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Races and Bloodlines

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Races and Bloodlines

Post by Kon on Sat Sep 22, 2012 6:35 pm

Races
Humans
Humans:
Humans are the most abundant race amongst the kingdoms; it is the one race that is purely neutral when it comes to strengths, weaknesses, and abilities. Humans gain no bonuses at all they are purely neutral.
Celestials
Angels:
Angels are a race of creatures that are known to be pure good. They are a strong and wise race, but they normally do not see grey areas of things meaning you are either good or evil there is no in between.
Requirements: Angels look like normal humans with wings upon their backs, but most Angels use an innate special ability to hide their wings unless they may need them. They see things in “black and white” metaphorically speaking.
Stats Bonuses: +1 Strength and Wisdom
Stats Minuses: -2 Constitution/Stamina
Extra Abilities: Angels possess wings and the ability to hide them. Angels also have wings meaning that they are capable of flying, but while in flight an Angels loses two points to their Physical energy pool per post since it is very draining to do so.
Common User Type(s): Any (Ki, Spirit, Chakra, Physical, Magic, or Adept)
Weaknesses: Angels normally do not see grey areas of things meaning you are either good or evil there is no in between.
Fallen Angels:
Fallen Angels are just like normal Angels having the appearance of normal humans, but have either made the choice to sever their wings or that had been sentenced to lose their wings, enabling them to see the grey areas of life and not just the good or evil. Fallen Angels are normally considered evil, however this is not always accurate. Fallen Angels are just as strong and wise as normal Angels, but by severing their wings they have gained a new strength and a much more vast knowledge of all things.
Requirements: Fallen Angels are just like normal Angels having the appearance of normal humans. They can see the “grey area” between a person being just good or evil.
Stats Bonuses: +1 Strength, Intelligence, and Wisdom
Stats Minuses: - 2 Constitution/Stamina
Extra Abilities: Living as if a normal human Fallen Angels gained a more potent ability in their spiritual powers making them even stronger at times than Angels themselves. Gains an extra pool of energy equal to 1/4 the normal pool of a Magic or Spirit user.
Common User Type(s): Spirit and Magic, or Adept
Weaknesses: Being that they are fallen they are unable or unwelcome in Heaven’s Salvation.
Demons
Demons:
Demons are what is considered the embodiment of evil in most terms. They are a powerful race with extraordinary abilities, but tend to not be as smart as most humans. Demons are normally much larger than an average human, but to maintain appearances; they tend to try and look like normal humans using their special abilities.
Requirements: Demons are much larger than humans but try to hide it.
Stats Bonuses: + 1 Constitution and Strength
Stats Minuses: -1 Dexterity and Intelligence
Extra Abilities: Demons have a natural ability to either use magic or spirit energy meaning they either gain an extra pool of magic or spirit energy equal to 1/4 the normal pool of a magic or spirit user. Demons also have a transformation ability allowing them to look like normal humans.
Common User Type(s): Spirit, Magic, or Adept
Weaknesses: Not as smart as most humans. While they are in human form, demons do not get their bonuses in strength and constitution.
Undead
Vampires:
Vampires are a race of the undead not quite living, but truly not dead; almost being demon like in some ways. Vampires were humans, but were turned into a vampire either by another vampire or by magic which when this happens creates original vampires also known as pure bloods. Vampires are abnormally strong and fast and are capable of healing themselves. Vampires are very weak if they do not consume blood or if they go out into direct sunlight. Pure water is extremely harmful to vampires to the point it is actually damaging.
Requirements: Vampires that don't drink blood every ten posts begin to lose 1 point from their Physical Energy pool every post thereafter and are enable to heal themselves anymore.
Stats Bonuses: +1 Strength and Speed
Stats Minuses: -2 Constitution/Stamina in Sunlight
Extra Abilities: Vampires are abnormally strong and fast and are capable of healing themselves healing one point of health every post, if not in sunlight. Vampires have the unique ability to bite any creature and drain their blood; a bite takes a single action and causes 2 points of damage and the next actions will begin to drain the blood.
