Post by KarlDeston on Jul 22, 2017 18:59:37 GMT -7
This is a list of the races in Midworld, and where some of them can be found. Red Text indicates that these races are not available for players to make as main characters, but are instead meant for Non-player characters, namely the antagonists. For obvious reasons, humans are not listed. If you want to make a human character, list them as human. If you wish to use a race that is not on this list, please ask before you go on and make them. This is a very loose system, and could incorporate a great deal of other races into it, but we are not going to fly off the handle as such. Just keep the races within reason, and playable with other people, and there should not be a problem.
Lobstrosities: Lobster-like creatures that are very large, and often utter a strange sound (IE Dudaching dodachock doodachag). Their bite is poisonous, and they are quite aggressive to those who come close to them. Though poisonous, their meat is actually quite good to eat. Their normal habitat is near beaches and sea water.
Billy Bumblers: Furry dog-like creatures that can mimic broken English, and understand the language. They can be domesticated, though they would have to actually like the person trying to tame them first. They are somewhat canine-like, though they also resemble the common Raccoon. They were once sheep herders, but that was a time before the world began to move on.
Were-Spiders: People with the ability to turn into very large spiders. They grow a great deal after their birth, and because of this, their hunger is to a point where they need to eat on a frightfully constant basis.
Vampires: Uncommonly found in Mid-World, but not entirely unheard of. Vampires are categorized by three types. Though a great many vampires serve evil, there are those who wish to remain incognito, and try to live a somewhat normal life.
Type 1: The most powerful, and rare type of Vampire, normally serving as the lord over a group of their own kind. Type 1's can live for thousands of years, and their fighting prowess is formidable. They need blood as nourishment, and are able to fly, but the sun broils their skin. They will burst into flames if they are out in the sun for too long. They are also weak to religious symbols, such as crosses or holy water, but only for how strong the faith of the user is. They may spread the vampire disease by draining a human of their blood entirely, and marking them. Though drinking the blood of another vampire has consequences such as not being able to enter holy ground or a stronger weakness to the sun.
Type 2: Possess great speed and strength, but cannot match a Type 1. Their hunger for blood is their greatest weakness, as they must constantly feed, as well as the sun and often live very short lives. They are harmed by the sun and holy symbols. They can create other type 2's and type 1's.
Type 1: Are normal humans that can drink blood, and can walk in the sun with no other consequences. Their greatest ability is the power to render their victims into a trance like state, and erase their short term memories.
Can-toi: A hybrid human/taheen that resemble animals more than humans. Their fashion sense is quite strange. They normally wear yellow raincoats, or checkered suits and fedoras. They also drive old American cars that appear brand new. When disguised as a human, it can be quite hard to distinguish them at a distance. Though, up close, the rubber masks they wear are very obvious. For some reason, when disguised as a human, they gain a red patch on their living masks' foreheads that sometimes oozes red goo, and this goo also runs from their eyes. This is so their living masks can breathe, though it defeats much of the purpose.
They can be any form of animal, though in a humanoid form, and tend to recognize themselves as more Taheen than human. Though, they are also known commonly as "Low-men" for their strange sense of humor and amusement (Turning pictures up-side-down, and going under fake names that resemble famous people).
Taheen: A human with the head of an animal. They can be any sort of animal (Mammal, bird, reptile, etc.). They can also bear the tails and claws of their animal species as well. They have the feral senses such as keen eyesight and smell, making them ideal as guardsmen. Their only other notable quality is that breakers or telepaths are unable to read their thoughts, only picking up something similar to radio static.
Slow Mutants: Cavedwellers, and zombies of Midworld. They are affected by radiation and pollution from a much earlier time, and have since grown green skin. Some can be found in the desert, and some can be found in the darkest caverns. They are dumb, senseless, and only really know hunger and aggression. There are, however, a very rare few that have some intelligence, and are able to talk. These more sensible few are commonly the leaders of a pack of mutants.
