The Lands and the Races

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The Lands and the Races

Post by Gorlok on Sun 26 Jul - 9:57

Scavenger is seperated in massive territories called Lands. And when i say massive, these lands are home to alot of Countries, so dont be fooled by the tiny trees! each race originates from somewhere, and this is where i tell you who comes from where, who looks like what, and who does what. The planet we all live on is called Terrisla.

Terimasio



Terimasio is probably the most civilised continent on Terrisla. You can find huge towns and cities in its heart, built by almost every race. Waterlo is the capital of the humans, and one of the biggest cities. Its also the biggest trading city, you can litteraly find anything you want at a reasonable price, if you know where too look.

Yarb'ok (Goblinivia on the map) is the goblin's capital. The town is a mess after the goblins invented the gunpowder. You can litterally see the effects of their "inventions" everywhere you walk. The town is surronded by swamps and craters, and is really hard to navigate through. Do not worry too much, just follow the explosion noises and you'll eventually get there.

Holbaark (Loupavida) is the werewolves capital. This town is a piece of art by itself: its been built on gigantic trees. Rope bridges connects all the houses and the different parts of the town together. To gain access to the city, you have to climb up the ropes that the werewolves will throw you down... hopefully.

Iscanviat protects the Louavbats, a weird hybrid of Werewolves, vampires and dragons. Giant mountains surround the city, and only a few people that are alive have managed to see it and talk about it.

Klashiss (Vampiria) is the vampires capital. The town is completely underground, and its architectural appearance is breath taking.

Boulder (Trollish) is the troll's capital. The town almost emptied up after on of the biggest dungeons of Terimasio opened nearby. All the trolls ended up either working for the dungeon master, or tried to take it down.


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Re: The Lands and the Races

Post by Gorlok on Mon 27 Jul - 14:19

Islamio



The lands of Islamio are mostly wilderness. Giant forest, swamps, burned lands and magical terrain, Islamio is full of surprises and dangers. Mostly Dangers.

The dark forest hides the elves and the Wyrms. Everybody knows that they are in this forest, but nobody knows how to actually get to them. The twisted paths and many illusions occuring in the forest have killed amny adventurers. And be carefull, the dreadfull Man-Spiders live there as well.

Garock (Orguisia) is the orc's capital. They've settled down there after they've sailed from Hotlya, fleeing the dangers that even the mighty Orcs could not vanquish. Its the biggest town next to Waterlo. More primitive looking with its wooden structures, it it still very sturdy and standing strong after all those years.

Derimion is the Paroles and the Dragonborn's capital. Those lands are pretty much burned lands and volcanoes everywhere. If you ever get the crazy idea to go explore these lands, hope you find some dragonborns soon, because they are the only ones who know how to navigate their territory. This land is also where most demons will pop up for pretty obvious reasons.

Ikaluitog is a strange and mystic land. The magical power that comes out of the land is making weird things happen, a result of the War of Time, opposing humans and Horned Mans. Its were the Revenants, Mandrokes and Steam Golems were born.

Anthrolog is a town right in the middle of a forest. Most anthropomorphic races of Scavenger lives there, in fear of the opinion of certain races towards them. The town is extrmely prosperous, and only allows a certain limit of outsiders inside it walls.
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Re: The Lands and the Races

Post by Gorlok on Mon 27 Jul - 14:51

Minosdaret



Minosdaret is in fact just a huge desert surrounded by small islands. The days are hot and the nights are cold.

Leroipa is the Satyr's and the Minotaur's capital. Those two races live in harmony near the oasis. Their town has a very egyptian look to it, but without the pyramids business. They are the only ones in Minosdaret to have an actual forest with animals in it, and not just cacti everywhere.

Kroutar is the Horned Man's capital. this part of the desert is surprising: its only caverns and underground rivers. It might be the only part of Minosdaret where you can protect yourself from the harsh sun.

