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-  Player Character Races  -

    Outlined below are the base-stat templates and basic descriptions for the various races we have available at the moment.

 

 

COLONISTS

 

 

 

 

    humans:     Pretty self-explanitory.  Humans are humans, quite possibly the least limited, most diverse race of all 3 categories.  They are middling in strength, perception, and agility but have the most room to grow and the least number of restrictions.  Humans have proven themselves in the cosmos as the most adaptable race with a good balance of physical and intellectual potential.

 

HUMAN BASE SATATISTICS:  

VIT- 110%   STR- 4   FIN- 4   INT- 4   PER -4   LK- 3    No Max or Min stats

 

AVAILABLE CHARACTER TYPES:  Colonist, Other

 

RACIAL MECHANICS MODIFIERS:  + 90% XP costs for all skills and skill rank improvements 

+ No racial skill category restrictions (LVL 0 restrictions by type only)  

+ 7 skill slots at LVL 0

+ 3 language slots at LVL 0

+ -1 for all PER & INT based weapon and item usage requirements

+ 75% XP costs for new tool, tech, or vehicle based skills

 

 

 

 

 

 

     Elves:    Are known to some societies as the cockroaches of the cosmos.  Millennia before the other races branched out...Or in some cases, even existed... The elven races have been thriving and world-hopping through both magical and technological means.  Slightly more delicate and less intuitive than humans, In general, elves are more perceptive and more agile than thier round-eared cousins.

 

ELVEN BASE STATISTICS:

VIT- 100%  STR- 3  FIN- 5  INT- 4  PER- 6  LK- 1  Min PER- 5  Max STR- 5

 

AVAILABLE CHARACTER TYPES:  Colonist, Native, Other

 

RACIAL MECHANICS MODIFIERS: + 75% XP costs for all magic and art related skill rank improvements

+ LVL 0 begins with Detect Magic-1 Skill (Colonist type gain this at LVL 2)

+ Additional 2% damage when using magical or enchanted weaponry

+ 5% natural damage soak vs magical attacks

+ 2 Language slots at LVL 0

+ 5 skill slots at LVL 0

+ Additional 2% Damage when using combat magic, 1.5X area for area of effect spells vs LVL

+ Posesses Infravision 

 

 

 

 

     INSECTOIDS (BUGS):  Were the scourge of the colonist homeworlds in the not too distant past.  Less than two generations (Pre-Novum Sibi) have passed since they became integrated into the society that they nearly wiped out.  Insectoids are large, strong, durable, and most believe them emotionless.  Bearing intimidating mandibles, two pairs of arms, and faceted, bulbous eyes, neither thier reputation nor appearance are generally a comfort to the humanoid races.  Posessed of a cold logic and potent senses, but very little personal ingeniuty or ego, they stand apart from the other colonist races in more than just appearance.

 

INSECTOID BASE STATISTICS:

VIT- 130%   STR- 6   FIN- 4   INT- 2   PER- 5   LK- 2   Min STR- 5   Max INT- 4

 

AVAILABLE CHARACTER TYPES: Colonist only

 

RACIAL MECHANICS MODIFIERS: + Can traverse non-polished vertical and inverted surfaces without movement penalties

+ Natural 25% armor against normal weapons 

+ LVL 0 begins with Multiple Melee-2 skill (Grants 3 melee attacks  per round)

+ 2X humanoid movement rate

+ Magic related skills unavailable below LVL 5

+ 200% XP costs for all new magic related skills and skill rank improvements

+ Unable to speak humanoid languages without a device, but can Comprehend, read, and write aquired languages

+ 4 skill slots at LVL 0

+ 1 Language slots at LVL 0 + 150% XP costs for new languages

+ Insectoids have a very difficult time using tools and interfaces designed for humanoid hands, and vice versa

 

 

 

 

REPTILLA  (LIZZIES):  Inhabited 2 of the Core Worlds when humans and elves first arrived there.  While their technology was not particularly advanced by traditional standards, It's bio-based advancement paved the way for many of the advancements the colonists utilize today and allowed the 'Meshie' race to emerge.  The gecko-like race easily picks up humanoid languages and culture and integrates near-flawlessly with other large, sentient beings. Their average adult size is comparable to that of a human and while not generally as strong, they posess highly developed reflexes and are just as intelligent.

 

REPTILLA BASE STATISTICS:

VIT- 100%  STR- 3  FIN- 6  INT- 4  PER- 4  LK- 2  Max STR- 6  Min FIN- 5

 

AVAILABLE CHARACTER TYPES:  Colonist only

 

RACIAL MECHANICS MODIFIERS: + Begins with the skill Climbing-3 at LVL 0  

+ 150% damage taken from electrical attacks or energy weapons

+ 75% XP costs for all new piloting skills and skill rank improvements

+ 4 language slots at LVL 0

+ 6 Skill slots at LVL 0

+ Posesses Infravision

+ 75% XP costs for all new medicinal or healing related skills.

 

 

 

 

 

 

MECHANIZED BIOLOGICAL UNIT (MESHIE):  Integration and study of Reptillar technology innovated advancements in prosthetics for all the Core races.  This included the replacement of lost limbs, Neural hardware to compensate for brain injury, High-efficiency organ replacements, and even direct interface implants for various machines and vehicles.  This of course lead to this technology becoming available as an elective procedure by any posessing the capital and inclination for such.  An elf with a Universal Port implanted for computer interface, or a Golblin with a mechanized arm does not qualify as a 'Meshie'.  A general rule of thumb is that anyone with more than 3 major elective enhancements, or anyone who has had more than 50% of their functions or limbs replaced or enhanced due to injury or illness Qualifies under this distinction.  The higher the mechanized content of a being, the less they can sense, use, and defend against magic.  Also, Meshies become more suceptable to both biological, and technological viruses and infections.  At a certain point if procedures are stacked, The enhancements cease all higher cognitive functions beyond the operating software and the Meshie for all intents and purposes, becomes a pure machine.

