Sundered Realms

#Sundered_Realms is a IRC RPG on Where Fantasy meets the Post Apocalyptic. Set on Earth after centuries of devastation and geopolitical upheaval.
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 The Races

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Posts : 12
Join date : 2017-04-25

PostSubject: The Races    1/5/2017, 22:11

Firstborn (NPC Races)

1. Primordials

--> Avatars- Unique: Genius Loci (Most powerful Attuned ever)

Aranen: Stone giants, living embodiments of the land they inhabit

Gondiel: Psychopomps, grimm reapers, valkyries, harbingers of death

Henlach: Demon-like humanoids, often associated with fire and shadow

Lindaith: Angel-like winged humanoids, often associated with lightning and light

Tawaren: Eldrich entiries that embody the flora and fauna of their territory

--> Elementals- Unique: Force of Nature (Most powerful Infused ever)

Djinn: Air spirits, sometimes winged, often intangible, ever curious

Dryads: Tree nymphs that are tied to their home turf

Efreet: Creatures of living flame, very passionate and easily aroused

Shikintars: Metallic predators that are drawn to places of power

Undines: Sea nymphs, usually found in large bodies of water

2. Primals

--> Chimeras

Avarath: Bat-like humanoids that prefer high places, usually predatory

Harpies: Bird-like humanoids that nest in high places, pestering others

Naranth: Arachnids of various types that hunt other sentient creatures

Ravan'lagh: Serpentine humanoids that are predatory and territorial

Urakten: Scorpion men, inspiration for Akkadian and Aztec myths

--> Cryptids

Cyclopes: One-eyed humanoids with a taste for human flesh

Draugar: Corpse-like flesheaters, the inspiration for mummies and revenants

Fomori: Giant humanoids with animal features, hostile to humans

Trolls: Green skinned humanoids with impressive regenerative abilities

Wendigo: Neanderthal-like humanoids found all across the globe

Secondborn (PC Races)

--> Humans- Unique: Adaptable (3 free qualities, up to 3 points each)

Tellurians: Mankind as it was before the Sundering.
Against All Odds (+2 Will)
Jack of All Trades (Reduced cost for skill levels 1-3))

--> Proteans- Unique: Shifter (they have two alternate forms. One of which is a hybrid form. Consider this the war form where the big nasty comes out to eat faces and kill all the things. The second alternate form is a 'species' form, dependent upon the type of Protean you choose. Due to this, they only receive one quality per type instead of two.)

Daegraw: Mammalian shifters of various types
Keen Senses (+2 to Awareness rolls)

Faen'ra: Avian shifters of various types
Hollow Bones (jump higher, less damage from falling)

Naga: Reptilian shifters of various types
Coldblooded (-2 against social manipulation)

Ryujin: Draconic shifters of various types
Natural Armor (+1 against bashing damage)

Selkies: Aquatic shifters of various types
Water Baby (no penalties or speed loss in water, +3 for swimming)

--> Spectrals- Unique: Awesome Countenance (+2 in Charisma)

Banshees: White skinned humanoids, often mistaken for ghosts
Death Wail (ability to stun others with a scream)
Voice of the Banshee (+3 in all checks dealing with the voice)

Furies: Humanoids with various animal features, usually wild
Natural Weaponry (claws, fangs, horns, varies per type)
One With the Land (+3 to stealth in the wild)

Gargoyles: Winged humanoids that turn to stone at day
Gliding (limited flight, not self powered)
Skin of Stone (+3 armour for bashing and lethal)

Hvilfar: Pale changelings that hide their true nature
Expert Actor (+3 to deception/persuasion/performance)
Shifting Visage (able to change features to anyone they've seen)

Lilin: Succubi, demonic humanoids that feed on emotions
Alternate Form (they get a more humanoid form)
Dark Side of Empathy (they feed on and manipulate emotions)


1. Fae

--> Eldar- Unique: Graceful Defense (+2 in defense)

Cuerryn: Wood elves, wilder than the others
Beastmaster (+3 to handling animals)
Nature's Passage (+3 to awareness or tracking in the wild)

Naraned: Sea elves, usually blue-skinned
Seaworthy (+3 to navigating, operating, maintaining a ship)
Water Baby (no penalties or speed loss in water, +3 for swimming

Saeg'hul: Dark elves, living underground
Cunning's Edge (win all ties on dice rolls with a threshold of 1)
Infrared Vision (able to see all the way to infrared)

Tekalad: Desert elves, lean, sturdy nomads
Mirage (+3 stealth while in desert or near desert conditions)
Preserver (+1 Vitality and Survival for self and those in close proximity)

