Humans are the most abundant inhabitants of F.A.T.E. Their civilizations are the most impressive tech made structures across all races and they possess the most advanced technology, rivaling the power of Elven magic. Human intelligence ranges from simple-minded to being able to understand the most complicated systems. Human potential is vast, perhaps the most limitless of all races.
Trait: Humans get 4 traits in total, not counting this racial.
Elves are a race of creatures that closely resemble humans, besides a few slight changes. Their most distinguishing feature for elves are their ears, which are generally pointy in structure. These fair humanoids have a high attunement for magic. Instead of developing tech, Elven structures and devices are generally powered by magic, making their cities a sight to see.
Trait: Elves receive maximum Texp from monsters, making it easier to level up in techniques.
Beastmen are a race a highly evolved humanoid creatures with animal like characteristics. Their different sub-races take form from the many different races throughout the world of fate. Their most intelligent sub-race are the birdmen, who have dedicated their life to studying magic to try and help their other races reach their maximum potential.
Trait: All Beastmen receive an additional 5 Skill Points to disperse between their stats when making their character. Additional Bursts will be achieved at Level 10, 20, and 25 for 15 extra SP. +20 extra SP in total.
Stone-kin are a group of large, stone creatures with formidable durability. It is a mystery how they came about or how they.... breed. Skeptics claim they had come about from a form of ancient elven magic while others claim they are the oldest living race on the planet. They tend to keep to themselves in the mountains, but are known to be remarkable craftsmen.
Trait: Stoneskin Your skin is hard as rock, making you considerably tankier than most races. +10 Starting HP. Additional Bursts will be achieved at Levels 5, 10, 15, 20, and 25 for a total of 40 HP.
Ragonars [Rah-Go-Nahrs] are a group of beings that are a complete mystery to the rest of the world. Their origin is entirely unknown, though there are some who say they are either aliens, demons, or, the favorite, dragons because of their appearance. Naturally, they are large and powerful, making for great mercenaries, their primary occupation. Their primary trait is the horns that adorn their heads.
Trait: For every level up, Ragonars receive 1 additional Stat Point, but the level ups are harder to achieve.
Hybrids/Halflings are any combination of races of those above or from a custom race, assuming it has been accepted by staff already. The only exception is Stonekin. Who knows how they reproduce.
Trait: Hybrids are allowed to choose their trait between the races it is made of, but only 1.
---
CUSTOM RACESRACE NAME: Eldraic
DESCRIPTION: Features vary widely among this species, from tentacles, to wings, to claws, and tails are not uncommon. These creatures become more disturbing as they age, becoming more and more twisted looking.
LORE: Eldraic are a race of ancient creatures, only thought to be legends among common folk. They live miles under the surface, whether it be underwater or underground. Generally these creatures are hermits, living out of touch with even it's own kind.
LOCATION: Unknown
TRAIT: Elemental Affinity: Unarmed melee attacks also use WIL. Calculations are STR+WIL
RACE NAME: Yra (EE-RAH)
DESCRIPTION: Black humanoid creatures covered in glowing markings and varying types of wings - which are purely cosmetic, they are incapable of flight unless possessing the relevant Magic. The Yra are Magical Energy given a physical form, similar to Elementals. They have the potential to live for several millenia, due to their extended lifespan. Most Yra have between 6 and 8 reincarnations,although a few exceptions have much less or are incapable of reincarnating after death.
Yra who venture outside of Yternis usually have two forms. Their natural forms, and a cloak form which dampens their power and also allows them to blend in with the races around them. For example, an Yra living in a city with mostly Humans will generally give themselves the form of one so as not to draw attention. (See Rhaiken Katashira for further example)
LORE: The original seven Yra were created in the First Age by the Enchantress Erika Mu'Rah after becoming the Avatar of the Elemental Archon, Heridas. They share a bond with the Elder Dragons, Io, Bahamut and Tiamat. They are ruled by an Ascended Lord, a title currently possessed by Verral Alaric, the 5th. Most of the Yra reside in their home realm, Yternis, sealed away in a pocket dimension to avoid distorting the world around them due to the high concentration of Aether.
LOCATION: Varies.
TRAIT: Bond of Arcanus: All Offensive Magic cast by the user consumes a portion of their HP proportional to the half the damage of the spell. However, it allows Yra to pour some of their magic and energy into the weapons they use. Weapon Damage is calculated as: Governing stat[Agi/Str] +.5*WIL+Passive Weapon damage.
RACE NAME: Omega Scion
DESCRIPTION: An Omega Scion is a being that was born with a genetic mutation that introduces a unique ethereal chromosome upon conception. This chromosome, known by scientists as the "Omega Genome", is the source of their unique abilities and powers. Once a extremely sparse species, they have been introduced more into the population through "Divine Providence". Despite the higher frequency, they are still rare to find and their identities as such is still in the dark. Most can go their entire lives without knowing what they are. No known culture has yet to exist as their numbers are still far too few, so whichever culture they are conceived into are the ones that they undergo. The genome is not limited to one species as any species in existence all have the rare possibility of being Omega Scions.