Vampire's Bite:
Name: Vampire's Bite
Range: Personal
Type: Physical Attack
Actions: 1 Action
Description:
The vampires bite takes one action causing 2 points of damage to the victim and once bite has been made it will allow them to begin draining the victim’s blood. Every action thereafter, the vampire bite will begin to drain the health from its victim causing 1 point of damage per action still draining their blood. Blood drained will recover 2 points of vampire's health and physical energy per action of draining blood.
Drawbacks: While biting Vampires are unable to attack or defend at all.
Vampiric Healing:
Name: Vampiric Healing
Range: Personal
Type: Healing
Description:
Vampires heal at an amazing rate compared to any other creature. Vampires heal 1 point of health per post.
Drawbacks: While in sunlight Vampires are unable to heal themselves even in the normal ways.
Common User Type(s): Any (Ki, Spirit, Chakra, Physical, Magic, or Adept)
Weaknesses: Vampires are very weak if they do not consume blood or take blood pills and if they go out in the sunlight. While in sunlight Vampires are unable to heal themselves at all except for drinking blood itself. Also Vampires Strength and Speed bonuses do not apply while in the sunlight and they become unnaturally weak while in sunlight so their constitution/stamina is at a minus 2. Also fresh/pure water such as standard tap waters, lakes, ponds, and rivers with fresh water; so fresh/pure water causes two points of damage per post while touching it and all water attacks that cause damage does the double the amount of damage if used with fresh/pure water. (Salt Water is not harmful) Also holy Water does double the damage. (Holy Water 4 points per post or holy water attack does 4 times the damage.) Vampires that don't drink blood every ten posts begins to lose 1 point from their Physical Energy pool every post thereafter and will no longer be capable of healing themselves even through normal means.
Beastlings
Kyoukou Tribe:
Members of the Kyoukou tribe are beast like humans that have gained extra strength tapping into their beast like strength and natures. For the fact they have tapped into their animal natures they loss some of their normal human like intelligence.
Requirements: They are beastlike humans, meaning they could have some animalistic appearances.
Stats Bonuses: +2 to strength and Constitution/Stamina
Stats Minuses: -4 Intelligence
Extra Abilities:  Can tap into their beastlike natures and strengths, becoming more in-tuned with the creature they are; this includes heightened senses and instinct.
Common User Type(s): Any (Ki, Spirit, Chakra, Physical, Magic, or Adept)
Weaknesses: For the fact they have tapped into their animal natures they loss some of their normal human like intelligence; and is harder for them to learn.
Hayai Tribe:
Members of the Hayai Tribe have learned to tap into some of their animal side without losing a part of their intelligence from their human like side.
Requirements: For the fact they have tapped into their animal side a member of the Hayai Tribe have heightened speed and dexterity. While keeping their intelligence they also learned to tap into their natural energy inside themselves. Some also bear resemblance to their animal side or spirit or sorts.
Stats Bonuses: +2 Speed and Dexterity
Stats Minuses: -4 Constitution/Stamina
Extra Abilities: They gain an extra pool of energy equal to ¼ (25%) the normal pool of a Magic, Spirit, Ki, or Chakra users.
Common User Type(s): Magic, Spirit, Ki, or Chakra, or Adept
Weaknesses: Members of the Hayai Tribe are still weaker than average human.
Rikou Tribe:
Members of the Rikou Tribe instead of tapping into their animal sides they chose to learn and tap directly into their natural Magical energy. With this they began to learn more than count on their physical traits giving vast knowledge far greater than most humans.
Requirements: Physically weaker than most, they might have animal features, might not.
Stats Bonuses: + 3 Intelligence and Wisdom
Stats Minuses: - 4 Constitution/Stamina and Strength
Extra Abilities: Members of the Rikou Tribe have the ability to use magic energy meaning they gain an extra pool of magic energy equal to ½ the normal pool of a magic users.
Common User Type(s): Magic, or Adept
Weaknesses: They are physically weaker than average humans.
