The World of Weedbeam is full of many different races and creatures. Below is a list of some of the options you will have to select from.

Humans

Dr. Phlox: "It's remarkable, Doctor, even fictional characters seem to elicit Human compassion. My shipmates have calmly faced any number of dangers, and yet a simple movie can bring tears to their eyes."

- Star Trek Enterprise, episode 1.13 "Dear Doctor"

Humans are the most ingenious of creatures. For having such short lifespans they can accomplish a great deal. They are often highly underrated as a race and thus very often, and often fatally, underestimated. Amongst the races they have emotional stability, balance of temperament, the ability to learn, curiosity, and ingenuity on their side.

Race Specific Traits:
-Human ingenuity or curiosity makes them well suited for technological or magical paths in life. -Technological path humans have the ability to create  and use unique and ever increasingly powerful weapons, armour, and tools. Humans will be able to utilize more materials in the world than other races in creating.
-Magically minded humans have the ability to rapidly learn newer better more unique spells and improve upon their magical knowledge faster than other races. More spells will be made available to magical path humans and humans will be allowed to add more input into their own spell type creation than other races.

Nelwyn/Dwarf/Little People

Willow: "See this acorn? I'll throw it at you and turn you to stone!"

Madmartigan: "Ooh, I'm really scared. No! Don't! There's a- a peck here with an acorn pointed at me!"

-Willow

The little people whether known as Dwarves or Nelwyn, are often no taller than a man’s hip. But don’t let their size deceive you. Little people are faster then they look and have a knack for getting out of tricky situations. Known for their insatiable greed, dwarves will become unexpectedly bold where treasure is concerned. Nelwyn have an underlying talent for understanding the magical nature of the universe, or poking frothing beasts with big sticks.

Race Specific Traits:
-All little people regardless of Dwarves/Nelwyn specification are fleet of foot and better at stealth than most other races. A bonus of +1 will be granted to speed and stealth rolls.
-Dwarves will be granted the ability to sell items found at above-market values. They can accumulate wealth faster than most other races.
-Nelwyn will be chosen to train under a sorcerer periodically. They will be granted magical items randomly, and learn unique moderator created spells from time to time.

Dark Elves

Chang: "Hey, Neil. This is gonna be awesome, yo."

Shirley: "So, we're just gonna ignore that hate crime, huh?"

Chang: "I'm a Dark Elf, or Drow."

Jeff: "Shouldn't you be wearing armor or something?"

Chang: "Haha, I'm an elf not a nerd."

-Community, episode 2.14 "Advanced Dungeons and Dragons"

Dark Elves are some of the most hated peoples that populate the World of Weedbeam. You know that one person that latches on to you and follows you around and incessantly talks your ear off about stuff you could care less about, tries really hard to fit in, and then is the single most socially inept and offensive person you know? Yeah, that's a Dark Elf. They try so hard, you feel kinda bad for them...

Race Specific Traits:
-Dark Elves are proficient magic users. +1 to intelligence.
-Dark Elves are not very likeable. -1 to charisma.
-Dark Elves are polyphonic. They can speak in two voices at the same time. This allows them to cast two-spell combinations. This doesn't mean two separate spells are cast, it means a combination of two individual spells is cast as one spell. This doesn't necessarily make a casting session stronger than an individual spell (though it may), but it can provide a spell with unique effects that could be useful in certain circumstances.
-Because Dark Elves can cast two spells, they can dual wield wands or staves with unique powers. This, for example, allows them to cast harming and healing spells at the same time, or learn two elemental types of magic, one for each wand. Again spell combinations do not mean two individual spells are cast per turn, it means a unique combination of spell effects are created when two spells are cast at once.

Chimera

Percy: "Mr. Brunner?"

Chiron: "In my world, I'm known as Chiron. Are you recovered?"

Percy: "Am I recovered? You, you're not in a wheelchair. You have..."

Chiron: "A real horses ass."