The island Chain. Oh boy, where do i start with this. The map doesnt give a good idea of what the chain actually looks like. There are hundreds of small islands, some not even 1 meter apart from eachother, while others have just enough space for a boat to go through. those islands are controlled by mafia gangs, pirates, thieves; basically all sorts of criminals. Most will ask you for your money if you wanna go throught alive, others will just rather kill you. Those clans are at a constant war between each others to see who can control the majority of the islands. Its easy getting in Minosdaret. Getting out is a whole other story.


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Re: The Lands and the Races

Post by Gorlok on Mon 27 Jul - 14:53

Hotlya

Nobody knows about Hotlya, apart from its chores that are as sharp as Shark teeths. according to the Orcs, the most brutal creatures are there. Scary stuff.
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Re: The Lands and the Races

Post by Gorlok on Mon 27 Jul - 15:04

The Races

Scavenger has alot of playable races. Even if yours doesnt show up here, it probably exists nonetheless somewhere. If your race is balanced enough, and your race's backstory is solid enough, it could be added as an official race of my universe! So with that, i wish yall a happy reading!

Human
Elve
Light Elf
Dark Elf
High Elf
Orc
Goblin
Horned-Man
Mandroke
Lycan
Warwock
Tail-less
Dhamaed
Rorrtes
Wyrm
Dragonborn
Dwarf
Revenant
Vampires
Satyr
Minotaur
Steam Golem
Shadowborne


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Re: The Lands and the Races

Post by Gorlok on Mon 27 Jul - 15:27

Human

Humans arrived on Terrisla in the year 576. The very first human explorers who discovered this magnificent territory did not know it was already populated. Despite this, they erected a statue of their supreme King stating that the land belonged to them. Great was their surprise to see their statue in pieces when they returned 10 years later with cargoes of population.
Humans arrived by Minosdaret, and progressed until reaching what is now Waterlo. Only after a few months they had their first contact with the inhabitants of this territory. Naturally, they clashed long until 701, when humans established their large towns and now passed to the counter-attack, exterminating several villages and creating more wars. Hostilities ended in 804, after the War of the Moon.
Human from Scavenger are stronger than us. Their lifestyle has ensured that they are more resistant to hard work. However, the vaccines do not exist at that time, so they are more vulnerable to diseases than we are.
Humans are found in the all the ranks of society. They have a short life offset by the fact that they learn quickly. Humans are probably the most versatile playable race.

Hitpoints: d10
Strength: 10
Dexterity: 10
Constitution: 10
Intelligence: 10
Instinct: 10
Charisma: 10

Bonus: You get one more Stat point at the creation of your character, and a free starting job.
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Re: The Lands and the Races

Post by Gorlok on Mon 27 Jul - 16:01

Elf

The elves appeared on Scavenger near 220. Coming from the race of werewolves, elves are in perfect harmony with nature. Legend says they are from the first wolf having plunged into the sacred lake of lycanthropes. This wolf emerged having a human appearance, but with pointed ears and a much more fragile body than a human's. Over time, the elves have built a huge city at the heart of the Black Forest.
Scavenger elves are not good physically resistant beings but have amazing skills in magic and archery. They have a constitution ranging from normal to anorexic. There will never be an overweight elf. They are usually dressed in clothes "tight" and does not hesitate to show the skin of their bodies.
The elves are divided into 5 categories: Drow, the Light Elves, Dark Elves, High Elves and the normal elves.
Elves can be of any alignment, except the drow are always evil.

Elves are mainly archers or magicians, thieves sometimes, but rarely warriors. There are no gunslingers as black powder violates environmental laws.

Hitpoints: d6
Strength: 6
Dexterity: 14
Constitution: 6
Intelligence: 14
Instinct: 14
Charisma: 12

Bonus: All damage done with ranged weapons (except gunpowdered ones) deal an extra 1 damage/4level. This includes magical staffs and wands.


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Re: The Lands and the Races

Post by Gorlok on Mon 27 Jul - 16:17

Light Elves

The light elves are dedicated to doing good around them. They are great magicians, and they have boosted light spells. They usually have very pale skin, lack of facial or body hair. They have white or golden hair. They have a big heart and even for bad intentions, have to help others. They wear loose tissue floating in the wind.

