The Guidelines will be followed very closely to what is listed above - What Size is the Ware you become and what are its natural abilities?
Rare Races
Demon: Ancient Evil creature.

 

Half-Demon: Ancient Evil creature mixed with another race.

 

Fallen-Demon: Ancient Evil creature that went Goody Goody. Who knew?

 

Celestial (Angel): Typical Ancient being of incomparable Good.

 

Half-Celestial: Celestial minced with another race.
 

Fallen-Celestial: Celestial who fell from grace.

 

Dragon: Ancient, Intelligent and powerful, Dragon's have incredible abilities and had the time to put them to great use - Players are not allowed to begin as a Full Dragon unless they are quite charismatic with the Web-Master.

 

Half-Dragon: Dragon mixed with another race. They can see magical auras and interpret them, knowing what kind of magic is being used, if items are magical etc. This ability is generally useless in direct combat.

 

Muted-Dragon: A Dragon stuck in another race's form. They have enhanced powers because of their nature, but all of their full powers, for whatever reason, are currently in stasis.

 

Undead: The typical undead does not heal unless it eats flesh and is incredibly durable.

 

Troll: Regenerating, Strong, creatures of ancient myth. These creatures are usually long of limb and hideous to view with grey to green skin and a swampy stench.

 

Golem: Created by another, powered by magic. How you got away from your master is your task to describe - Golem's can be of almost any size and shape -  when you submit your Golem character ask for certain abilities and you will be given the appropriate experience modifications.

 

Dryad: Forest creature of nearly blinding beauty.

 

Pixie: Tiny, flying and pretty or (don't kill me for this) cute. These creatures have some innate magic and are quite quick.

 

Arial: A creature crafted solely from the wind, without gender or the ability to procreate. These creatures are usually flighty.

 

Bird-Person: Winged-Creature that closely resembles a human. It may have either bird-like or bat-like wings. Typically Bat-Like wings are associated with an evil Bird-Person.

 

Lizard-Person: Lizard that resembles a human - these creatures are powerfully fast and strong but usually have little common sense or intelligence.