Racial Traits

The creatures of New Terra are vast, and there are many more species than Earth had at its peak. A large amount, while not in the majority, are intelligent. This system guides you through the process of making your own intelligent native to New Terra. You should also consider their culture, origins, and why they might have the traits they do. Note that the Magic page is very closely linked to this one. A new native character has 2000 points to spend on racial traits. The costs of racial traits are not cumulative, so to get medium armour instead of light armour, you only need to pay 250 (and don't need to buy previous ranks).

Step 1: Body Type

What type of body does your creature have? Are they humanoid? Or something else? The type of body doesn't cost you anything, but all new creatures should describe it in detail. You may have as many or as few limbs as you wish, but try to make sure to pick the correct attributes that correspond to your vision. It's recommended to think of common fantasy creatures or real-world creatures so you can draw examples.

Step 2: Size

The size of your creature is an important factor. They could be really tall, or they might be short and stout (like a dwarf). Some options will cost you some points, but all give different benefits and detriments. Being big or buff makes you naturally stronger and being small will typically make you harder to hit and let you be more nimble - but you will be frail. Stomp on a minuscule creature and they'll go splat.

Size
Minuscule [-200]: A minuscule creatures are sized between 3 inches tall to about half a foot in their longest dimension. Making a minuscule creature gives you 200 extra points to spend on racial traits.
Tiny [-100]: A tiny creature is sized between about half a foot to two-foot in their longest dimension. Making a tiny creature gives you 100 extra points to spend on racial traits.
Small [-50]: A small creature is sized between about two-foot to four-foot in their longest dimension. Making a small creature gives you 50 extra points to spend on racial traits.
Normal [0]: A medium creature is sized from four-foot to eight-foot in their longest dimension. It costs you no points racial trait-wise.
Large [250]: A large creature is sized from eight-foot to sixteen-foot in their longest dimension. It costs you 250 points racial trait-wise.
Huge [500]: A giant creature is sized from sixteen-foot to thirty-two-foot in their longest dimension. It costs you 500 points racial trait-wise.
Gargantuan [1000]: A gargantuan creature is sized from thirty-two-foot to sixty-four-foot in their longest dimension. It costs you 1000 points racial trait-wise.
Colossal [2000]: A colossal creature is sized from sixty-four-foot to one-hundred-foot in their longest dimension. It costs you 2000 points racial trait-wise.

Step 3: Build

The build of your creature affects its core attributes. Note that really big creatures will naturally be less nimble than smaller ones regardless of what you pick, and a giant will always be able to lift more than a small pixie. If you want to make a small creature with magical strength, then see the move object and the damage effects under the magic page. Additionally, if your creature has a normal build in one area then you don't need to list it on your character sheet.

Strength
Weak [-100]: A creature with a body not built for strength. Like a thin elf. This gives you 100 extra points to spend on other racial features.
Normal [0]: A creature with a normal build strength-wise for their size. Like a human with an ideal BMI. This costs no points.
Strong [+100]: A creature with a body built for strength, like an orc. This costs 100 points racial trait-wise.

Stamina
Unathletic [-100]: A creature with a body not built for exercise. Like a lazy halfling or a sloth. This gives you 100 extra points to spend on other racial features.
Normal [0]: A creature with a normal build. Like a human with an ideal BMI. This costs no points.
Athletic [+100]: A creature with a body built for endurance, like a dwarf or a strong horse. This costs 100 points racial trait-wise.

Agility
Unagile [-100]: A creature with a body not built for agility. Like a elephant or a dwarf. This gives you 100 extra points to spend on other racial features.
Normal [0]: A creature with a normal build. Like a human with an ideal BMI. This costs no points.
Agile [+100]: A creature with a body built for short quick movements, like an elf that can dodge about. This costs 100 points racial trait-wise.

Speed
Slow [-100]: A creature with a body not built for speed. Like a turtle. This gives you 100 extra points to spend on other racial features.
Normal [0]: A creature with a normal build. Like a human with an ideal BMI. This costs no points.
Fast [+100]: A creature with a body built for speed, like a centuar. This costs 100 points racial trait-wise.