Dwarves
Dwarves:
Dwarves are powerful human like beings that are normally more powerful than most humans, but quite a bit shorter than the average humans and is a lot more crude. Though most commonly found in the mountains as miners, they can be found underground in hills as well.
Requirements: Dwarves are short, usually crude and usually stalker than elves or humans and have beards, usually no taller than 4 feet tall.
Stats Bonuses: +1 Strength and Constitution/Stamina
Stats Minuses: -2 to Intelligence
Extra Abilities: They are powerful in strength and last long with hard labor, others are also gifted with working with their hands.
Common User Type(s): Any (Ki, Spirit, Chakra, Physical, Magic, or Adept)
Weaknesses: They are height challenged without assistance. It also takes them a bit longer to learn a new skill or technique.
Elves
Elves:
Elves are a wise and intelligent race possibly considered to be decedents from angels themselves. Elves have a natural link to magic and the earth around them. This race also is naturally gifted with great reflexes with their intelligence, but is much frailer of a creature than most.
Requirements: Elves are tall and beautiful, but also wise and old of races, fast, agile and connected with nature.
Stats Bonuses: +1 to Speed, Dexterity, Intelligence, and Wisdom
Stats Minuses: - 4 to Constitution/Stamina
Extra Abilities: With the increase of stats, Elves are both fast and agile. They are fast learners and also teachers.
Common User Type(s): Magic, or Adept
Weaknesses: Frailer than most other creatures, like that of the Rikou Tribe. They are also not too keen on the “gray area” in making judgments.
Dragons
Dragons:
Dragons are a race creatures that very few know anything about them. The few that are known to be left are what the original dragons refer to as the cursed ones. These dragons were exiled by their own kind by believing in humans instead of hating them like most dragons did or by committing an unforgivable crime against the dragons. After time passed the dragons learned loop holes in the curse allowing them to regain some of their original form with a cost though.
Requirements: These dragons were cursed long ago by the ancient dragons to be cursed to walk the earth in the form of a human never to be able to return to their original form. Dragons are also usually very old and wise.
Stats Bonuses: +2 Strength, Constitution/Stamina, Intelligence, and Wisdom
Stats Minuses: -3 Speed and Dexterity
Extra Abilities: Dragons can regrow their wings and/or claws, but only by losing 3 points of health for either one. Dragons have the ability to fly just as like Angel's do. The claws of a dragon have a bonus damage of 2 points similar to a dagger. Dragons grant the ability to use magic energy meaning they gain an extra pool of magic energy equal to 1/4 the normal pool of a magic user.
Common User Type(s): Magic, or Adept
Weaknesses: But once the dragon’s Physical Energy goes below ½  the curse will regain control causing the wings to vanish once again. When a dragon reaches below ½ Physical energy the curse will take over reverting them back to human form.
Nephilim
Nephilim:
Nephilim are also called the original ones, being even older than Angels and Demons themselves. It is believed that Angels and Demons actually once were Nephilim, but Angels leaned towards the good and Demons leaned towards evil. True Nephilim are neutral type beings not taking either side, but is considered to be the ones keeping the balance in the world.
Requirements: Nephilim are totally neutral, very ancient in age, wisdom and experience. They are also said to be larger than normal humans.
Stats Bonuses: +1 Constitution/Stamina,  Intelligence, and Wisdom
Stats Minuses: -2 Dexterity and Speed
Extra Abilities: Nephilim are naturally in tune to their special abilities and has a large amount than most in the energy they began with. Nephilim also gain the ability to use any energy of their choice and gains an extra pool of that energy equal to one fourth the normal pool of energy the user has.
Common User Type(s): Any (Ki, Spirit, Chakra, Physical, Magic, or Adept)
Weaknesses: Though wise, they are not very fast nor easily mobile.