-Percy Jackson and the Lightning Thief



The World of Weedbeam is heavily populated by Chimera races of all kinds. Most Chimera tend to organize best into clans and are known to be incredibly territorial of their clan lands. Many of the world maps recognize clan territories, though they are constantly in dispute. Chimera aren't typically migratory though the vast majority of skirmishes and wars can be attributed to some kind of Chimera clan movement or another. Chimera are an incredibly formidable opponent due to their beastly yet humanoid natures. Don't needlessly challenge a Chimera.

Race Specific Traits:
-Chimera are a merged human/beast creature, and thus have traits related to their beasts nature inherently built into them. What those traits are can be discussed with the moderator upon creation of the beast-man/beast-woman of your choice.
-Chimera are unable to learn magic of any kind.
-Most beasts are social creatures. The world is populated with Chimera. So when appropriate, chimera may be granted clan bonuses, given special information, or draw allies into battle.
-Chimera are stronger than regular people will be granted a +2 bonus to attack rolls and +2 to defence rolls.
-Flight will not be permitted.
-Every Chimera will roll to have a clan name and clan trait assigned to them. If two or more characters are Chimera of the same clan, an additional bonus will be given.

Changelings: Type 1

Jenny Williams: "Even a man who is pure of heart and says his prayers by night, may become a wolf when the wolfbane blooms and the autumn moon is bright."

-The Wolf Man

They could be the mild mannered barber, or the pretty girl from the market. It is impossible to tell who may be a Changeling….until they change. Changelings have the ability to metamorph into horrific giant beasts. These monsters have been the scourge of many villages ready to arm with pitchforks to force them out. It used to be believed that it was the full moon that turned these creatures, but now nobody is really sure. Changelings are believed to be cursed, and when found out are often treated as such sometimes unfairly, but if you woke up to your entire village being burned to a cinder wouldn't you do the same?

Race Specific Traits:
-Changeling Type 1 means the changeling has the ability to morph from human form into an often horrific and often giant beast. You may choose your morph type within reason. This changeling form has unique creature-specific abilities that will be worked out with the moderator. It also has increase in attack or defence or health when in this form. The change takes only one turn to perform though you are vulnerable for that turn. 
-Changeling Type 1, unlike Chimera, have the ability to become adept at magical paths if they choose in addition to having a transformation. While in beast mode, changelings however cannot practice magic, or do much of anything else normal. Their beast nature rules. 
-Flight may be permitted in some circumstances depending on the beast chosen and situation presented.

Changelings: Type 2

Krillin: "What's going on?"

Vegeta: "The form of Frieza that you see standing before you is not what he really is. It's just a clever camouflage. He can transform to his real self at any time. He just uses this form to conserve energy."

Frieza: "Oh, you rude little ruffian. Please. I don't choose my real form because my power is too radical to control. Heh heh heh heh heh heh heh".

-Dragon Ball Z, episode 77 "The Fusion"

Like other Changelings, something powerful lurks beneath the surface. Unlike their beast cousins, these Changelings retain something of themselves in their transformations. Don't underestimate them. Though they might shrink, or grow funny appendages, they possess great hidden power and potential. These changelings are not adept at using magic, but can hone a life force called Ki and train their mind and body and spirit to become ever more powerful physical fighters.  Changeling type 2's live to train, fight, meditate, and grow stronger.

Race Specific Traits:
-Changeling Type 2 means the changeling has the ability to alter their form ever slightly and exponentially increase their strength, speed, and defense per every new form. Changeling type 2's can transform into up to 4 forms. It takes 2 turns to transform into each new form. Forms must be achieved in sequence, and while changelings can carry over their forms per battle, changelings revert back into their initial stable form after each main mission.
Form 1: +1 to attack, speed, and defence
Form 2: +2 to attack, speed, and defence
Form 3: +4 to attack, speed, and defence
Form 4: +8 to attack, speed, and defence
-Changelings are vulnerable while transforming.
-Each new changeling form leads to greater and greater aggression. You are easily set off by inattentive, aggressive, or non empathetic  allies, or foes. This is a benefit, and/or a boon. You may be forced into battle when not expected (by dice roll).
-Changeling Type 2's are not adept at using magic. They will be restricted to non magical roles. They bide their time training mind and body and soul to achieve balance, control, and greater power. They will advance their attack and defensive lines faster than most races by honing ki. They learn unique maneuvers that utilize a powerful lifeforce energy called Ki. Ki makes them stronger, and gives them unique attacks. It must be honed and their manoeuvers trained. Ki is replenished only with food and rest.