Resiliance
Frail [-100]: A creature with a body that's weak to harm. Like bird (as they need to be light). This gives you 100 extra points to spend on other racial features.
Normal [0]: A creature with a normal build. Like a human with an ideal BMI. This costs no points.
Resiliant [+100]: A creature with a body built for resistance to harm, like a creature with a tough hide. This costs 100 points racial trait-wise.

Step 4: Customisation

Now we're at the fun part of species creation, where you get to choose from a long list of whacky traits.

Enhanced Senses
Enhanced Senses allow your creature to see or hear much better than usual. You may upgrade an enhanced sense by buying it multiple times. Each additional time you buy it, the sense range doubles. For example, buying tremorsense 4 times would let you sense and pinpoint tremors up to 480ft away. This caps out after 10 purchases (30720ft). Note that the larger your sensing range, the harder it will be to directly pinpoint things or notice things without concentrating as your brain will literally not be able to perceive all that information. Imagine hearing every conversation within a mile at once - unless you were trying to listen for something specific, you probably wouldn't be able to remember if anyone was talking about X/Y/Z. So, if anything, going too extreme here would be detrimental - like a curse.
Blind [-200]: Your creature is blind and must rely on other senses. This grants an extra 200 points to spend.
Enhanced Hearing [100]: Enhanced hearing allows you to pinpoint the location of every sound, even really quiet ones, within 60ft. You can also hear higher and deeper pitched sounds than usual. You may be able to roughly pinpoint sounds from outside this range if they're significantly loud.
Enhanced Sight [100]: Enhanced sight allows you to see objects up to 120ft away as if they were close by. This 'zoom' ability can be used on further objects to a lesser extent.
Enhanced Smell [100]: Enhanced smell allows you to pinpoint the locations of smells within 60ft. Note that as smells take time to travel through the air, this is more useful for tracking than combat. Really strong smells can be roughly pinpointed from outside this range.
Echolocation [100]: Has good hearing and can use echolocation to pinpoint the locations of objects and creatures within 60ft. If reliant on it, you may be susceptible to disorientation from loud sounds, however. It could also works underwater (like sonar).
Tremorsense [100]: Can pinpoint the locations of moving objects and creatures within 60ft by feeling vibrations through the floor. You may be able to roughly pinpoint vibrations from outside this range if they're strong enough. It only works through solids.
Ripplesense [100]: Can pinpoint the locations of moving objects and creatures within 60ft by feeling ripples through fluids. You may be able to roughly pinpoint ripples from outside this range if they're strong enough. It only works through liquids.
Aerosense [100]: Can estimate the locations of moving objects and creatures within 60ft by feeling currents in the air. This sense is not accurate enough to rely on completely but can be useful. Note that the latency due to the speed of sound in the air may matter against particularly fast or distant opponents. You may be able to roughly guess movements from outside this range if they're strong enough. It only works through gasses.
Wide Vision [100]: Can see in a full 360 degrees at once (or almost that) due to having extra eyes or something of the like.
Darkvision [100]: Can see normally in the dark so long as it's not 100% pitch black. If it is pitch black, they can't see colours, but can see in black/white. Has a range as far as you can see.
Thermal/Infra-Vision [200]: Can see in infrared within about 60ft. Is blocked by thick barriers (2+ metres).
True Sight [300]: Can see magically within 60ft. This allows you to see invisible creatures, see-through walls and illusions, and so on, providing they're not hidden from magic vision. The vision is also blocked by a thin sheet of lead.

Flight
Whether or not your creature can fly or glide by natural means. To fly without wings, you need to use magic instead.
Gliding [100]: Your creature can glide, but not fly.
Flying, Slow [200]: Your creature can fly at up to 50mph.
Flying, Medium [300]: Your creature can fly at up to 100mph.
Flying, Fast [400]: Your creature can fly at up to 200mph.