Fairies
Fire Fairy:
Fire fairies are a proud and energetic race of the fairies. With a natural affinity for their element, they are born from a single flame. But in also with being born from the element of fire, they are not ones with the best tempers in the world. In legend, they represent active energy, passion. Made from the flames of fire, their bodies sometimes take on a luminescent glow about them. Usually they are seen with wings.
Requirement: This type of fairies is usually passionate, prideful, cheerful, tactless, opinionated and intuitive. (Must be added to the fairies personality)
Stats Bonuses: +1 Speed, +2 Dexterity, +2 Constitution/Stamina
Stats Minuses: -2 Intelligence, -2 Wisdom. Every 5 posts they go without consuming/eating fire or some spicy food source is -3 Strength until they they consume/eat fire or some spicy food source.
Extra Abilities:
- Can withstand great heat/hot places. (C Rank and below magic like fire/heat techniques cause no damage.)
- Food source: spicy things, flames (Can use any basic flame, magic like flame of C rank and below, and spicy things to gain the same bonus as if eaten a large Meal. Side note: Can create fire for food)
- Have the ability to manipulate and take form of fire and most fire like magic’s. (Can take the form of fire and while in this form no fire can harm the fairy. While not in fire form can control and manipulate any basic flame and any fire like magic’s of D rank and below, but while in fire form can control and manipulate fire magic’s of B rank and below.)
- Strongest during the day and warmer seasons. (In day light they constantly gain 1 point in health per post)
Water Fairy:
Water fairies are wise as they are dangerous. Being that they are of the water element it is most common to see them by the moonlight rather than in the day. They tend to from time to time to protect certain bodies of water to the small stream to the vast ocean. They are beautiful, both winged and with variations of the water creature (these include tails fins or scales and gills even). Due to being born of the element water, they will usually live below the surface. So do be careful, though they can be kind, they are known for drowning people from time to time.
Requirements: Influenced by the moon, water cleanses and deals with emotion, intuition, divination and the spiritual side of love. Although they are artistic and imaginative romantic and idealistic; they can be vapid ruthless manipulative impractical and overemotional.  (Must be added to the fairies personality)
Stats Bonuses: +1 Intelligence, +1 Dexterity, +2 Wisdom
Stats Minuses: Loses 1 point of Physical Energy for every post after 10 when not in or consuming water and -4 Constitution/Stamina
Extra Abilities:
- They can breathe under water and even merge with it becoming part of the water itself. (Immune to any damage while merged with any water source.)
- Like water they can alter their shape and even reflect what they see. (When a person looks into any water source the water faerie has merged with can take the form and shape of the person, but reflected.)
- The magic of water also has the power of sustaining bestowing and even restoring life as well as taking it away. (Using any source of water they can heal up to half their total health of damage on any subject as well as keep a person alive even when dead if the subject is submerged in water for longer than 10 post and this can only happen if submerged in water after 10 ten post from death.)
- As a food source, being that they live in water mostly, they feed on fish and the plants of the water source. (When eating things from the water they gain the same bonus as if eaten a large Meal.)
Air Fairy:
Air fairies are the more elusive and less seen of the fairies. Though, if one were to see an air fairy, they would see that the race is pretty small and transparent with a human appearance. But unlike humans, they're usually seen for this hawk-like eyes and feathered wings. These fairies are created during the first gusts after the storm. They are fast, wise, and are the messengers of the air around us that they are able to communicate with and live in harmony with their element. But like their element they can sometimes be easily bored, thoughtless and distant, or flexible dexterous and idealistic.
Requirements: Usually found in the mountain peaks and high places, this means that all air fairies origins must be from a mountainous area.
Stats Bonuses: +1 Dexterity, +1 Speed, +1 Wisdom
Stats Minuses: -3 Strength and -3 Constitution/Stamina
Extra Abilities:
- Powers usually deal with psychism, the mind and visions. (Air Fairies can create illusions that seem perfectly real in all accounts, but these illusions do not create sounds or mask any sounds around them.
The illusion rules apply to these illusions as normal.)
- Can make the intangible effect the tangible, meaning they can make illusions real only if the one affected by the illusion thinks it’s real. (This means that they can make any illusion making it physically real meaning it can be touched and can cause harm.)