Goblin

Sarah: "You're him, aren't you? You're the Goblin King! I want my brother back, please, if it's all the same."

The Goblin King: "What's said is said."

Sarah: "But, I didn't mean it."

The Goblin King: "Oh, you didn't?"

-Labyrinth

Fun loving tricksters by nature, Goblins are often deceptive and unpredictable. Skilled magic users, they are also clever and very good at keeping out of sight. They love to play rather nasty pranks on unsuspecting victims, often without thought to the victims safety. But it’s all in good fun…right?

Race Specific Traits:
-Because goblins are very social and very deceptive, usually, by nature, they are granted +2 to their charisma.
-Goblins are also very sneaky and elusive and are granted +1 to their stealth
-Goblins are also adept magic users and get a +1 bonus to intelligence.
-Goblins are the only race to have the innate ability to use the crystal ball item to peer deep into hidden places long before visiting them. (some other races may be granted the ability to learn this items use after many many months of practice). The goblin starts the game with 1 crystal ball in their inventory.

Fairy Folk

Sarah: “Ow! It bit me!”

Hoggle: “What’d you expect fairies to do?”

Sarah: “I thought they did nice things, like…like granting wishes.”

Hogle: “Shows what you know, don’t it?.”

-Labyrinth

A delicate and graceful race often identified by their gossamer wings when unsheathed. But do not be fooled by their fragile appearance, Fairy Folk are known for being fierce and sassy little fiends. The Fairy Folk are a spiritual race, deeply connected with nature. Fairy are secretive by nature, and hide their agendas well from outsiders. They are so secretive and mysterious you would never know one was the person standing right next to you...

Race Specific Traits:
-Fairy Folk are swift and stealthy creatures and will receive bonuses of +1 to both speed, and stealth.
-Fairy have the ability to be both regular human sized, and small and pint sized at will, to their advantage or boon. Their strength levels remain connected to their height at all times. A shrunk fairy is not as strong as one in human form, but they will be granted the pre-emptive benefit of surprise or hiding in almost all situations if their turn order grants it. This may be advantageous in other non combat situation as well. A shrunk fairy will be granted +1 in wisdom.
-Fairy excel at the spiritual path. Their connection with both the mythological and natural allow them to excel at all spiritual path magics more than any other race. They will improve their spells and learn new spells of a spiritual or natural  nature faster than all other races.
-Fairy cannot innately fly. They must possess a rare magical item such as fairy dust that would allow them to do so for a short time. So they have the potential to fly for limited intervals.

Daemoni

Djinn: "You wish to know what I am? To you, I am this: The cry of the abandoned child. The whimper of the whipped beast. I am the face that stares back at you from the shadows of your mirror. The hollowness at the heart of all your hopes, Alexandra. I AM DESPAIR."

-Wishmaster

Daemoni can only really be described best as undead masters of the darkest arts. These ancient shadowy  figures appear in the world from time to time and leave it just as mysteriously.

Race Specific Traits:
-The Necromancer class is unlocked for this race and this race only.
 

Mutant

Erik: [to Mystique] "If you're using half your concentration to look normal, then you're only half paying attention to whatever else you're doing. " [pause] Just pointing out something that could save your life.. You want society to accept you, but you can't even accept yourself."