Hitpoints: d6
Strength: 6
Dexterity: 12
Constitution: 6
Intelligence: 16
Instinct: 14
Charisma: 12

Bonus: All damage done with Light Magic deal an extra 1 damage/4level. This includes magical staffs and wands


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Re: The Lands and the Races

Post by Gorlok on Mon 27 Jul - 17:14

Dark Elves

The dark elves find themselves a bit in all alignments. Excellent warriors compared to their fellows, they are no match compared to a human warrior's strength. They will focus on quick and accurate shots, instead of brute force. Usually warriors-mages or thieves, they form the best fighters of the Elven race. They have black or purple skin, and gray hair. They prefer leather as clothing.

Hitpoints: d6
Strength: 7
Dexterity: 12
Constitution: 6
Intelligence: 13
Instinct: 14
Charisma: 11

Bonus: All sneak attack or critical strikes do x2 the normal amount of damage.
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Re: The Lands and the Races

Post by Gorlok on Mon 27 Jul - 17:30

High Elves

Those are the elves at the highest social level. Very smart, they rarely lend to wars. They are usually the ones who come up with the plans and control from a distance. They have the same physical characteristics as the elves, but are more posh and wear "chic" clothing.

Hitpoints: d6
Strength: 6
Dexterity: 12
Constitution: 6
Intelligence: 16
Instinct: 10
Charisma: 14

Bonus: Start with 1 extra Gold Piece. Has a permanent bonus of +10 to all checks related to speeches.


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Re: The Lands and the Races

Post by Gorlok on Mon 27 Jul - 17:40

Orcs

The orcs appeared on Scavenger around the year 560. Just like humans, they arrived by sea on small makeshift rafts. When they saw the potential that this area could offer them, they settled there not without having to shed blood. More brutal and savage than humans, orcs are divided mainly by their profession. The orcs of Scavenger are on average 6-8 feet. They are green and often have tattoos of their tribe. The orcs are very muscular and strong. They are mostly warriors, archers and some riflemen, and rare mages called Shamans. They can perform all the professions, but alchemy is for their Shaman. The orcs often wear animal skins or leather, though they like to fight in plate armor when the situation calls for it, the shaman often has bones on it.

Hitpoints: d12
Strength: 12
Dexterity: 8
Constitution: 12
Intelligence: 8
Instinct: 10
Charisma: 10

Bonus: Berserk, An Orc does not fall unconscious when he falls bellow 1 HP, and gets +1damage/level to all of his damage when he is below 1 hp. However, he does not distinguish his allies from his ennemies anymore, and will simply hit the nearest thing. The rage lasts 5minutes or when brought back to more than -1hp, after that he falls unconsious for an hour.
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Re: The Lands and the Races

Post by Gorlok on Mon 27 Jul - 17:51

Goblin

The goblins came with the orcs. As slaves, they obeyed them. They participated in the colonization of the territory. But they were tired of slavery and, being smaller but more numerous, have managed to escape from the clutches of their tormentors. They founded their own city and continued to maintain commercial and military ties with the orcs. 100 years later, they succeeded in recognizing their independence. Goblins are small stocky beings who do not measure more than 5 feet. A great disadvantage in combat with their lack in all characteristics, they nevertheless excelled at the onset of gunpowder. They were able to aim and to manufacture guns and ammunition. Usually brown, beige, black or red, they are very excited and are unfamiliar with the language of men. Goblins are very agile but have almost no strength. Very little resistance, however, they have unmatched precision with guns. They are mostly handymens. They are usually dressed in rags or furs, which is a sign of wealth in goblin society. They never wear armor heavier than leather.

Hitpoints: d6
Strength: 4
Dexterity: 12
Constitution: 10
Intelligence: 10
Instinct: 4
Charisma: 10

Bonus: Starts out with a gun of your choice. Can reload as a free action and deals +1damage/evenNumberLevel with all gunpowder associated weapons.