- Air Manipulation, Air Fairies are capable of manipulating the air as they please. (Can take the form of Air and while in this form no physical damage can harm the fairy. While not in Air form can control and manipulate any basic air currents and any air/wind like magic’s of D rank and below, but while in Air form can control and manipulate Air/Wind magic’s of B rank and below.)
- Small, transparent usually with feathered wings, hawk-like eyes and human appearance. (While in Air form Air Fairies are nearly impossible to see unless they have a perception higher than the fairy itself.)
Earth Fairy:
Earth fairies are the most practical and logical thinkers in the faerie world. As well as being the most witnessed from time to time though they may try to hide. Beautiful as these fairies are, they are also the most solid and strong out of the other fairies. It also was being the most practical and logical also comes with an inflexibility of change outside of seasons and natural occurrences. Don't try to change them, outside of good reasoning, they do tend to see full sides of the situation but will also not budge their decisions; once it's made. They are born from the earth usually from the ground up. They are omnivores; they eat both plants and meat. They're usually found within the earth itself or in forests jungles and pretty much anywhere there is earth which is everywhere.
Requirement: They are practical, stable, grounded, and patient, but they can also be stubborn, inflexible, clumsy and snobby. (Must be added to the fairies personality)
Stats Bonuses: +2 Strength, +2 Constitution/Stamina
Stats Minuses: -3 Intelligence and -4 Speed
Extra Abilities:
- They are concerned with physical world, strength and health as well as growth. (All physical techniques cost 2 purchase points less to gain.)
- Stone Skin (The fairies skin will become stone like as if they are in an earth form and while in this form fairies constitution will become +10, but -5 to speed from the extra weight.)
- Earth Manipulation (While not in their earth like form they can control and manipulate any earth/stone like substance to a minor extent and any earth like magic’s of D rank and below, but while in earth form they can control and manipulate earth magic’s of B rank and below.)
Flora Fairy:
Flora fairies are known as the most beautiful fairies of the faerie races. Small and dainty, this breed of fairy has only concern for the plants and flowers around it. They possess the ability to communicate with plants around them and must be by their flower that they were bloomed in. Each Flora fairy is born from a certain flower and that flower becomes their life as well as their personality and their power. They tend to be peaceful and very innocent out of all fairies. This particular type of fairy needs not plant nor meat but sunlight and dew for nutrients.
Stats Bonuses: +1 Wisdom, +1 Constitution/Stamina, and +1 Intelligence
Stats Minuses: -1 Speed, -2 Strength, -1 Dexterity
Extra Abilities:
- Flora fairies can manipulate plants and flowers as well as take on their Flora’s likeness in personality and magic. (This means any of this type of fairies techniques most relate to plants or flowers in some way.)
-They can also communicate with plants and flowers of all kinds. They do tend to take flower shape as well.
Fauna Fairy:
Fauna fairies differ from other fairies as they are more instinctual and animalistic per se. Being born of the earth, like most nature fairies, they share a kinship with animals; especially the ones they tend to take characteristics of their chosen animals and also sharing strength and weaknesses. Usually small they do possess the ability to grow if need be. Also, being animal fairies, they are responsible for the wildlife on their habitat. They usually will be found in animal homes (dens, trees, nests, etc.). Their food source being fruits, nuts, greens, etc.; basic herbivore choices.
Requirement: Responsible for animal life in the places that they currently are at or live in.
(This means that if any animal in need, needs help your character is required to help it as well as in able to attack animals even if they are attacking your character.)
Stats Bonuses: +1 Strength, +1 Dexterity
Stats Minuses: -2 Intelligence, -1 Constitution/Stamina
Extra Abilities:
- Fauna fairies were also able to shift shape into a certain type of animal and can either be winged or not winged. They also share animal characteristics, both in personality and in form. (This means that they can change their shape into any animal they would like.)
-They are able to communicate with animals, usually through animal noises or mental conversation.