Natural Weapons
Natural weapons might include: claws, fangs, tail spikes, a stinger, pincers, etc. You may buy this twice to have multiple types of natural weapons. Note, you will need the strength to use these.
Weak Natural Weapons [100]: Your creature has natural weapons that can contest with standard metal swords/daggers without breaking.
Medium Natural Weapons [250]: Your creature has natural weapons that can knock down most trees and crack concrete without breaking.
Strong Natural Weapons [500]: Your creature has natural weapons that can dent most metal plating without breaking.
Ranged [+50%]: Add 50% to the cost of each natural weapon that has a range. If you can shoot your stinger, it's ranged. So a medium strength ranged natural weapon would cost 375 points.

Natural Armour
Natural armour can cover your whole body or part of it. If your armour only covers part of you, it can be a bit stronger. It can be a carapace, or scales, or just tough skin. Smaller creatures will always have weaker armour than larger creatures.
Weak Armour [100]: Your natural armour can cause basic arrows, weak spells, and simple dagger strikes to bounce off.
Medium Armour [250]: Your natural armour can deflect most swords, crossbow bolts, basic bullets and so forth so long as they don't hit a weak spot.
Strong Armour [500]: Your natural armour could protect you from dying from being hit by a speeding car. It can also negate some damage from sniper rifles.
Inverted Skeleton [50]: An alternative to standard natural armour. With this, you're weak to blunt weapons but resistant to sharp ones. You can go splat with enough force, but you have a carapace that protects you from most harm. Basically, you have bone armour on the outside, but your insides are squishy. This can be taken in addition to other natural armour traits to have an even stronger carapace.

Poisons
You don't need a natural weapon if the poison application method doesn't cause damage itself. So if your bite is weak but poisonous, you just need poison. Poison effects can be stacked. People can only be affected by your poison once every so often, as they can get a short term immunity.
Pain [100]: Your poison applies a very debilitating pain. This can last hours.
Sleep [200]: Your poison makes the target drowsy, and they will sleep. They may stay awake or wake up if they suffer through pain or high adrenaline levels. This can take a while to take effect and will last an hour or so once it hits.
Anti-Coagulant [250]: Your poison stops the target's wounds from closing naturally. Best paired with strong natural weapons. Could cause them to bleed to death if they don't get medical care.
Halucegen [300]: Your poison makes the target struggle to distinguish friend from foe for 30 seconds after it takes effect. They may also hallucinate other things at the writer's discretion.
Paralysis [500]: Your poison takes seconds to take effect, and will make the targets body stiff for up to a minute. They need to exert energy and keep moving to counter the paralysis.
Slow Acting Damage [500]: Your poison can take from a few minutes to an hour to take effect, but once it does it can damage the target's internals, making them cough up blood. It usually isn't fatal, unless many doses are administered.
Fast Acting Damage [500]: Your poison takes a few seconds to act, and once it does it causes a fair bit of pain and can make the affected areas numb. Over the following minute, until it subsides, it can deal out weak internal damage and cause bleeding from the eyes, nose, and mouth. Typically isn't fatal.

Adaptions - Environment
The following allow the creature to survive in the following environments.
Extreme Cold [50]: Lets you survive the cold arctic environments. Provides negligable resistance to ice magic.
Extreme Heat [50]: Lets you survive the scorching hot deserts. Provides negligable resistance to fire magic.
Radiation/Chemical/Toxic Environments [50]: Lets you survive poisonous or radioactive environments - basically any naturally occuring toxin that's not magical or from food or animals.
Extreme Altitudes [50]: Lets you survive at extreme altitudes.
Extreme Depths [50]: Lets you survive really deep underground or underwater.
Space [100]: Lets you survive in space.

Adaptions - Effects
The following allow the creature to ignore certain effects, needs, or conditions.
Fatal Wounds [100]: Lets you survive with a ruptured brain, lung, heart, and all sorts. You can still die, but you can live without vital organs for a time.
Need to Sleep [100]: You no longer need to sleep, but may choose to do so.
Need to Breathe [50]: You no longer need to breathe.
Need to Eat [50]: You no longer need to eat.
Need to Drink[50]: You no longer need to drink.
Pain [50]: You can ignore pain if you wish (but not actual damage).
Falling Damage [50]: You no longer take damage from falling, even if you hit the floor fast, so long as you land properly.

