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The following describes the characteristics for this race. See “Structured Information” below for info regarding stats, points, and other required items to play this race. See “Culture & History” at the end of the page for a brief depiction of what this race in an NPC form is like (so you can compare) and how it affects the game world.

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Description      Structured Info      Skills      Culture & History

Description


Don't confuse the Dire Wolf with the Were Wolf. Though they may at times look similar, they are nothing alike! A mistake many poor victims have learned the heard way. The Dire Wolf is a human-beast hybrid created during war in an act of desperation to win... only to be tossed aside upon victory and left to fend for themselves. They are ferocious looking, frighteningly tall with big teeth and claws; their body looks like that of a giant wolf, but one that walks upright (bipedal). Their demeanor though is gentle and meek, and they abhor violence since their creation twisted them so drastically.

Average Appearance

(Not Required. This describes the average appearance of the NPC population of this race in the game, available as reference material for quests and story lines.)


Build: Bulky
Height: 7'0"
Weight: Heavy
Eye Tone: Dark; large pupils. There may be color, but the iris is very small.
Fur Tone: Varies. Neutral/natural tones and patterns.
Skin Tone: Human Range; seen on paw-like hands and nose or beneath fur.


Structured Section


This section provides the rules, stats, and general requirements for playing this race.
Everything in this section IS required for your character when you register.

Unique Quirks

Half-Shift: Dire Wolves are stuck in their half-shift form. They are born and will die in this form. They appear like giant wolves, but when desired they can walk bipedal.

Body: Entire body has wolf features. The hands and feet are thicker, padded, and covered in fur (as well as claws), and they can grip big items, but not small ones. Their face is completely wolf-like with wolf ears and a bushy tail.

Tones: Natural/neutral tones and patterns (like real wolves) only.

Language

Dire Wolf, Centaur, Human


Age Ratio

(HY indicates physical appearance, AY is how long they have lived.)

1 HY : 2 AY
Lifespan: About 100 AY.

Pregnancy

To Procreate, Partner Must Be:
Humanoid or Beast. Age of maturity is considered 36 AY.

On a d100 roll (pregnancy):
60-100 One Pup
30-59 Two Pups
10-29 Triplets or Three Pups
1-9 Quadruplets or Four Pups

Gender (d2 roll):
1 = Female
2 = Male

Child’s race:
If parents are same race, the child will be that race.

If parents are each a different (but full blooded) race, the child will be half of each race.

If one or both parents are a half-race, the GM will have each parent roll d2 to determine which half from each parent they’ll be.

Rules/Restrictions


Death/Battle: Mortal in battle, normal death applies.
  • Not allowed to take an 'evil' alignment.
  • They cannot use items that are small and require an opposable thumb. Weapons used will be rolled at half the roll to hit. No guns or bows; GM discretion on others. Armor IS allowed.

Strengths/Weaknesses

(Required)

Specialty: LP
(+30 LP at registration.)

Weakness: Influence
(Halved stat at registration.)

Physical Qualities

(Required. SP can be invested to improve the qualities similar to stats: 3 SP will increase a Quality by 1. For more idea of what each Quality does, see this Chart.)

0=Disabled, 1=Below Average, 2=Average
3=Above Average, 4=Exceptional, 5=Godly

Movement

Running: 5

Flying: 0

Swimming: 5

Senses

Smell: 5

Hearing: 4

Sight: 3

Appeal

Intimidation: 3

Charisma: 3

Timidity: 3


Race Skills

As you level, you will gain skill points (sp) to spend on various things, including skills.
Invest your SP accordingly below if you desire to raise or acquire something listed.

Improve a Quality


To improve one of the qualities above, spend 3 SP, and increase the chosen quality by 1.

Improve an Attribute


To improve one of the attributes below, spend 5 SP, and increase the chosen stat by 1.

Attributes


Vigor
Agility
Influence
Aptitude

Additional Senses

Costs 1 SP to unlock an extra sense and requires a minimum of 4 points in a Physical Quality above to unlock any the following:

Night Vision (Sight): No penalty for seeing in natural darkness.

Disability (0 in Sight, Smell, Hearing, Speech, or Mobility):
If one of your vital senses is disabled, you can improve another by 1 point.

Detect Poison (Scent): You can taste it on your tongue just by smelling it.

Jumping (Running): You can land from high places on your feet without taking damage, and can leap double the distance the average person can.

General Skills


Type/Cost:
Rolls:
Requirements:
Description:
Type/Cost:
Rolls:
Requirements:
Description:


Reference Material

The following information is NOT required for your character.
It is here for a guide on ideas of how to play your race and how NPC characters generally act.

Cultural Preferences

Around Varlonan, these are the typical aspects of this race's lifestyle preferences.


Weapons: Natural (Claws: 2d5; Bite: d12). They are limited in what man-made weapons/items they can use with their paw-like hands.

Armor: They are able to wear armor, but usually prefer either not to, or to wear as little as possible because it interferes with their movements.

