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Species

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Human

Looks: Normal human beings. They come in all kinds and sizes.
Skin colours: Depends on race. Ranges from very pale to very dark. Freckles are not uncommon, especially in those with lighter skin tones.
Height: Between 150 cm and 190 cm.
Lifespan: They are mortal and can live up to 120 years.

Necromancer

Looks: Humanoid creature. Usually boney looking, slender. High, portruding cheek bones.
Skin colours: Ranges from grey to white, with blue undertones.
Height: Between 160 cm and 180 cm.
Lifespan: Mortal, but can extend their lifespan. If they don't, they can live up to 100 years.

Elves

Looks: Tall, slender and usually gracious. Pointed ears, with the top bending outward.
Skin colours: Depending on race. Very light skin tones like humans, light blue to light purple, black. Usually with a silvery or gold shine.
Height: Some races of elves are petite, between 145 cm and 160 cm. Most are between 170 cm and 200 cm.
Lifespan: Up to 3000 years.

Fae

Looks: Small winged creatures. They come in all kinds and sizes. Slightly pointed ears, pointy noses.
Skin colours: All skin tones humans can have, and greenish.
Height: Between 8 and 17 cm
Lifespan: Up to 250 years.

Dwarves

Looks: Short, wide build and skull.
Skin colours: All skin tones of white human beings.
Height: The small races that live deep underground are between 50 cm and 90 cm. Others are between 70 cm and 135 cm.
Lifespan: Up to 500 years.

Orcs

Looks: Tall, muscular, prominent fangs.
Skin colours: Ranges from blue to green
Height: 190 cm to 250 cm
Lifespan: Up to 80 years

Nymphs

Looks: Somewhat shorter than human beings, attractive. There are no known male nymphs.
Skin colours: Depending on where they live. Green and blue are common colours, but fire nymphs can be red or orange. Many can change the colour of their skin to a pale or fair white.
Height: 160 cm to 185 cm
Lifespan: Will not die of old age.

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Once you have chosen your character's species, you may choose one of these, if you wish. For bonuses, normal dice (d6) are used since everyone knows how to use them.

Lycantrophy

Lycans change into animals during the full moon. With practice and experience, they can control the change and gain powers. The type of lycantrophy depends on who the character has been bitten by (or who their parents are.) Upon contracting lycantrophy:

+ Lifespan: 1d6 x100
+ Physical strength: 2d6
+ Speed: 1d6
+ Smell: 1d6
+ Hearing: 1d6
+ Healing: 2d6
+ Dominance: 2d6
+ Hunger control points: 2d6

- Weakness: Silver. Slows down healing
- Weakness: Wolfsbane. Slows down healing

Each month you may roll for:
+ Hunger control: 1d6
+ Beast control: 1d6
+ Dominance: 1d6

Powers: You may try for each of these every Month realtime. You will gain a power if you roll 6, 10 or 12.

Partial change: Only if beast control is 7 or higher, roll 2d6
Only works when HP is 15 or more.
Allows you to change parts of their body, such as gaining claws.

Beastman : Only if beast control is 7 or higher, roll 2d6
Only works when HP is 20 or more, or when forced by a lycan of the same kind with a dominance that is at least 20 and at least 5 points higher than your own.

Healing touch: Only if dominance is 20 or more. Roll 2d6.
Can heal another creature by 20 HP once a day

Group telepathy: Only if beast control is 15 or higher. Roll 2d6.
Allows lycans from one pack or group to communicate through telepathy when in full beast form.

Kinds of lycanthropy:
Reptile
Wolf
Goat
Lamia (snake)
Lion
Cheetah
Leopard
Bear
Fox
Rat (giant)
Rat
Hyena
Owl

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Vampirism

Vampires need to drink blood daily, with practice and experience, they can conteol the bloodlust and gain powers.
The type of vampirism depends on who the character has been bitten by. Upon contracting vampirism:

+ Lifespan: Immortal
+ Physical strength: 2d6
+ Speed: 1d6
+ Healing: 2d6
+ Dominance: 2d6
+ Bloodlust control points: 2d6

- Weakness: Silver. Slows down healing.
- Weakness: Symbols of faith used by a true believer. Lowers physical strength.

Each month you may roll for:
+ Bloodlust control: 1d6
+ Creature control: 1d6
+ Dominance: 1d6

Powers: You may try for each of these every Month realtime. You will gain a power if you roll 6, 10 or 12.

Animal control: Only if creature control is 9 or higher, roll 2d6
Only works when HP is 15 or more.
Allows you to gain control over one animal

Animal control 2 : Only if Creature control is 20 or higher, roll 2d6
Only works when HP is 15 or more.
Allows you to gain control over another animal.

Leech: Only if dominance is 20 or more. Roll 2d6.
Can steal 15 HP from another creature once a day

Clan telepathy: only if bloodlust control is 15 ot higher. Roll 2d6
Allows Vampires from one Clan to communicate through telepathy, only when fully fed.

Kinds of vampirism:

Sensual. These vampires turn into a slightly more beautiful form of who they were before. Scars from their life before vampirism disappear. +2 attractivenes +2 charisma

Fighter. These vampires gain strength when changed. They become slightly taller. +2 strength +2 intimidation

Dead. These are the dead of the undead. These vampires are harder to kill than the other ones. If they don't feed for too long, they start to rot and look like zombies. +20 HP


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Hunter

Hunters are magically altered creatures. Their lifespan is increased, they become stronger and have high chances of recognising vampires and werewolves.

+ Lifespan: 2d6 x10
+ Physical strength: 1d6 +3
+ Speed: 1d6
+ Healing: 1d6
+ Sense aura: 1d6
+ Training points: 2d6

Each month you may roll for:
+ Training points: 1d6

Powers: You may try for each of these every Month realtime. You will gain a power if you roll 6, 10 or 12.

Spell - Truth: You can sense whether or not someone is lying once a day.
Spell - True aim: Your second hit on the same target with a ranged weapon does 10% extra damage.

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