Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Races
- Humans
- The most ordinary of the ordinary. The most populous race that dwells in the world, they are all very unpredictable and are often too weak for those invested into the supernatural to bother with. Those who break into the supernatural are exceptionally skilled, and humans are a majority for reasons that aren’t just sheer numbers.
- - Humans are fairly versatile; they can take any of the supernatural forces or disregard them altogether. In addition, humans can become Savants, masters of both the psychic and the arcane.
- - Humans possess a Signature, a unique ability that differentiates them from the rest. It gains a rank for each level that you have, and will generally be the most defining feature of your character.
- - Humans, however, do not get any bonuses naturally, nor are they going to overpower someone with raw force a majority of the time.
- - Play a human being if you like the standard jack-of-all-trades type of deal or flexibility in general!
- Homunculi
- A homunculus is an artificial human being crafted by magic. Bound by a Configuration that they can’t deny, homunculi tend to be very goal oriented, although some are the opposite, trying to carve themselves out as individuals. Whatever the case is, they breathe with the flow of ether through their veins, and no one can doubt their feats of magic.
- - Homunculi tend to be specialized, but this is based on their Configuration; homunculi can freely arrange the base stats they are given at character creation and gain a related Attribute you can use to modify all of your spells or uses of your Psychic Ability.
- - Homunculi tend to have quirks or mental disorders that make it harder to adapt to human life.
- - Homunculi can only take Magic or Psyche, but regardless of the stat they use, they all use MP, or ether, to fuel it.
- - Play a homunculus if you feel that specialization and focus is the thing for you!
- Demons
- All demons were human, once. But in the end, something in their life made them snap, driving them to become reckless monsters that are more bestial than anything else. Demons are the mentally mutilated, and many of them have a poor semblance of sanity. However, their raw power from their intense wills more than makes up for it.
- - All Demons have a Drive, whether it is “to protect”, or “to cut”, or “to nurture” or anything else in that manner. If there is any sort of mental interference that would make you act against your Drive, it is immediately dispelled.
- - All Demons have a Demonic Ability which runs on Psyche. The Demonic Ability should be based on your Drive, and gains a rank for each level that you have.
- - At Level III, one can undergo a Demonic Surge, where one replaces the human body they own with the monster they envision themselves to be. This power gains another rank for every Level that you gain, and automatically starts at Rank III.
- - Play a demon if you like being absolutely crazy and enjoy bashing things with raw strength!
- Fae-Touched
- The Fae-Touched are those who are descended form one of the Fae, innumerable creatures that resemble famous stories or fairy tales. Unlike their parents, they get the best of both worlds, but tend to be rejected by both human and Fae. They take after their parents in being tricksters, honing the art as they attempt to survive.
- - All Fae-Touched can tell a lie, but any attempt at doing so is incredibly obvious.
- - All Fae-Touched have the standard Fae weakness to iron, but it must be “cold”; in other words, the object in question must have an iron content of 90% or higher. Anything else is fair game.
- - All Fae-Touched possess Glamour, a form of magical mental interference that alters an aspect of perception; for example one can alter one’s views of “beauty” or convince someone they are their grandmother. As a result, all Fae-Touched must take Magic.
- - Fae-Touched naturally get a rank in LCK.
- - Play a member of the Fae-Touched if you like the pragmatic, rogue-like sort of character who relies more on finesse and skill!
- Vampires
- You are a vampire, who ended up being one by being in the wrong time in the wrong place. As a bloodsucker of the night, you are naturally physically superior to the prey you hunt. The hunger never fades away, and you keep on killing because there is no way out. But nevertheless, you are a predator even higher on the food chain.
- - Vampires can ignore the physical stat cap at character creation, and gain a rank in all physical stats.
- - Vampires must feed on human blood once every few days, or their stats rapidly start degrading. In addition, feeding restores half of a vampire’s HP and MP, but only if the target is still alive when the feeding starts.
- - Vampires possess their standard weakness to sunlight; when in the sunlight, their physical stats are halved and they take damage that bypasses defenses.
- - All Vampires have a Lineage that grants them a potent magical power based on who their “parent” vampire was. As a result, all Vampires must take Magic.
- - Play a vampire if you like the more physical side to combat and enjoy preying on people!
- Haunted
- The haunted are human beings who have become anchors for a certain ghost. As a result, this deteriorates their health but gives them a better influence on the arcane. Not only that, but the Haunted can often find information where many cannot and tend to be reclusive. However, they tend to appear crazy, but that’s what happens when you talk to a ghost.
- - The Haunted have a starting CON of Rank II and a starting supernatural stat at Rank IV. In addition, their maximum physical stat cap at character creation is Rank V.
- - The Haunted obviously have a Haunt, the incorporeal ghost that uses them as their anchor. This ghost can move freely through objects and walls in an area equal to 20m x your level. Not only this, but the Haunt can also provide you with three bonus ranks to perks and supernatural abilities. This increases by one rank per level. If a Haunt takes damage (somehow), the damage is reflected on the anchor. Haunts can use supernatural abilities, effectively allowing a member of the Haunted to act twice in one turn.
- - You are particularly vulnerable to spiritual damage and exorcisms, obviously.
- - Play a member of the Haunted if you want to be versatile but more oriented towards the supernatural side of things, as well as being able to talk to dead people!
- Possible additions:
- Werethingies
- More traditional hybrids like Demon Hybrids in Nasu?
- Maybe a pony.
Advertisement
Add Comment
Please, Sign In to add comment