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Re: The Lands and the Races

Post by Gorlok on Mon 27 Jul - 20:46

Horned-Man

Appearing around 330, they came out of the mines and caves depths. Violent and unpredictable, they were not highly popular among dwarfs. Since their territory is mainly in the mountains, it was now invaded by another race. The battles were long and only three years later (in 333) they made a pact; the caves south of Gravenger and east of the continent are attributed to Horned-Mens. Always in conflict with the dwarves, they are frowned upon the other races as they do not know anything about them.Men-Cornus (or Byors in their language) are quite easy to notice. They usually have grayish or black skin (and really black, not brown), the more they were exposed to the sun, the more pale their skin is. And of course, they have horns. The more the horns are large, the more intelligent they are. Like humans, they are versatile enough and learn fast enough, except that their lifestyle has given them a higher resistance to physical injury than others.The Horned-Mens are mysterious and misunderstood by almost everyone. They are very curious and have no deity. A Horned-Man player will act as a very curious person who wants to know everything, protects his property and do not like the sun. They wear simple clothes ,worn, often related to minors.

Hitpoints: d10
Strength: 10
Dexterity: 10
Constitution: 10
Intelligence: 10
Instinct: 6
Charisma: 6

Bonus: Permanently has 4 bonus armor because of their tough leathery skin.
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Re: The Lands and the Races

Post by Gorlok on Mon 27 Jul - 21:12

Mandrokes

The Mandrökes appeared on Scavenger around the year 800. They descend from a slug caught in a battle between very powerful mages in Ikaluitog. The magical emanations have affected the body of the creature, which has become as big as a soccer ball. It has also become very intelligent and has gained incredible mental strength. For nearly 100 years, Mandrökes stayed hidden, preferring not to reveal themselves. They have a very fragile body, so to remedy to this situation, they focus their mental strength to levitate pieces of armor and hide inside them for protection. It is in 917 that Mandrökes have showed themselves for the first time. Without vocal cords to speak, they used strategies to speak to the humans, and thus be able to communicate with them.

The Mandröke itself looks like a big green or blue slug. Ranging from the size of a football to the size of a school desk, their gelatinous mass enables them to stick to any surface. It is physically very weak, which is why they are always in armor. If we can assign them a role within a group, they are warriors because their bodies may represent only 20% of the armor, the enemy must pass-through it and find the Mandröke for a chance to hurt him. The Mandrökes know no profession but have a great knowledge of the environment. They must wear a FULL armor, otherwise they risk being exposed and easily killed. They can not talk, but can communicate telepathically.

Hitpoints: d2
Strength: 1
Dexterity: 1
Constitution: 1
Intelligence: 24
Instinct: 10
Charisma: 4

Stats mecanic change: Depending on wich armor the mandroke uses, it'll modify his base stats. This is its base stats when he is out of any type of armor.

If they are in an armor however heres all the changes that happens with the mandroke:

Cloth:
Strength: 10
Dexterity: 10
Constitution: 1
Intelligence: 18
Instinct: 10
Charisma: 4

Bonus: Each time you suffer an attack that isnt a check to your intelligence, you have a 80% chance of getting hit.

Leather/Fur:
Strength: 12
Dexterity: 12
Constitution: 1
Intelligence: 14
Instinct: 10
Charisma: 4

Bonus: Each time you suffer an attack that isnt a check to your intelligence, you have a 60% chance of getting hit. If you do get hit, the armor sponges 50% of the damage received.

Plate:
Strength: 16
Dexterity: 10
Constitution: 1
Intelligence: 10
Instinct: 10
Charisma: 4

Bonus: Each time you suffer an attack that isnt a check to your intelligence, you have a 20% chance of getting hit. If you do get hit, the armor sponges 80% of the damage received.

Of course, the Mandroke starts with the armor of its choice at lvl1.
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Re: The Lands and the Races

Post by Gorlok on Mon 27 Jul - 21:24

Lycans

Lycans are the first werewolves. They have the appearance of wolves that can walk on their hind legs and dress up. Agile and powerful, they are however closely linked to nature and do not have a highly developed brain. They speak only by making signs and say a few words, and are considered sacred in the world of Scavenger. They are peaceful in nature, but can become very aggressive when threatened.


