Non-Playable Character Summary for RP and familiarity

Started by Kirhart, December 22, 2014, 04:59:31 PM

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Kirhart

Goblins:
Description: Goblins are small, crafty and shrewd humanoids. They have overwhelming interest in commerce and a strong curiosity about mechanical things. Goblin society is fragmented, defined chiefly by commerce and trade.
Other races view Goblins as inventors, merchants, and without exception, maniacs.
They value technology and employ vast teams of engineers who expand on current technology and produce gadgets to suit a wide array of applications. They constantly build and repair machines and work on new ideas.
Goblin workmanship has a partially deserved reputation for unreliability, and a goblin device may explode simply because its creator forgot to add a vital release valve.
Goblins are envious of Ironforge dwarves invention of firearms.
Goblin merchant princes all live in the goblin island city of undermine. Each prince has his own specialty in areas like mining deforestation, slavery and poaching.
They are Tenacious followers.
Appearance: Goblins are slight and widely averaging 3 ft in height and weighing between 30-50 lbs. They have long sharp noses chins and ears and green skin.
Region: Goblins are neutral and take pains to make sure their nearby customers play nicely with each other.
Affiliation: Independent.
Faith: In themselves and in gold
Traits: Goblins are deft and nimble, but not terribly strong
Small creatures
20 ft land speed
Low-Light Vision
Specialize in flintlock pistols and long rifles
All goblins pick up some mechanical skills
All goblins are skilled in diplomacy and listening
Specialize in forging adamantitne armors and armor and are skilled in working it.
Speak all languages for trade purposes
Goblins tend to be tinkers.

Orc:
Description: To their enemies they are brutal and fearsome opponents without parallel in ferocity and cunning. They are noble and honorable to their allies following traditions. The shun the cruel practices of arcane and demonic magic for the paths of wisdom and power. Some orcs still hang on to arcane practices but their time is fading. Orcs are brutal and fight with a feral grace and brutal passion that equals the finest fencing of an elven noble. For an orc, skill in battle brings great honor. It is the concept of personal honor that pervades orcs society. The concept of honor pervades all echelons of orcish society. An orc will die defending the honor of their clan or personal reputation. Humanity underestimates the abilitys of orcs to unify and to have a culture of their own. Perhaps in time humans and orcs may come to an understanding, but with the current division of Alliance and Horde no one can say how that peace might come about or when.
Appearance: Orc males are massive and brutish looking, weighing 250 - 300 lbs. They stand 6-7 feet tall and are not at all a small race. Even orc women are only generally 6 inches shorter than males. Skin ranges from light green to a dark drab olive. Eyes range in color from a fierce red to a pale blue. Orcs have broad, flat noses, tusk-like teeth jutting from their lower and sometimes upper jaws, and large, pointed ears.
Region: Durotar, in Kalimdor is the seat of the orc nation. Named by Thrall in honor of his father, Durotan. Young orcs test themselves in the land of Durotar on the east coast of Kalimdor. The more civilized jungle troll tribes co-exist with the orcs in Durotar, facing a minimum of inter-clan rivalry. The center of Orgrimmar serves as the center of civilization in the land of the Barrens. Shamans council the young and train the spiritual leaders of the future while warriors hone themselves in gladiator pits and fierce contests of skill and battle.
Affiliation: Horde. Thrall formed the Horde with determination and sheer will, and created an alliance of races that has shaken the foundations of the world to its core. Having destroyed the legacy of From Hellscream by bringing the orcs out of the depths of demon worship and servitude to unseen powers, Thrall rules the Horde in Kalimdor with wisdom and temperance. The orcs are as much a part of the Horde as the Horde is a part of what the orcs have become.
Faith: Orcish religion takes the form of an animimistic faith thatt draws strange parallels with the practices of the Night Elves.
Traits: Orcs are incredibly tough, but they are more likely to follow their passions instead of reason.
Orcs are medium creatures
Low-light vision
Orcs long ago learned how to harness ability functions exactly as a barbarian's rage except for the differences noted here; Orcs can rage only once per day, if the class an orc possesses has a rage like ability this allows for 2 rage abilities per day. May only rage once per encounter.
Have bonuses for taming wolves and being intimidating
Have a bonus when attacking humans
Will commonly use orcish battle claws as weapons
Speak Orcish and Common and other languages of their allies only.
Orcs favor the Barbarian class.

