Post by Kitsune on Mar 13, 2016 0:23:21 GMT -5
ALL RACES
- Extended lifespan - The average lifespan for all races is around seven hundred to eight hundred years. 900 - 1000 years old is the equivalent of being 90 - 100 years old in human years. The age for adulthood is around 200 years old. For Former-Humans this is flexible because while they are physically an adult, they would be considered small children, or even toddlers in the eyes of the older Non-human ones.
CENTAUR
Sub-races = 3
Race Ability
Earth/Plant Manipulation - Some are able to manipulate the earth or a certain aspect of it (sand, stone, etc) while others are better able to manipulate plants. Some are able to easily find gemstones and other minerals. Some who are easily able to manipulate plants may do so to help with healing. Unlike vampires who specialize in a certain area, Centaurs have a natural affinity for one thing over the others, not something that they choose.
Sub-races = 3
- Centaur (Equidae) - Most Common
- Cervitaur (Cervidae) - Less Common
- Bovitaur (Bovidae)- Least Common
Race Ability
Earth/Plant Manipulation - Some are able to manipulate the earth or a certain aspect of it (sand, stone, etc) while others are better able to manipulate plants. Some are able to easily find gemstones and other minerals. Some who are easily able to manipulate plants may do so to help with healing. Unlike vampires who specialize in a certain area, Centaurs have a natural affinity for one thing over the others, not something that they choose.
ARACHNE/DRIDER
Sub-races = N/A
Race Ability
Enhanced Memory - Arachne are masters at art, crafts and weaving. This is largely due to their impressive memory. The only down-side is that whatever they learn first is what sticks, so if they learn something wrong it can take years to correct whatever was wrong.
NAGA/LAMIA
Sub-races = 3
Race Ability
Paralyzing Stare - They have a paralyzing stare believed to be given to them by the Gorgon Medusa, or the Basilisk depending on who you ask. This particular skill isn't very powerful and is only able to stop somewhere where they stand and not turn them to stone or kill them.
SATYR/FAUN
Sub-races = N/A
Race Ability
Hypnotic Music - Satyr are best known for their musical talent. Unlike Merfolk who are naturals at singing but have no ability attached, the Satyr's ability lies in the use of their instruments to hypnotize and manipulate emotions. They usually only use this on animals such as predators to calm them down and leave the Satyr alone, but there was one who found his way into the Human Realm to use it on humans. Peter Pan, I think his name was. Wicked fellow that one.
VAMPIRES
Sub-races = N/A
Race Ability
Illusions - Both casting and breaking illusions that affect the five main senses are what vampires are known for. While most choose to specialize in one area such as breaking a visual illusion or casting an audio illusion, the older vampires often specialize in two and the leaders specialize in three or more.
WEREBEASTS/SHIFTERS
Sub-races = 3
Race Ability
Camouflage - Being able to effectively camouflage oneself in a way that makes them nigh invisible is a hard earned skill that takes time and patience. This skill has no effect on their shadows, the sound they make, or their scent.
MERFOLK/MER
Sub-races = 3
LIGHT ELVES
Sb-races = N/A
Race Ability
Healing - Light Elves have healing abilities, channeling the magic around them, through them, to be able to heal themselves and others. They cannot all heal the greatest of injuries or the harshest of illnesses, however. It takes time and patience to learn what they need to in order to heal more than surface cuts, bruises, and minor diseases.
DARK ELVES
Sub-races = N/A
Race Ability
Infrared/Thermal Vision - Being a warrior race, in general, the Dark Elves have developed the ability to "see" heat signatures. This helps them track prey in the underground tunnels and caverns they tend to live in, as well as fight off enemies. This ability can be fooled by making your body temperature match your surroundings so they don't use it as often for the fighting aspect.
HARPIES
Sub-races = 3
Race Ability
Hyper-sonic Scream - Harpies can produce a hyper-sonic scream to confuse attackers in order to run away, but this ability can backfire in enclosed spaces where their sensitive hearing works against them.
Sub-races = N/A
Race Ability
Enhanced Memory - Arachne are masters at art, crafts and weaving. This is largely due to their impressive memory. The only down-side is that whatever they learn first is what sticks, so if they learn something wrong it can take years to correct whatever was wrong.
NAGA/LAMIA
Sub-races = 3
- Viper = Most Common
- Cobra = Less Common
- Python = Least Common
Race Ability
Paralyzing Stare - They have a paralyzing stare believed to be given to them by the Gorgon Medusa, or the Basilisk depending on who you ask. This particular skill isn't very powerful and is only able to stop somewhere where they stand and not turn them to stone or kill them.
SATYR/FAUN
Sub-races = N/A
Race Ability
Hypnotic Music - Satyr are best known for their musical talent. Unlike Merfolk who are naturals at singing but have no ability attached, the Satyr's ability lies in the use of their instruments to hypnotize and manipulate emotions. They usually only use this on animals such as predators to calm them down and leave the Satyr alone, but there was one who found his way into the Human Realm to use it on humans. Peter Pan, I think his name was. Wicked fellow that one.
VAMPIRES
Sub-races = N/A
Race Ability
Illusions - Both casting and breaking illusions that affect the five main senses are what vampires are known for. While most choose to specialize in one area such as breaking a visual illusion or casting an audio illusion, the older vampires often specialize in two and the leaders specialize in three or more.
WEREBEASTS/SHIFTERS
Sub-races = 3
- Werewolf/Wolf Shifter = Most Common
- Werefox/Fox Shifter = Less Common
- Werebear/Bear Shifter = Least Common
Race Ability
Camouflage - Being able to effectively camouflage oneself in a way that makes them nigh invisible is a hard earned skill that takes time and patience. This skill has no effect on their shadows, the sound they make, or their scent.
MERFOLK/MER
Sub-races = 3
- Shark Mer = Most Common
- Dolphin Mer = Less Common
- Octopus Mer = Least Common
LIGHT ELVES
Sb-races = N/A
Race Ability
Healing - Light Elves have healing abilities, channeling the magic around them, through them, to be able to heal themselves and others. They cannot all heal the greatest of injuries or the harshest of illnesses, however. It takes time and patience to learn what they need to in order to heal more than surface cuts, bruises, and minor diseases.
DARK ELVES
Sub-races = N/A
Race Ability
Infrared/Thermal Vision - Being a warrior race, in general, the Dark Elves have developed the ability to "see" heat signatures. This helps them track prey in the underground tunnels and caverns they tend to live in, as well as fight off enemies. This ability can be fooled by making your body temperature match your surroundings so they don't use it as often for the fighting aspect.
HARPIES
Sub-races = 3
- Hawk = Most Common
- Owl = Less Common
- Eagle = Least Common
Race Ability
Hyper-sonic Scream - Harpies can produce a hyper-sonic scream to confuse attackers in order to run away, but this ability can backfire in enclosed spaces where their sensitive hearing works against them.