Races and character stats; From the aftermath of the worlds destruction, the deep seeded genetic desire to survive, centuries of segregation and separation coupled with the ungodly tests and experiments attempting to defy nature, rose variations of man. Since the dying of the old world many new races have slowly emerged as life struggles, or is manipulated to continue. This list will continue to grow throughout the story and is always open and welcoming to new ideas. Each race is presented with a description, a history, 3 defining attributes and a specialty bonus unique to them. [hider=My Hider] THE EVO (Beast men) A mad experiment, the next animal to ascend to the role of ruling sentience, the next level of mind kinds evolution, (or de-evolution) what ever their origin the Evo's primal animalistic physiology is adapted and suited to the harsh new world and they are here to stay. Over generations their survival skills and adaptations have seen them grow in numbers, survival of the fittest. Evo's are larger and more muscular than regular humans, their senses more adapted. They often have a more prominent jaw with canine teeth, sturdy claw-like nails, more hair all over and even pointy ears. Considered barbaric and uncivilised by most normal folk the Evo's main focus is built around hunting and eating, it takes quite a bit of fuel to sustain and fuel their physiology. Overall attack: Above average Overall defence: Average Overall speed: Average [i]He who makes a beast out of himself, gets rid of the pain of being a man.[/i] [hider=ROLES] [u]Combatant[/u] The blood of a predatory beast runs through your veins. Violence is in your instincts, your very DNA. ([i] [/i]) Overview; Overall influence: Poor Overall knowledge: Below average Starting equipment : Below average Bonus: increase any RACE stat to the next level. [u]Resourceful [/u] With the reflexes of a cat, the claws and fangs to match, the resourceful EVO utilises their animalistic oddities to their full advantage. ([i] [/i]) Overview; Overall influence: Below average Overall knowledge: Average Starting equipment : Average Bonus: Feline blood. Increase speed to above avrg and reduce either strength or defence. With feline characteristics you are more adapt at balancing, climbing and moving silently. [u]Intellectual [/u] ([i] [/i]) Overview; Overall influence: Below average Overall knowledge: Above average Starting equipment : Above average Bonus: You understand wild animals on an uncanny level, you can see, smell and hear things no normal man ever could. [/hider] [/hider] [hider=My Hider] VACINATED (Treants) In fear of the diseases and plagues assaulting human kind, a cure all vaccine was invented to try help withstand the constant barrage from Mother Nature and make humans healthier and hardier. It was also used, along with fear mongering tactics, to divide, take and control people. While costly, it worked, for most. They didn't have to fear becoming one of the rotting and became generally healthier. Of course there was side effects, the advanced healing caused the body to burn out quicker leading to a shorter life span. The offspring of the vaccinated were even more altered. Shorter than other humans they are completely hairless. They are nicknamed treant's or bark skins due to their heavy layered thick scab like skin that appears more like bark or cracked clay. Overall attack: Average Overall defence: Above average Overall speed: Below average [hider=ROLES] [u]Combatant.[/u] ([i]Gladiator, guard, mercenary, paladin [/i] Overview; Overall influence: Average Overall knowledge: Below Average Starting equipment : Average Bonus: [u]Resourceful [/u] You know ([i]Theif, Spy, duelist, pirate, ect[/i]) Overview; Overall influence: Above Average Overall knowledge: Average Starting equipment : Below Average Bonus: [u]Intellectual [/u] ([i]Researcher, Healer, inventor, alchemist[/i]) Overview; Overall influence: below Average Overall knowledge: High Starting equipment : average Bonus: Minus to damage or defence. Special bonus item. Specialty skill to match chosen profession.[/hider] [/hider] [hider=My Hider] THE ROTTING (Rotters) Pale flaky skin, wispy brittle hair, splotchy weak nails, milky eyes, thin boney frame, dry raspy voice, theses are all tell tale signs of a survivor of natures eradication plague. These are signs of a 'Rotter'. Some posses all of the traits while others just a few, there are those that with a little bit of work can almost pass of as human, but they can never change what's within. Non visual distinctions between humans and rotter's is their inability to fall ill or get sick by any means of germs, poison or disease. They are often walking breeding grounds for all manner of infectious microbes and cause those around them to fall sick. Close contact especially bites and scratches can quickly manifest into life threatening infections. A Rotter's brain doesn't quite function the way it once did, joy a fleeting forgotten memory as it can no longer produce endorphins. This drives some to lose reason while others manage to adapt. Rotter's also have no nerve sensations and therefore not only feel no pain but truly feel nothing at all. While this lets them carry on with injuries that would cripple others they are usually unaware of even the simplest of injuries. This doesn't bode well for the many that also have haemophilia. Rotter's are however quite resilient and can survive on third of the normal food and water requirement of a human and tend to live much longer. Overall attack: Below average Overall defence: Above average Overall speed: Average [hider=ROLES] [u]Combatant-Str [/u] Fresh meat. ([i] [/i]) Overview; Overall influence: Average Overall knowledge: Average Starting equipment : Average Bonus: [u]Resourceful [/u] Seasoned ([i] [/i]) Overview; Overall influence: Below average Overall knowledge: Above Average Starting equipment : Average Bonus: [u]Intellectual [/u] Ancient ([i] [/i]) Overview; Overall influence: Poor Overall knowledge: Good Starting equipment : Average Bonus: [/hider] [/hider] Roles. Once decided on a race you must choose one of three basic ROLES to determine the type of character you are and will become. Just like race, ROLE has three more unique attributes again with an added bonus. The three basic 'ROLES' are. The Combatant, The resourceful, The intellectual. [hider=note] ([i]Later into the game there will be a chance for progression into advanced and specialised roles that will add on top of current stats and abilities.[/i])[/hider] Rating system and stats for your character. [hider=info] Poor, below average, average, above average, good. Stats gained from 'RACE' Overall attack Overall defence Overall speed Stats gained from 'ROLE' Overall influence: This is your social grace and etiquette, ability to trade, buy and sweet talk (/lie) your way through things. Overall knowledge: Are you a learned individual, does your character perhaps know things you didn't know he knew. The higher this is the more chance the DM will throw free information your way. Starting equipment : Some jobs just pay better than others. This determines your available resources to begin with. [hider= starting equipment guide] Poor= simple clothes barely adequate for variable weather conditions. 1 poor condition basic weapon or armour. One small secondary weapon or shield. Sack with a few days rations. Below average= Average= 3 sets of average clothes (or 1g, 1a, 1p) 1 good condition or rare weapon 1 average condition secondary weapon 1 poor condition backup weapon A good light armour or average medium armour. Travel backpack w sleeping & basic survival gear. 2weeks rations. Above average= Donkey and cart (or trained dog / bird) Average jewellery Good= A trunk of nice clothes 2 good weapon 1 average rare weapon or armour Good armour Horse and carriage Servant/squire Property somewhere Above average jewellery [/hider][/hider]