Tauren:
Description: Nomadic creatures which are tremendous in size. They are a race of shamans, hunters, and warriors who long ago developed a complex culture and system of living without the aid of stonework, steel or conquest. Tauren's are not pacifists however, when angered they are capable of swift and brutal retaliation. Tauren are stoic, embodying the strong and silent type with their quiet contemplation. If anything a person could attribute the silence of a tauren on the strife of recent times. They have no love of bloodshed as their beliefs do not have a place for warfare. Elders of the tribes solve most internal issues with challenges resembling duels. There is a demand for tauren warriors and healers in the horde. Taking a life is an act filled with great significance to the tauren, be it man or beast.
Appearance: Tauren are large muscular humanoids with bull-like heads. Males average 7 1/2 feet tall and 400 lbs, females are usually shorter and lighter. Tauren are mostly muscle, having incredibly developed phisiques and brawny frames most suitable for combat. They have soft downy fur which covers their body and having manes along the head and neck, arms and shins. Horns are most prominent on males although all tauren have horns. They value trinkets jewelry and items made from ivory, bone and amber.
Region: Were nomads for generations, but have settled in Mulgore. Thunder Bluff is the single largest tauren camp, a permanent settlement built atop a nearby impenetrable mesa deep in the southern regions of Mulgore. Most younger tauren travel and quest on Redrock Mesa, which is reserved for training youths to hunt, fight and commune with the spirits.
Affiliation: Horde. Tauren knew from the first encounter with Orcs they recognized them as spiritual brethren. No other race has a similar outlook on the world. While tauren see orcs and tools as potential friends to welcome they rarely trust Forsaken with more than a nod and a place to set their withered feet. Tauren bear no ill will to the members of the Alliance unless threatened by them, although they do make an exception for high elves. The taint of magic on high elven spirit is a poison to the tauren. Night elves are quite the opposite; sometimes viewed with awe and fear by the tauren. Tauren and Night Elves have existed together for centuries.
Faith: Nature is the mother of their world. Hold a deep faith which resonates within their hearts. They are connected to the ebb and flow of the world. Revere the spirits of the land of their ancestors, and they turn to these spirits for wisdom and guidance. They have a deeply animistic culture, where druids and shamans stand side by side with warrior and hunter.
Traits: Tauren are incredibly powerful but lack grace.
Medium sized
Land speed of 30 ft
Their horns are natural weapons and they are proficient in the use. Can deal a great deal of damage with horns alone.
Most likely to use halberds and totems as martial weapons. They can also use longspears and shortspears very well.
They are superior with handling animals and with survival checks.
Speak common and tauren as well as goblin low common and orcish
Favor the warrior class
(Note, tauren gain racial levels and have a d10 hit die)

Jungle Troll
Description: Several species exist and they are all - almost - universally evil and depraved. They live in the wilderness of azeroth. The darkspear trolls owe thrall and the orcs a great debt, and are allied with the Horde out of gratitude. Jungle trolls are sly and cunning, and their society is is tribal and highly regimented. Males control everything; females exist only to make more trolls. Each tribe has a chieftain who is either the most powerful warrior or most accomplished witch doctor. The chieftain leads his tribe and soldiers in raids or against creatures. They wage a constant war against civilization and attempt to reclaim their past glories. Trolls are a lurking menace in any wilderness area and willingly ally themselves with other dark powers to achieve their goals. Darkspear tools, however deny this legacy. The Horde has thought them camaraderie, restraint, and to a lesser extent, kindness. Trolls are famous for their ability to quickly heal wounds.
Appearance: Monsterous in appearance. Skin color varies greatly based on subspecies and tend to be light blue and dark gray. Trolls have pointed almost elf like ears, long noses, and elongated sharp faces. Troll teeth are myriad and pointed. Trolls are lean and wiry averaging 7 feet tall and 200lbs. A trolls body has no excess fat. They are remarkably acrobatic and able to perform back flips from a standstill.
Region: Trolls live across Azeroth in a variety of climates; jungle trolls as their name implies, live in jungles. Many jungle trolls live on tropical islands and fight constantly with merlons naga, and other foul creatures.
Affilation: Horde. Darkspear trolls are especially steadfastly loyal to the orcs. The alliance races do not trust trolls at all, especially after suffering greatly at the hands of forest trolls in the Second War. With the exception of the Darkspear tribe, trolls are evil and dangerous creatures. They are a threat to all intelligent races. Darkspears have no qualms slaying their vile brethren.
Faith: Darkspars have learned shamanism from the orcs and tauren. This path proves worthy and valuable, but most jungle trolls follow their ancestral faith - voodoo. This malign practice involves brewing noxious poisons, ritualized dances and music, and the construction of small effigies. Voodoo taps into dark spirits that other races perfer to avoid.
Racial Traits:
Trolls are wiry and quick but their primitive culture has not allowed for much intellectual stimulation
medium sized
land speed of 30 feet
Low-Light Vision
Rapid Healing (twice as fast as normal)
They are skilled hunters and are particularly fond of the javelin and the throwing axe
Survival is a class skill for all jungle tolls.
Trolls are amazingly acrobatic
Speak common and lower common as well as the languages of their allies