Ysta'are: High elves, weaker than the rest
Naturally Attuned (reduce xp multiples by 2 when buying attunements with xp)
True Sight (free roll to detect optical deception)

--> Hauflins- Unique: Easily Ignored (+3 in all stealth related stuff)

Ghouls: Stealthy scavengers, corpse-eaters
Carrion Eater (gain health by consuming dead flesh)
Death Sight (can sense dead or dying people)

Goblins: Tough humanoids, skilled fighters
Robust Physiology (+2 resistance to toxins and venoms)
Willowing (ignore wound penalties)

Kobolds: Beast-like humanoids, quite durable
Natural Weaponry (claws, fangs, horns, varies per type)
Swarm Tactics (+1 in attack rolls for every kobold above 2)

Pookas: Dexterous humanoids, curious and mercurial
Fearless (-3 for Intimidation rolls against them)
Sticky Fingers (+3 to all larceny rolls)

Tellem: Halflings and Gnomes, short humanoids
Improbable Aim (ignore all penalties due to cover)
Iron Stomach (can consume anything without ill effect)

2. Hominids

--> Humans- Unique: Adaptable (3 free qualities, up to 3 points each)

Ateri: Saharan stock, brown skinned, desert nomads
Qualities: same as Tellurians

Bantori: African stock, black skinned, quite advanced
Qualities: same as Tellurians

Dacri: Eastern European stock, white skinned, versatile
Qualities: same as Tellurians

Empyri: Roma stock, brown skinned, passionate rebels
Social Chameleon (+2 in all social rolls except Intimidation)
Swagger (-2 for all attempts to influence them socially)

Eruhim: Native American and Mongol stock, skilled warriors
Ancestral Memory (+3 to a roll per day)
Natural Born Killer (+1 for all attack rolls)

Jotunar: Scandinavian stock, white skinned, huge berserkers
Berserker (ignore wound penalties)
Immovable Object (cannot be moved or knocked unless Mass +1 or greater)

Kathai: South Asian stock, yellow skinned, versatile
Qualities: same as Tellurians

Suebi: Germanic and South African stock, variable skinned, industrious
Qualities: same as Tellurians

Wampyri: North European stock, white skinned, coldblooded
Blood Magic (+2 in all attunement rolls when they drink blood)
Dead Inside (-2 to all attempts at Empathy or Intimidation against them)

Zangir: West and South Asian stock, brown skinned, versatile
Qualities: same as Tellurians

--> Dwarves- Unique: Short and Stout (+2 in Vitality, +1 Strength, -1 Mass)

Drakhazim: Smaller than others, grey-skinned, slavers
Danger Sense (free roll to detect danger)
Lords of the Flesh Trade (+5 to social rolls against slaves or officials)

Dun Khaz: Nimble forest dwellers, mad engineers
Master Builder (2 automatic successes for crafting)
Pretty Quick for a Dwarf (+2 to Speed, Defense)

Magnakhaz: Typical dwarves, smiths and stone carvers
Kings Under the Mountain (+2 Will and immunity to knockdown when touching ground)
Riddle of Steel (blacksmithing successes are treated as exceptional)

Khazadir: Taller than others, sailors and traders
Seaworthy (+3 to navigating, operating, maintaining a ship)
Unbalanced Balance (+2 defense when on a ship, partial cover when shot)

Rakhaz: War-like, passionate, often redheaded
Berserker (ignore wound penalties)
Red Rage (+2 to Strength, Agility, Vitality, by spending will)

--> Orcs- Unique: Fast Healer (doubles the speed of healing)

Eqyrad: Red-skinned, lean and mean, magically inclined
Magically Inclined (+1 dot in any attunement realm at character creation)
Silver Tongue (+2 in social rolls)

Graghur: Green-skinned, short and stocky, beastmasters
Beastmaster (+3 to handling animals)
Stare Down (contested roll with animals, leads to empathic bond)

Makara: Blue-skinned, adaptable, aquatic features
Oceanborn (1 aquatic feature per 2 Vitality points)
Water Baby (no penalties or speed loss in water, +3 for swimming

Wundhur: Brown-skinned, big and tall, nomadic
Gigantic (+1 Mass, +1 Strength)
Might Makes Right (they can use strength for social rolls)

Xendiath: Grey-skinned, durable, often replace parts
Easily Replaceable (they can replace body parts with artificial ones without penalty)
Machinehead (ability to draw on reserves in order to keep going)

Last edited by Lith Maethor on 12/8/2017, 20:40; edited 1 time in total (Reason for editing : Ammended list.)
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