-X men First Class

Be it a chemical accident, a cosmic "blessing", or a genetic anomaly, these...things... came across their unique status most unwillingly. However, they are willing to make the best of a bad situation and use whatever skills and abilities they may possess to aid their comrades as often as they are accepted, or to wage war on those who don't.

Race Specific Traits:
-Mutants come in many shapes and forms. They are not natural, and not the same as Chimera, which are a true race. Many. but not all, possess unique abilities. Mutants can discuss with a moderator a proposal for an ability or modifier to the dice stats on an individual basis. 

Star Children

Carl Sagan: "We are made of star stuff"

-Cosmos

Created deep within the recesses of dying stars and released upon their death, these elemental beings are unlike anything else in the universe. They possess...they are great powers that have somehow become sentient. These elemental beings crave contact with the world around them, and they will never fully have it. Their deep loneliness has driven them to the far reaches of the universe in search of life that may hopefully one day touch, and not destroy.

Race Specific Traits
-Star children are essentially living elementals and thus cannot have physical contact with other beings. It is a lonely celibate life.
-Star Children can practice only elemental magics. However unlike mages they can master all the elements.
-Star Children have a unique ability to summon forth god-like monsters called Elemental Titans with the aid of a magic wielder. The ability and monster types summoned must be taught by the star child and  learned by the magic wielder and thus costs both the star child and the magic wielder to learn. It takes 2 turns to create such a monster,  it doesn't always succeed (dice rolls), and the two users are both vulnerable during that time. Mature Elemental Titans are world destroyers, and Elemental Titans can be some of the most powerful forces in the World of Weedbeam.

Space Men/Women

Martian Ambassador: Ack! Ack! Ack!

-Mars Attacks

Hailing from distant worlds far more advanced then that of most races, these beings come in peace…at least most of them do. Who knows why these intrepid explorers have been drawn to this lonely planet? Conquest? Science? The primo ganja?

Character Specific Traits:
-Come from advanced civilizations, thus have amplified wisdom, +2 to wisdom.
-Do not utilize magic, only technology, and thus are most suitable to the technology path. Like humans they are able to create advanced weaponry, but of an entirely different kind. While they are proficient with most of the weapons found in World of Weedbeam, they will be most skilled at using their own weaponry, which only they can use.
-They are able to create different types of android companions if they find the right materials. They can acquire blueprints in the bookstores in the forms of ancient rotes which only they can decipher, when available, and only if they have enough money. Equally the same way they are able to construct advanced vessels. Only Space People are able to construct advanced robotics and machinery.

Gollum

The Iron Giant: You die?

Hogarth Hughes: Well, yes, someday.

The Iron Giant: I die?

Hogarth Hughes: I don't know. You're made of metal, but you have feelings, and you think about things, and that means you have a soul. And souls don't die.

-The Iron Giant

Gollum are creatures are born of the earth. These cumbersome giants possess superior durability gained from their basic composition be it mineral, metal ore, natural, or gem. Gollum are born with soft flesh that gradually hardens as they mature. These giants are destined to become great mountains, trees, landmarks in their old age, though they are thought to live many many millions of years. Among this race are whispers of the existence of mythical Gollum, Gollum whose composition is elemental, though that may only be a myth.

Race Specific Traits:
-A Gollum is built of elements found of the earth or nature. You may choose your own material and discuss it with the moderator. It may or may not affect how your Gollum advances. It will not affect the inherent strength or defence of your Gollum at specified levels compared to other Gollum at the same level.
-Gollum start soft in life. Unlike all other races, Gollum gain bonuses in defence based on the hardening and honing of their outer flesh. They do not require and thus cannot wear armour, nor can they utilize standard weapons. Their "weapons" are forged in nature and they will attain them during questing if they are attentive. The Gollum, therefor, are not required to spend hard earned money on these very expensive, and breakable amenities. And they will never lose or break their armour or weapons.
-Gollum are large, and cumbersome creatures. They can take a hit better than most, but will receive periodic handicaps in their speed and/or stealth based on the updates made to their armour or weapons. 

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