An interesting trait that was past was the fact that their genetic make-up prevented them from interbreeding with other species apart from their own kind. However, due to the "Divine Providence" and the somewhat recent introduction of an Alpha and his family known as the "Versetto Clan", all future Omega Scions have the ability to mate with other species. However, the rarity of the genome still remains apart from those who were born from the Versetto Clan, who are guaranteed to have Omega Scion progeny.
LORE: - No Known Lore Available -
LOCATION: Varies.
TRAIT: When creating an Omega Scion, you are allowed to choose one of two abilities. It is forbidden to have both under any circumstances.
Eye of Omega - Omega Scions when born have a 50% chance of being born with Panoramic Sight, which allows them the ability to see all around them. This will make them difficult to hit as targets as they will have no blind spots. Therefore, during dodging they can dodge an additional +5% more than usual.
Mark of Scion - Omega Scions when born have a 50% chance of being born with a mark that grants them temporary restorative and regenerative properties. Therefore, once per topic the Omega Scion can heal themselves for 15% of their HP every post for 3 posts. However, if they are interrupted [having to block or dodge or get hit], then the ability gets sealed and they cannot use it again for the rest of the topic.
RACE NAME: Selakii (SEH-LA-KEY)
DESCRIPTION: A race of humanoid amphibians built for extreme cold and deep waters. Often mistaken for beastmen, most bear a resemblance to sharks. There are some that are considered outcasts and live in the deepest, darkest depths. These Selakii are often more twisted or unique in appearance, and are called Abyssal Selakii.
LORE: Their true origin is unknown. Some say they crawled from the depths of the ocean, while others believe they hail from off-world entirely. Their history in world affairs is a tragic one, one of insurmountable loss. They once aided Humans and Elves in an early war with the advancing Beastmen. Decades later they found themselves under attack by Beastmen themselves and called for aid of their own. The Humann and Elven leaders at the time deemed it too dangerous to fight the Beastmen in the North, despite having been assisted by the Selakii years prior. This attack on Selak civilization by the Beastmen nearly drove the race into extinction. Though enough survived, they never forgot the betrayal. They have since closed off their borders and isolated themselves from the rest of the world. Recent generations have come to believe they should re-open their borders and rekindle friendships with the other races of the world.
LOCATION: True North/North Pole
TRAIT: Sharkscale Aura: All Selakii are born with a unique layer of magical defense that helps them survive in extreme environments, such as the bitter cold of the north and intense pressure at the bottom of the sea. However it's most notable characteristic is another: when this barrier is damaged by an assailant, it emits a pulse that in return hurts the attacker.
When a Selak character takes any damage, they can choose to return some damage to the attacker up to 3 times a battle. The pulse does 2 damage and increases by 2 every 5 levels.*Hybrids: "Hybrids" of this race mostly retain the appearance of the non-Selakii race. This is because Selakii cannot breed with other races, but they may bestow their natural characteristics and a portion of their magical being unto another through an ancient ritual.
RACE NAME: Elementals
DESCRIPTION: Elementals are a strange race in that they are born in every race--so they naturally look like the race they are born into. For this reason they are generally though of more as a sub-species. While they maintain the physical looks of their dominant race--that is the only thing they have in common with them. Elementals are typically timid, although incredibly intelligent and gifted quickly adapting to their enemy's style of fighting. The biggest thing that sets them apart however is their control of the Elements--from the basic four, Earth, Fire, Water, Air to more advanced manipulations such as light, darkness, and for a rare few--time itself.
LORE: The Elementals all have a common, unknown ancestor who possessed incredible proficiency with all the elements. This ancestor had bred with all races(if possible) which has led to a recessive gene being carried through generations--about 10% of the population has this gene so Elementals are fairly scarce throughout FATE.
LOCATION: Elementals are located throughout all of FATE--in locations that are typical of their dominant race.
TRAIT: Elementals are extremely proficient at learning, mastering, and executing attacks using the Elements. Because of this, Elementals can start with a free elemental technique passive that won't count as one of the 3 levels given when creating a character. Additionally, every increment of 5 they get to their WIL stat, they get an extra +1. The extra WIL will not count toward the next bonus, however, and will be counted separately.CREATING CUSTOM RACESF.A.T.E. is highly adaptable and is entirely open to player created races. Follow the form below and wait for a member of staff to accept or decline it. If it is declined, you can fix the reason it was declined and re-submit it.
- Code:
-
[b]RACE NAME:[/b] What does your race call themselves? Be sure to add pronunciation.
[b]DESCRIPTION:[/b] A short description of how your race looks. Include pictures if you have any!
[b]LORE:[/b] How did you people come about? What is their culture?
[b]LOCATION:[/b] Where in FATE are they located?
[b]TRAIT:[/b] Be sure to not create an overpowered or under-powered trait. Be creative! This is the main reason a race will be accepted or declined.