Aerial
Avian:
The Avians love knowledge and to be up in the air, usually they live up high in the mountains. They typically keep a library filled with whatever they can get their hands on; when they have a home. An intellectual Aerial race, they are not very fond of being captured or humans for that matter; stories told for generations of how humans would hunt them down for their feathers and make cloaks of them. This being so, Avians try to avoid other, possibly predatory creatures outside of their own. Being that they are fond of high places, they can be found most commonly in high trees, mountains, or high towered structures.
Requirements: Bird-like in many ways, an Avian is identified by their beaks, bird-like feet and body of feathers but humanoid. Depending on height, wingspan can range from 10 feet to 15 feet.
Stats Bonuses: +2 Intelligence, Wisdom
Stats Minuses: -1 Speed, and Dexterity
Extra Abilities:  They possess wings, like birds and are wise, able to fly and sharp talons on their feet like daggers deal 3 damage if all three strike. They also possess extremely high metabolisms, meaning they are hungry quite often. While in flight an Avian loses 2 points to their Physical energy pool per post since it is very draining to do so, and must land or risk crashing after their Physical Energy Pool reaches past ¼ of full PEP. Sharp senses as well, some can see in the dark better than others.
Common User Type(s): Spirit, Magic, or Adept
Weaknesses: Being that their bones are hollow, they are very frail creatures. Also being of the birds, an Avian is susceptible to an attraction to shiny things.
Ari:
Harpy-like in appearance, they are the only race without wings and resemble birds only with their eyes and bird-like legs. An equally wise race, they are one of the oldest next to Avians. They have sharp talons on their feet like daggers deal 3 damage if all three strike. They have evolved past the need for wings and float on the air rather than fly. This only lasts until their PEP is 1/3 full and must take a short break between flights (every two posts, one post rest).
Requirements: See Description.
Stats Bonuses: + 2 Wisdom, Intelligence
Stats Minuses: -1 Speed, Constitution/Stamina
Extra Abilities: They are wingless but able to float rather than fly.
Common User Type(s): Magic, Spirit, or Adept.
Weaknesses: They are brittle boned and not as fast as others.
Alatus:
Like angels or winged demons, this race gets mistaken for, they are completely human in appearance other than the wings and bone-structure, and eyes. Usually a lot lighter than an average human. They are also lovers of high places and take to living usually in mountains and cooler regions if they like. Depending on their creature, they can possess said creature’s abilities and weaknesses; some may have small claws on their fingers, others may have pointed ears depending on the creature.
Requirements: Human appearance, wings of chosen animal (can’t be mythical), depending on body size wingspan can range from 9 feet to 20 feet.
Stats Bonuses: +1 Constitution/Stamina, Wisdom
Stats Minuses: - 1 Dexterity
Extra Abilities: Able to fly until PEP is ¼ full, are fast in the air and sharp senses.
Common User Type(s): Magic, Spirit, or Adept.
Weaknesses: Frail bone structure and you must be careful with your wings. They are unable to hide their wings. While in flight an Alatus loses 2 points to their Physical energy pool per post since it is very draining to do so, and must land or risk crashing after their Physical Energy Pool reaches past ¼ of full PEP. They also possess extremely high metabolisms, meaning they are hungry quite often.


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Last edited by Kon on Tue Jul 15, 2014 7:37 pm; edited 23 times in total (Reason for editing : Adding Races)
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Kon
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Character's Name: Kon
Level: 5
User Type: Adept User (Magic and Physical)

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Bloodlines

Post by Kon on Sat Sep 22, 2012 6:48 pm

Bloodlines
Humans
Humans:
Soon there will be bloodlines only humans can gain.
Celestials
Angels Bloodline:
If Angel is your race you are considered a pure blood and all the bonuses and flaws are an addition to you.
Stats Bonuses: +1 Strength and Wisdom
Stats Minuses: - 2 Constitution/Stamina
Extra Abilities: N/A
Weaknesses: N/A
Fallen Angels Bloodline:
If Fallen Angel is your race you are considered a pure blood and all the bonuses and flaws are an addition to you.