Hitpoints: d16
Strength: 14
Dexterity: 10
Constitution: 16
Intelligence: 4
Instinct: 14
Charisma: 10

Bonus: Really good scent wich gives lycan a bonus of +4 on any check related to scent or tracking. Has access to the natural weapon: Claws
Debuff: Pure metal weekness. Any weapon composed of pure metals (such as copper, silver or gold) deals double damage to you.


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Re: The Lands and the Races

Post by Gorlok on Mon 27 Jul - 21:30

Warwock

The typical image of a werewolf: trapped in his human form by day, it turns into a half-man, half-beast at night, or when angry. Very powerful but emotionally highly unstable, they make formidable allies in wars. However, they fear all pure metals, including silver.

Human stats:
Hitpoints: d12
Strength: 10
Dexterity: 10
Constitution: 10
Intelligence: 10
Instinct: 10
Charisma: 10

Werewolf Stats:
Hitpoints: d12
Strength: 14
Dexterity: 10
Constitution: 12
Intelligence: 10
Instinct: 14
Charisma: 10

Debuff: Pure metal weekness. Any weapon composed of pure metals (such as copper, silver or gold) deals 4 more damage to you.
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Re: The Lands and the Races

Post by Gorlok on Mon 27 Jul - 21:42

Tail-less

Biglarge and ferocious, they love blood and fighting. Their name comes from the fact that they do not have a tail. Their hands, their feet and oversized fangs are their only assets, and they look more like a human with deformities than a wolf. Like Warwocks, they also fear silver.

Hitpoints: d12
Strength: 14
Dexterity: 10
Constitution: 12
Intelligence: 6
Instinct: 14
Charisma: 10

Bonus: Nighthunter passive: When night comes, you gain +2 strength, +4 temporary hitpoints and your attacks deal 2 more damage.Has access to the natural weapon: Claws

Debuff: Pure metal weekness. Any weapon composed of pure metals (such as copper, silver or gold) deals 4 more damage to you


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Re: The Lands and the Races

Post by Gorlok on Tue 28 Jul - 0:18

Dhamaed

It's the werewolves closest to humans. Having the same physical characteristics as them, however, they have a little more hair, a black snout, fangs and claws. They can camouflage themselves very well among humans, despite having their old fiery and unpredictable temperament.

Hitpoints: d10
Strength: 12
Dexterity: 12
Constitution: 10
Intelligence: 8
Instinct: 10
Charisma: 8

Bonus: +4 on all checks related to disguise.Has access to the natural weapon: Claws
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Re: The Lands and the Races

Post by Gorlok on Tue 28 Jul - 0:40

Dwarf

The dwarves appeared shortly after the elves. They decided to settle in the territory when they noticed its mineral wealth. The dwarfs live old and are experts in all jobs. Squat and small, dwarves are still very strong. Some have a jolly character and love to celebrate, while others are grumpy and seek fortune everywhere. They are usually warriors and rarelly magicians. Their weapon of choice is the hammer or the axe.

Hitpoints: d16
Strength: 14
Dexterity: 6
Constitution: 14
Intelligence: 8
Instinct: 8
Charisma: 8

Bonus: +4 on all checks related to minerals or rocks. +1 damage while using an axe, pickaxe or hammer as a weapon.
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Re: The Lands and the Races

Post by Gorlok on Tue 28 Jul - 9:34

Revenant

What is a revenant? Some will tell you it's a zombie, others piles of walking flesh. The big difference between an undead / zombie and a revenant is that the revenant has a conscience, and it is not controlled by anyone. How does one become a revenant? It is when the goddess Naësva takes pity on a soul and gives him a second chance, or just when she has no time to look after the death at the other end of the territory when there is a war under her eyes. A revenant has only vague memories of his former life, and kept the same physical characteristics, except for some minor details.
A revenant can come from any race, but the color of his skin should be gray, and should have a permanent scar from what killed him (Ex: Scar on heart, open ribcage, etc.). Unlike zombies, they move and speak normally.
A revenant is usually a warrior or a mage, but can be almost anything. A revenant can not be affected by control spells, no matter by whom it is casted.