 

MECHANIZED BIOLOLOGICAL UNIT BASE STATISTICS:

All Base Stats from original race, LVL 0 will be modified with sponsor Channel Operator, or Environ Operator.

 

AVAILABLE CHARACTER TYPES:  Colonist only

 

RACIAL MECHANICS MODIFIERS:  + Skill slot and language slots equal to Race of Origin

+ Other Race of Origin modifiers do not apply

+ 5% additional toxin or illness damage aquired per 10% of functions  enhanced

+ 200% VIT recovery time

+ Not unconscious at VIT 0% but severely impaired and further damage results in character death

+ 150% damage from direct magical attacks

+ All other modifers vary by individual enhancements 

 

 

 

 

 

GOBLINOIDS:  Still posess the reputation of being one of the most violent and brutish humanoids races.  The Goblinoids from the core worlds have come a long way from the bloodthirsty, tribal-based reavers they once were. Still in general quick to anger, and full of pride in themselves and their people, they do not get much larger than humans, but tend towards the large within that scale.  Thier features are more angular and savage appearing, with pointed ears that are a very distinct shape and impossible to mistake for the shape of elven ears.  The males beginning to grow a pair of ivory tusks in early adolescence that continue to grow the rest of thier lives.  In contrast, the females, other than the shape of thier ears and yellow to red eyes can be difficult to distinguish from humans.  Dusky, tough skin and large skeletal structures are the norm for the race and most of the core worlds' prominent atheletes have been goblinoids, or carry goblinoid blood.  The Goblinoids on Kemmen while physiologically identical to those from the core worlds are far less societarily advanced and live mostly in nomadic tribes steeped in mysticism and warfare.

 

GOBLINOID BASE STATISTICS:

VIT- 120%  STR- 5  FIN- 4  INT- 4  PER- 4  LK- 2  No Max or Min stats

 

AVAILABLE CHARACTER TYPES: Colonist, Native, Other

 

RACIAL MECHANICS MODIFIERS:  + 6 skill slots at LVL 0

+ 2 language slots at LVL 0

+ Natural 10% damage soak vs blunt force damage

+ 75% XP costs for all new physical ability based skills and skill rank improvements

+ Posesses Infravision

+ 150% XP costs for new languages

 

 

 

 

 

 

 

 

 

 

 

 

AVEN: At first glance appear to be no more than winged elves, but they share very few traits ther than appearance with them.  Aven are firecely communal, but that is the only thing inherently fierce about them.  Not as headstrong or prone to emotive response as elves generally are, still they can be deadly opponents if pressed or threatened.  They interact freely with many of the elven societies on Kemmen but are oddly seen as an underclass by most.  Aven posess several traits to varying degrees.  They have clawed feet for perching and landing, and rather than hair they have feathers.  The degree of these anomolies varies by individual, some barely distinguishable from a winged elf, and others seeming more like birds lacking beaks and sporting arms.  Aven are very magically sensitive, and rather delicate physically.  Thier dexterity and ability to fly as well or better than they can walk compensates well for thier fragillity.

 

AVEN BASE STATISTICS:

VIT- 100%  STR- 3  FIN- 5  INT- 2  PER- 6  LK- 2 Max INT- 4 Min FIN- 4

 

AVAILABLE CHARACTER TYPES: Native only

 

RACIAL MECHANICS MODIFIERS: + Capable of flight

+ Do not require sleep but may choose to

+ Additional +1 to all evasions while in flight

+ 200% damage taken from blunt force

+ 4 Skill Slots at LVL 0

+ 4 Language slots at LVL 0

+ LVL 0 begins with Detect Magic- 2 skill

+ Can use dive attack with melee weapons, inflicting 3x normal damage

+ Can immobilize Wildlings one round with a sound they can emit 2x daily

 

 

 

 

WILDLINGS:  One of the oldest and least technologically advanced of the elflike races.  Wildlings resemble miniature elves (The tallest of the race stand nearly four feet ) in appearance.  Curious and mischevious to the point of almost being a menace, they are very quick, and extremely stealthy.  Wildling settlements are nearly impossible to locate, as are the wildlings themselves when they choose to be.  From time to time a small band or even an individual will terrorize the sanity of a town or city with thier disregard for ownership of any kind, and ability to mimic perfectly any sound they have heard.  They are perhaps the least dangerous Kemmish race in a stand up fight, but are maddeningly difficult to hit and track.  Most, though not all, refuse to speak  languages other than thier own, save as mimicry, but are capable of such.  The Wildling tongue is extremely difficult to learn due both to the chittering trilling nature of it's structure, and the sheer speed in which it is spoken.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

COLO RACEs
PC Races

NATIVES

Nat Races

WILDLING BASE STATISTICS:

VIT- 80%  STR- 2  FIN- 6  INT-3  PER- 6  LK- 2  Max STR- 3 Min PER- 5

 

AVAILABLE CHARACTER TYPES: Native only

 

RACIAL MECHANICS MODIFIERS: + All Wildlings posess Mimicry-Innate Skill + Instinctively terrified of Insectoids + 150% XP costs for all languages + Wildlings do 50% damage with melee weapons below skill ranking 3 + All evasions include +1 modifier + If using firearms, Can only fire every 2 combat rounds due to the sound scaring them until skill ranking 3 + Wildlings require a Luck roll to track or locate when hiding and silent regardless of skills or rankings + NPCs will attack all other members of a party before a Wildling unless the Wildling attacks due to innate stealth

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