Stats Bonuses: +1 Strength, Intelligence, and Wisdom
Stats Minuses: -2 Constitution/Stamina
Extra Abilities: Fallen Angels Bloodline gains the ability to use Magic or Spirit energy and gains an extra pool of energy equal to 1/4 the normal pool of a Magic or Spirit user.
Weaknesses: N/A
Demons
Demons Bloodline:
If Demon is your race you are considered a pure blood and all the bonuses and flaws are an addition to you.
Stats Bonuses: +1 Constitution/Stamina and Strength
Stats Minuses: -1 Intelligence and Dexterity
Extra Abilities:  Demons bloodline gives a natural ability to either the use of magic or spirit energy meaning they either gain an extra pool of magic or spirit energy equal to 1/4 the normal pool of a magic or spirit user.
Weaknesses: N/A
Undead
Vampires:
The Vampire's bloodline can grant great powers to any race but, if Vampire is your race you are considered a pure blood and all the bonuses and flaws are an addition to you.
Requirements: Vampires that don't drink blood every ten posts begin to lose 1 point from their Physical Energy pool every post thereafter and are enable to heal themselves anymore.
Stats Bonuses: +1 Strength and Speed
Stats Minuses: -2 Constitution/Stamina in Sunlight
Extra Abilities: Vampires are abnormally strong and fast and are capable of healing themselves healing one point of health every post, if not in sunlight. Vampires have the unique ability to bite any creature and drain their blood; a bite takes a single action and causes two points of damage and the next actions will begin to drain the blood.
Vampire's Bite:
Name: Vampire's Bite
Range: Personal
Type: Physical Attack
Actions: 1 Action
Description:
The vampires bite takes one action causing 2 points of damage to the victim and once bite has been made it will allow them to begin draining the victim’s blood. Every action thereafter, the vampire bite will begin to drain the health from its victim causing 1 point of damage per action still draining their blood. Blood drained will recover 2 points of Vampires health and physical energy per action of draining blood. (These affects are doubled if vampire is your Race.)
Drawbacks: While biting, Vampires are unable to attack or defend at all.
Vampiric Healing:
Name: Vampiric Healing
Range: Personal
Type: Healing
Description:
Vampires heal at an amazing rate compared to any other creature. Vampires heal one point of health per post. (These affects are doubled if vampire is your Race.)
Drawbacks: While in sunlight Vampires are unable to heal themselves even in the normal ways.
Common User Type(s): Any (Ki, Spirit, Chakra, Physical, Magic, or Adept)
Weaknesses: Vampires are very weak if they do not consume blood or take blood pills and if they go out in the sunlight. While in sunlight Vampires are unable to heal themselves at all except for drinking blood itself. Also Vampires Strength and Speed bonuses do not apply while in the sunlight and become unnaturally weak while in sunlight so their constitution/stamina is at a minus 2. Also fresh/pure water such as standard tap waters, lakes, ponds, and rivers with fresh water; so fresh/pure water causes two points of damage per post while touching it and all water attacks that cause damage does the double the amount of damage if used with fresh/pure water. (Salt Water is not harmful) Also holy Water does double the damage. (Holy Water 4 points per post or holy water attack does 4 times the damage.) Vampires that don't drink blood every ten posts begins to lose 1 point from their Physical Energy pool every post thereafter and will no longer be capable of healing themselves even through normal means. (These affects are doubled if vampire is your Race.)
Beastlings
Beastlings:
If one of Tribes is your race you are considered a pure blood and all the bonuses and flaws are an addition to you.
Stats Bonuses: +1 Dexterity, Speed, Strength, and Constitution/Stamina
Stats Minuses: -2 Intelligence and Wisdom
Extra Abilities: With their animal spirits, Beastlings gain the affinity to speak with animals, though are more attune with the animal spirit they are of. They also usually have characteristics of their animal spirit as well.