Forsaken Undead
Description: Undead humans and elves freed from the Lich King's control, they are a strange and dark force. They hail from the twisted skittering darkness of Undercity. They are normally aligned with the Horde but only serve themselves. Their objective are twofold: eliminate the Scourge and establish a place for them themselves on Azeroth. The forsaken made allies of the horde out of necessity and convenience. They have no love for orcs, tauren, or any other living creature, but they need time to strike against the Scourge and allies to help them do it. The Forsaken claim they joined the Horde to prove their desire to leave their evil ways behind but nobody really believes this to be true. Caution is justified. Forsaken culture is strange, a perverse combination of the lives they once knew as mortals and the mindless slavery they experienced in the Scourge, colored by white-hot rage toward the Lich King and an almost equally intense devotion to their queen, Sylvanas Windrunner. The undead never sleep, eat or fall ill. Having lost everyone they once loved they have a brutal set of priorities. A great portion of their efforts focus no dark alchemy, and the Royal Apothecary Society commands great power in Undercity's oily tunnels. Rumors tell the undead Apothecary society are gathering odd materials for their twisted experiments and ar working to create a plague which would eliminate the scourge - and every living creature on Azeroth. And if they have their way, it will be.
Appearance: Unsurprisingly they look like dead people. Skin is gray and rotting, showing bone and flesh in places. Their pupil-less eyes glow with a dim, white ghost light. Their muscles are withered, making them scrawny. Their movements are slow but jagged. Forsaken hardly ever smile. Necromantic magic keeps them somewhat preserved, but natural decay still proceeds, just slower than normal.
Region: Undercity is the Forsaken's home. They have also taken over Tirisfal Glades and have several towns in that cursed wood. Forsaken patrols have tried to secure Silverpine Forest for the past couple years, but they are unable to do so.
Affiliation: Horde. Though the Forsaken do not trust anyone and no one trusts them, they are members of the Horde and, for now, do their best to help their allies and placate their ambassadors. Forsaken have even less love for the Alliance, particularly because they class constantly with the human organization called the Scarlet Crusade.
Faith: None. They have abandoned all religion, just as they believe it abandoned them. They place faith in their queen and their dark science.
Racial Traits:
Undeath grants physical power but dulls reflexes
Medium sized
Forsaken land speed is 30 feet
Darkvision
Being undead humanoids provides them with several traits:
- No stamina score (No bonus for hits)
- Immunity to all mind-affecting effects
- Not subject to critical hits, nonlethal damage, ability drain or energy drain. Immune to damage to their physical ability scores as well as to fatigue and exhaustion effects.
- Negative energy (From a dark spell like death coil) heals forsaken, while positive energy hurst them
- Forsaken do not heal naturally
- Immunity to any effect that requires fortitude
- Uses Charisma modifier for concentration checks
- Not at risk of death from massive damage. Unlike other undead, a forsaken is not destroyed when reduced to 0 HP or less. Instead, at 0 HP a forsaken is disabled. Can perform only one move action or standard action each round but does not risk further damage from strenuous activity. Between -1 and -9 HP the Forsaken is down. Meaning they are unconscious and cannot act, but does not risk further damage. At -10 hit points the forsaken is destroyed.
- Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect Forsaken. These spells return a destroyed Forsaken to her undead life; the Scourge's curse makes it virtually impossible to bring the Forsaken back to life as the creatures they were before death. Only a wish or a miracle can accomplish that.
- Forsaken do not breath eat or sleep casters need 8 hours uninterrupted rest before preparing their spells
Speak Common and allies languages
(Note: Forsaken gain racial levels and roll a d12 for hit)