Digestion Strength
The following allow the creature to consume different sorts of matter for nutrients.
Strong Gut [50]: You can eat and digest non-magical poisonous food without suffering ill effects. Such as toxic mushrooms.
Iron Gut [100]: You can also eat and digest dirt, stone, wood, bones, and any stiff/hard semi-organic matter.
Steel Gut [200]: You can also eat and digest metal. The acid in your mouth that helps you bite into metal, but is slow acting so won't help in combat.
Titanium Gut [500]: You can eat and digest literally anything of a non-magical nature, without any of it ever coming out the other end. This includes toxic/harmful chemicals.

Digestion Speed
The following allow the creature to digest materials faster.
Fast Digestion [100]: You can eat and digest food/materials within a few minutes.
Superfast Digestion [200]: You can eat and digest food/materials within a few seconds.
Instant Digestion [500]: You can eat and digest food/materials instantly. If you can digest it, the second it reaches your stomach, it will just be absorbed into your body or otherwise disappear.

Long Life
These traits extend your natural lifespan. As this is considered fluff, most of these traits are free. When picking these traits, we expect you to have a decent reason for why it fits your character.
Short Lifespan [0]: You can only live 50 or so years.
Normal Lifespan [0]: You can live up to 100 years.
Longer Lifespan [0]: You can live 200 years, but age slower after your childhood years.
Incredible Lifespan [0]: You can live 500 years, but age slower after your childhood years.
Extreme Lifespan [0]: You can live 1000 years, but age slower after your childhood years.
Lesser Immortality [0]: You do not age after reaching adulthood. You will live until killed.
Reincarnation [10000]: When you die, you reincarnate as an animal species (with the ability to talk). You retain this trait, and all perks and magical spells, but lose all equipment and non-magic racial traits. Your new species cannot start with more than 500 points worth of racial traits.

Camo/Stealth
These traits work to improve your creature's stealth abilities.
Natural Camoflague [50]: Your skin/scales/fur blends in with your habitat.
Play Dead [100]: You can perfectly fake being dead, even down to your breathing and pulse, for a good hour. Your senses are active, but you cannot be doing anything.
Mimetic Skin [300]: Your skin mimics the surface you're nearest to. Works best when you hold still.
Invisibility [700]: You can turn completely invisible at will.

Elemental Resistances
Your creature's resistance to a chosen element. When purchasing, specify the element. It can be any of fire, ice, lightning, acid. You may only purchase immunity/absorption for one element. So if you have fire absorption, you can't then also become immune to ice, or absorb ice.
Weak Resistance [150]: You negate about a quarter of the damage from your chosen element.
Medium Resistance [500]: You negate about half of the damage from your chosen element.
Strong Resistance [1000]: You negate about three-quarters of the damage from your chosen element.
Elemental Immunity [1500]: You negate all of the damage from your chosen element.
Elemental Absorption [3000]: Magical attacks of your chosen element heal you the amount of damage they would normally deal.

Poison Resistance
Your creature's resistance to poisons.
Weak Resistance [100]: You negate about quarter of the effects of poisons.
Medium Resistance [250]: You negate about half of the effects of poisons.
Strong Resistance [500: You negate about three quarters of the effects of poisons.
Poison Immunity [750]: You are immune to poisons.
Poison Absorption [2000]: Poison heals you as much as it would damage you. None-damaging poisons heal light wounds.

Trapping
Your creature's ability to make traps to restrain other creatures, such as webs. Note that no matter how good your trapping is, some creatures (player characters) may eventually escape.
Weak Traps [100]: You can make weak traps that can hold down a creature about as well as you could pin them.
Medium Traps [250]: You can make average traps that can hold down a creature as well as you could if you doubled in size.
Strong Traps [500]: You can make strong traps that can hold down a creature as well as you could if you quadrupled in size.
Extreme Traps [1000]: You can make extremely strong traps that can hold down a creature as well as you could if you multiplied in size by a factor of 8.