Weaknesses: N/A
Dwarves
Dwarves:
If Dwarves is your race you are considered a pure blood and all the bonuses and flaws are an addition to you.
Stats Bonuses: +1Strength and Constitution/Stamina
Stats Minuses: -2 to Intelligence
Extra Abilities: N/A
Weaknesses: N/A
Elves
Elves:
If Elves is your race you are considered a pure blood and all the bonuses and flaws are an addition to you.
Stats Bonuses: +1 Speed, Dexterity, Intelligence, and Wisdom
Stats Minuses: -4 Constitution/Stamina
Extra Abilities: Elves bloodline grants the ability to use magic energy meaning they gain an extra pool of magic energy equal to 1/4 the normal pool of a magic users.
Weaknesses: N/A
Dragons
Dragons:
If Dragon is your race you are considered a pure blood and all the bonuses and flaws are an addition to you.
Stats Bonuses: +2 Strength, Constitution/Stamina, Intelligence, and Wisdom
Stats Minuses: -3 Speed and Dexterity
Extra Abilities: Dragons bloodline grants the ability to use magic energy meaning they gain an extra pool of magic energy equal to 1/4th the normal pool of a magic users.
Weaknesses: N/A
Nephilim
Nephilim:
If Nephilim is your race you are considered a pure blood and all the bonuses and flaws are an addition to you.
Stats Bonuses: +1 Intelligence and Wisdom
Stats Minuses: -2 Constitution/Stamina
Extra Abilities: N/A
Weaknesses: N/A
Fairies
Fairies:
The fairy bloodline is one of the oldest of known bloodlines, besides dragons, and is rarely seen unless by one with a pure heart from time to time. They are mischievous, playful, and deceitful creatures with the appearance of beautiful humans. Usually winged and small, these spirits or children of nature and the elements take on the characteristics of said element. When not in hiding, they are the size of a normal human. Usually innocent, these mischievous creatures cannot lie but they can twist their words around and must be approached with caution. Those born in the fairy bloodline have an affinity for magic and spirit. If one of the fairies is your race, you’re considered a pure blood and gain all bonuses as well as weaknesses.
Stats Bonuses: +1 Dexterity and +1 Wisdom
Stats Minuses: -1 Strength and -1 Constitution/Stamina
Extra Abilities:
- All fairies have the innate ability to grow to the normal size of a human as a form of self defense to hide amongst the normal. They also are able to reverse this growth shrinking down back to their natural size which is closer to the size of a large insect; even in their human like form though these are immortal and beautiful beings.
- Able to shrink down to their normal insect like size and while shrank, their Constitution/Stamina and Strength are cut in half; once grown to the size of a normal human they are capable of their full physical abilities.
- Fairies also have wings meaning that they are capable of flying, but while in flight an Fairies lose two points to their Physical energy pool per post since it is very draining to do so.
Aerial
Aerial:
The Aerial bloodline, is about as ancient as the Beastlings themselves. Forged from the same creation method, but wanting to take to the sky, they grew wings and some with feathers. Thus, their bloodline differed from their Beastling cousins.
Requirements: If one of the Aerial Tribes is your race, you are considered a pure blood and therefore gain all the bonuses as well as the minuses and weaknesses of said Tribe and bloodline.
Stats Bonuses: +1 Constitution/Stamina, +1 Wisdom
Stats Minuses: - 1 Dexterity
Extra Abilities:  Those of the Aerial bloodline (excluding the Ari) have wings, talons and other birdlike features (excluding some Alatus), are able to fly. They also have a higher metabolism.
Weaknesses: Those of the Aerial bloodline, that can fly; when they do, like other races that can fly, it takes 2 PEPs per post. They also possess extremely high metabolisms, meaning they are hungry quite often (food source every 5 posts) or risk losing 1 point of Physical Energy after 5 posts of no food.


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Last edited by Lady Mictian on Mon Jun 23, 2014 7:30 pm; edited 5 times in total (Reason for editing : Adding Bloodline)
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Kon
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