Hitpoints: d20
Strength: 14
Dexterity: 2
Constitution: 18
Intelligence: 6
Instinct: 6
Charisma: 6

Bonus: Immune to any type of attack that checks intelligence.
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Re: The Lands and the Races

Post by Gorlok on Tue 28 Jul - 9:37

Satyr

Satyrs appeared shortly after the elves. These half-man half-goat love to sing. They often have an instrument at the reach of their hand, and possess great talent for singing. They like to have fun and have a good time. These are more supportive allies in combat. Usually bard or archer, some are magicians. They are extremely intelligent.

Hitpoints: d8
Strength: 10
Dexterity: 10
Constitution: 8
Intelligence: 16
Instinct: 8
Charisma: 14
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Level: 1
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20/20  (20/20)

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Re: The Lands and the Races

Post by Gorlok on Tue 28 Jul - 9:44

Wyrm

Appeared earlier than dragonborns, they have been slaves of the Paroless for many years. They have the appearance of a dragon but smaller and with a more human form that their congeners. It was only when they discovered that the superior force of their minds allowed them to master elemental magic that they decided to rebel. With a new "matriarch" to guide them, they took refuge at the elves capital. It is only recently that they were revealed to the rest of the continent and, note it, it was not received well.

Hitpoints: d8
Strength: 8
Dexterity: 12
Constitution: 8
Intelligence: 14
Instinct: 12
Charisma: 10

Bonus: Wings. Allows you to fly instead of walking. You have to do a dexterity check each time you want to fight while flying to know if you are able to stay airborn.


Last edited by Gorlok on Tue 28 Jul - 9:55; edited 1 time in total
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Re: The Lands and the Races

Post by Gorlok on Tue 28 Jul - 9:54

Dragonborn

Appeared about 100 years after the Wyrm, Paroles have decided that instead of reducing them to slavery and risking another rebellion, they accept them as their own. Over time, these humanoids with the body more stout and plump than the wyrms, created their own rituals. One of them is to clip the wings when they reach the age of maturity. The channels distributing energy to the wings shrinks and grows to get into the groove of the lizard, giving him his famous Tong Deum. They are very attached to their values and if ever a draconnien is assumed to break a rule, it is not only banned, but will be chased by his fellow tribe member until his death. The draconniens can be strong warriors or powerful shamans.

Hitpoints: d16
Strength: 14
Dexterity: 4
Constitution: 14
Intelligence: 10
Instinct: 10
Charisma: 8

Bonus: Tong Deum as a Standard power. The tong deum is a coned shape area of effect attack that can take many forms. It can be fire and acid, acid and frost or fire and electric. The tong deum deals 1d6(+ another 1d6 at each 2 Levels (so lvl 3, 5, 7, etc.)) + the Dragonborn's constitution modifier.
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20/20  (20/20)

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Re: The Lands and the Races

Post by Gorlok on Tue 28 Jul - 10:02

Vampires

The vampires have appeared in 838. Humans from their homeland had brought in,without realising it, some vampires. They took the opportunity to start building their own society. They infected many humans, elves and a few dwarves, but they soon noticed that their power was useless on other races. They settled in the north-east region of Terimasio in the many caves that were there. Vampires are dark beings that feed on blood to survive. Looking like elves, yet with fangs and white skin. Very agile and precise in their movements, they make perfect archers and assassins. At night, they are perfectly camouflaged in the vegetation, and even almost anywhere.

Hitpoints: d10
Strength: 10
Dexterity: 16
Constitution: 10
Intelligence: 10
Instinct: 10
Charisma: 8

Bonus: +4 on all check related to hiding, increases to +10 during the night. Any level 10 vampire can drink the blood of dead humanoids in order to restore Hitpoints. The value is 1HP/5sec on drinking.