Climbing
How good your creature is at climbing. This could be due to innate skill or adaptions.
Basic Climbing [100]: You can climb about as fast as you can walk.
Intermediate Climbing [250]: You can climb about half as fast as you can run.
Advanced Climbing [500]: You can climb about as fast as you can run.

Jumping
How high your creature can jump. Comes with the ability to land without harm from equivalent falls. The jumping height corresponds to how far the creature's feet can get from the ground without them bending their legs at the apex of the jump.
Basic Jumping [50]: You can jump up to twice your height.
Intermediate Jumping [100]: You can jump up to eight times your height.
Advanced Jumping [250]: You can jump up to twenty times your height.
Super Jumping [500]: You can jump up to fifty times your height.

Cognition
How intelligent is your creature? How well do they think?
Dimwitted [-100]: You cannot think without speaking aloud. You think as fast as you can speak.
Normal [0]: You think about as fast as a human.
Fast Thinker [100]: You think reasonably faster than humans. This doesn't make you more knowledgable, but if you could solve a problem or plan a strategy, you can now think through that faster.
Dual Mind [1000]: You have two brains. This lets you think about two things at once - but you need to think something directly to communicate between the two minds. You may still only concentrate on one spell at a time, but may designate a brain to perform other actions while concentrating. You can make both brains faster with Fast Thinker if you wish.

Vocals
How your creature talks or is able to speak.
Mute Voice [-100]: You cannot communicate through sound.
Limited Voice [-50]: Your verbal language is limited to a handful of different sounds, resulting in maybe only 200-300 possible words.
Normal Voice [0]: You are capable of speaking one or many languages with a large range of vocal sounds.
Varied Voice [100]: You can speak many completely different languages and make a large variety of sounds. It would be hard to find a noise you can't make.
Mimicking Voice [200]: Not only can you make almost any noise, you can also perfectly mimic almost any sound with your voice. Even wordless noises such as the clanging of metal. You just need to be able to imagine the sound or need to have heard it before.

Step 5: Custom Traits

Lacking the trait you want? Define a custom trait and suggest your own price for it. A moderator will approve it and an admin will then add it to the above list.

Step 6: Magic

Magic Affinity
This trait impacts how many spells your creature can learn.
No Magic Affinity [-100]: You can't learn non-innate spells. Humans start with this trait and need to pay 100 points to remove it. Summons gain no extra trait points from having this trait, but normal creatures gain an extra 100 points.
Low Magic Affinity [0]: You can learn up to three non-innate spells.
Medium Magic Affinity [250]: You can learn up to five non-innate spells.
High Magic Affinity [1000]: You can learn up to eight non-innate spells.
Extreme Magic Affinity [2500]: You can learn up to twelve non-innate spells.
Near-Unlimited Magic Affinity [5000]: You can learn up to twenty non-innate spells.
Unlimited Magic Affinity [10000]: You can learn an unlimited number of non-innate spells.

Magic Power
This trait impacts the maximum rank of your creature's spells.
Weak Magic Power [0]: Your learned spell effects may be up to rank 3.
Medium Magic Power [500]: Your learned spell effects may be up to rank 5.
Strong Magic Power [1000]: Your learned spell effects may be up to rank 7.
Extreme Magic Power [2500]: Your learned spell effects may be up to rank 9.
Unlimited Magic Power [5000]: Your learned spell effects may be up to rank 10.

Innate Magic
Some creatures have innate magic. Spells they can just 'use'. These do not count against your learned spells, and may be at any rank. You can add magic like this to your creature with racial or spell points (or a combination of both) by designing the spell as normal, then paying twice the usual amount for it. This means the minimum cost of innate spells is 100 per rank of effect (instead of 50). For more information on making spells, see the Magic page. Note that summoned creatures cannot learn summoning magic through any means, or learn non-innate spells. Lastly, it's permissible to "in character" describe a spell as innate even if, mechanically, it's not.

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