Automatons: Robots built by an earlier age of humans. They are fixed with an abundance of knowledge and information from ages past. Some are built for specific reasons, while some have been built for reasons that are a bit unclear. Whatever the reason, they have been known to be sketchy in their own game plan when they are around humans. Some have even downright betrayed humans for no other reason than their own feeling of superiority. Their brightly lit eyes are a very defining feature, and serve as an indicator as to their mood (blinking means laughter, while red means extreme anger) and they count on their eyes for a great deal of reasons, namely observance and functionality.
Lobstrosities: Lobster-like creatures that are very large, and often utter a strange sound (IE Dudaching dodachock doodachag). Their bite is poisonous, and they are quite aggressive to those who come close to them. Though poisonous, their meat is actually quite good to eat. Their normal habitat is near beaches and sea water.
Billy Bumblers: Furry dog-like creatures that can mimic broken English, and understand the language. They can be domesticated, though they would have to actually like the person trying to tame them first. They are somewhat canine-like, though they also resemble the common Raccoon. They were once sheep herders, but that was a time before the world began to move on.
Were-Spiders: People with the ability to turn into very large spiders. They grow a great deal after their birth, and because of this, their hunger is to a point where they need to eat on a frightfully constant basis.
Vampires: Uncommonly found in Mid-World, but not entirely unheard of. Vampires are categorized by three types. Though a great many vampires serve evil, there are those who wish to remain incognito, and try to live a somewhat normal life.
Type 1: The most powerful, and rare type of Vampire, normally serving as the lord over a group of their own kind. Type 1's can live for thousands of years, and their fighting prowess is formidable. They need blood as nourishment, and are able to fly, but the sun broils their skin. They will burst into flames if they are out in the sun for too long. They are also weak to religious symbols, such as crosses or holy water, but only for how strong the faith of the user is. They may spread the vampire disease by draining a human of their blood entirely, and marking them. Though drinking the blood of another vampire has consequences such as not being able to enter holy ground or a stronger weakness to the sun.
Type 2: Possess great speed and strength, but cannot match a Type 1. Their hunger for blood is their greatest weakness, as they must constantly feed, as well as the sun and often live very short lives. They are harmed by the sun and holy symbols. They can create other type 2's and type 1's.
Type 1: Are normal humans that can drink blood, and can walk in the sun with no other consequences. Their greatest ability is the power to render their victims into a trance like state, and erase their short term memories.
Can-toi: A hybrid human/taheen that resemble animals more than humans. Their fashion sense is quite strange. They normally wear yellow raincoats, or checkered suits and fedoras. They also drive old American cars that appear brand new. When disguised as a human, it can be quite hard to distinguish them at a distance. Though, up close, the rubber masks they wear are very obvious. For some reason, when disguised as a human, they gain a red patch on their living masks' foreheads that sometimes oozes red goo, and this goo also runs from their eyes. This is so their living masks can breathe, though it defeats much of the purpose.
They can be any form of animal, though in a humanoid form, and tend to recognize themselves as more Taheen than human. Though, they are also known commonly as "Low-men" for their strange sense of humor and amusement (Turning pictures up-side-down, and going under fake names that resemble famous people).
Taheen: A human with the head of an animal. They can be any sort of animal (Mammal, bird, reptile, etc.). They can also bear the tails and claws of their animal species as well. They have the feral senses such as keen eyesight and smell, making them ideal as guardsmen. Their only other notable quality is that breakers or telepaths are unable to read their thoughts, only picking up something similar to radio static.
Slow Mutants: Cavedwellers, and zombies of Midworld. They are affected by radiation and pollution from a much earlier time, and have since grown green skin. Some can be found in the desert, and some can be found in the darkest caverns. They are dumb, senseless, and only really know hunger and aggression. There are, however, a very rare few that have some intelligence, and are able to talk. These more sensible few are commonly the leaders of a pack of mutants.
Automatons: Robots built by an earlier age of humans. They are fixed with an abundance of knowledge and information from ages past. Some are built for specific reasons, while some have been built for reasons that are a bit unclear. Whatever the reason, they have been known to be sketchy in their own game plan when they are around humans. Some have even downright betrayed humans for no other reason than their own feeling of superiority. Their brightly lit eyes are a very defining feature, and serve as an indicator as to their mood (blinking means laughter, while red means extreme anger) and they count on their eyes for a great deal of reasons, namely observance and functionality.