Debuff: Vampires are weak to light and divinity magic, making you take double damage from any light or divine damage.
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Re: The Lands and the Races

Post by Gorlok on Tue 28 Jul - 10:54

Steam Golems

Remember the revenants? A steam golem is pretty much exactly the same, except the body the soul is put it is one made artificially. The most common ones are steam powered golems, with iron pieces. The advantages of having a body of a golem, is that you are extremely hard to actually killed. Your pieces must be compeltely destroyed in order for you to stop moving, and the only way to finish you off is to destroy the soul gem wich contains your actual soul. The inconveniances however, are pretty huge. You cannot be healed by traditionnal means: Youre considered as an object when it comes to reparations. If you ever run of of steam, you stop moving completely. To fuel yourself, you have to eat 4 times what a normal human being would eat in a day, or else you wont have enough energy to make the steam that allows you to move. Overall, being a Golem is pretty awsome, but you have to be prepared to live with harsh conditions.

Hitpoints: d20
Strength: 10
Dexterity: 10
Constitution: 10
Intelligence: 10
Instinct: 10
Charisma: 10

Bonus: You cannot drop bellow 0hp as long as your soul gem is still intact. And at 0hp, you do not become unconsious, you only fall to the ground and cant move. You take 50% reduced damage from any source that isnt Acid or metal related. You do not have to sleep, as you are always conscious.

Debuff: You have to eat 4 times the normal amount of food a normal human being would eat, otherwise you wont have enough power to make you go throught the entire day(so that means 12 meals per day). You take twice the amount of damage from Acid and metal related attacks. You cannot be healed normal, you have to be repaired. So healing potions and healing spells do not work on you.


Last edited by Gorlok on Tue 1 Sep - 2:53; edited 1 time in total
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Re: The Lands and the Races

Post by Gorlok on Tue 28 Jul - 11:27

Shadowborne

The Shadowborne are short (Around 4 Feet 3 Inches), humanoid creatures with a very pale skin, animal like eyes, which glow in the dark.

Their exact origins is a secret only they know, which they will not be sharing with anyone outside of their home,
Ikaluitog. Those who do share the secret, will be excecuted. So it is generally adviced not to ask them about it, especially not if you are close with them.
The most common rumor to their origins is that they were created by an old deranged mage a long long time ago.

As a generally neutral race, they usually wait untill twilight to actually come out, while during the day they generally seek the shadow or dark caves to hide in. While uncommon, they can be spotted during the day, wearing a leather hood, varying in colours but most often brown. This hood is sacred to them, as it is their only protection from the sunlight. If taken away from them, the Shadowborne will turn hostile, mercilessly shredding whoever is in front of them with their magical abilities. After which they quickly put their hood back on and apologize for their actions.

The Shadowborne fear fire. What caused this fear is unknown. But it is generally believed it's because of the light it emits.

They have a distain for humans, as they're most often confused for children. This leads them to be only being unfriendly towards them, while they will never hurt unless provoked, they tend to avoid contact with them as much as possible.

The Shadowborne are most comfortable and friendly in the night or dark places, which is also their strength when it comes to fending off foes, it is generally adviced to not fight them on their home turf, as they seem to dissapear into thin air before slashing you apart from behind.


Stats:
Hitpoints: d10
Strength: 12
Dexterity: 7
Constitution: 8
Intelligence: 6
Instinct: 5
Charisma: 2

Bonus: Gets a +1 bonus to any roll when attacking someone from behind.

Debuff: Takes +1 damage during the day and has -4 to all checks related to fire.

Race Created by LowRes
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Re: The Lands and the Races

Post by Gorlok on Wed 5 Aug - 21:51

Minotaur

Half-man half-taur, these huge chunk of meats live with the satyrs and act as guards for their fragile companions. Beefy and somewhat fast, these guys can take a beating... and give one as well. Physically strong but mentally weak, they tend to prefer direct combat rather than magic. They are quite menacing when you take a quick look at them, but they are in fact extremely peacefull and will only retaliate when threatened. They arent at war with anybody, and they are happy about their own land that they share with the Satyrs. Their instinct is garbage, they easily fall for traps and will lose their way in a big city.

Stats:
Hitpoints: d16
Strength: 14
Dexterity: 10
Constitution: 16
Intelligence: 6
Instinct: 4
Charisma: 10

Bonus: Can carry twice as much as they normally could without being over encumbered.
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