Currency: Support-system. They rely on the hierarchy of their pack to gain what they need in almost all circumstances.

Diet: Carnivore. They eat meat and little else. They use the bones to help their digestion. They are excellent at hunting down game.

Attire: Typically nothing unless it aids their profession.

Environment: Fields, forests, caves, rivers.

Homeland: Blue Orb Forest; the grounds of their creation. They mostly migrated down to Infra however.

Relationships

Partners: Very loyal. They are one of the most loyal races you'll find and will go above and beyond for those they love. Some will give up their very lives to protect the other. Loving and gentle, they tend to each other as needed and usually leave their respective packs to build one of their own. Packs turn into a family pack that will eventually grow and branch off like generations before.

Friends: Similar to partners, if you gain the trust of a Dire Wolf, then you have also gained its loyalty. They are great friends to have in 'dire' situations (sorry). If ever there is a time that a friend needs back up, support, or guarding/rescuing, the Dire Wolf will be at the front of the line ready to defend you.

Foe: Though their appearance is intimidating, they do not have much bite behind their bark. Most prefer to avoid conflict and would rather take ridicule and walk away with their dignity in tact than to fall for the goading of another. If attacked however, they WILL and CAN defend themselves. That fierce body was created for war, and though over time personal preference may have softened them... their instincts are still there and they can easily rip you apart with those razor claws and teeth.

Children: The 'pups' as they are called, are taught at a very young age the hierarchy system of the pack. They'll know who is Alpha and what their position in the family is... and they will submit, or be outcast! Other than the simple rule of knowing your place, pups are guarded fiercely by the entire pack from those that may possibly cause them harm. The reason they are put into submission so early is so that the older Dire's can keep them in line and out of trouble as much as possible. You'll often find young pups cowering and licking the older members of the family as a sign of submission, with their tail tucked and their ears back. This doesn't mean that they are abused or unhappy... quite the opposite, they enjoy the structure which makes them feel secure and safe.

Territory: The Dire Wolves have the instinct of the wolves that they were created from, but since they have become more docile, they prefer to avoid a fight. When others (typically the Fera or the Were Wolves) begin to invade their territory, they will usually give it up without a fight and migrate to a new location. Every once in a while though, such as if they have pups to guard or they've acquired a location rich in what they need to survive... they'll stay and attempt to fend off the invaders.

History


Many decades past, the Humans waged war against the Wood Elves because Humans had expanded their towns to the edges of the forests and beyond, cutting down trees to construct their houses and buildings; uprooting plant life and trees to plant farms, raise livestock and raise their families. Though this wasn't out of a sense of greed or entitlement, but out of necessity. The Wood Elves also had a necessity; to protect and maintain their ancestral home, pass on their druidic healing arts, and to preserve their basic way of life for the future. The Forest Elves held the early advantage in the inevitable war.

While Humans were adept at fighting with weapons, the Wood Elves excelled. Where the Humans would send to war their most able-bodied young men and hardened war veterans, the Wood Elves would easily outnumber their opponents sending every man and woman to war with sword & spear, bow & arrow. The elves also had a higher survival rate thanks to their shamans. The only advantage humans had was their use of horses. Humans had used mounted soldiers and archers for generations, due to the need to move fast, cover more ground, and power through enemies due to their own "average" physiques. Wood Elves, out of practicality, never used horses, preferring to rely on their own innate speed. Choosing stealth and natural cover over charging strength.

Although the humans were outmaneuvered and out-classed, they were also resilient. In an attempt to increase their numbers, they began to train their women. As the humans began to realize their advantage, they looked for a way to enhance it and make it even deadlier. The humans gathered their most skilled cavalry, whether they be man or woman, and brought them and their steeds before their mages, who proceeded to meld the two creatures into one creature built for war.

Thus, the Centaur was born.

Fighting alongside their fellow magically engineered war brethren, the Dire Wolves, the Centaur began to turn the tide of war in favor of their side. At night, as the fighting would slow, the Centaur would be welcomed back home and heralded as heroes. Bards would sing of their bravery. The fairer sex would throw itself at the returning stallions while young awe struck men would bashfully make advances towards the beautiful phillies.

The cycle of bloodbath by day, hero worship by night repeated itself with no interruptions until the end of the war came. No more drums echo'd on the mountains, or cheers and laughter filling the night air.

The humans had won.

A treaty was drawn between the elves and the humans; the humans could advance further into the woods and cut down more trees as needed for their farm lands, but may not clear the forest of trees entirely. The treaty holds to this day, and Wood Elves and Humans are friendly allies still.

But the Centaur and Dire Wolves were not as lucky. Once heralded and lauded as heroes, their usefulness ended not long after the war. During the war, the humans saw them as monsters, but as their monsters. Without an enemy, they were now just monsters.

The humans drove the Centaur and Dire Wolves way into the forests through discrimination, hatred, loathing and bitterness. Not a single arrow notched, and no sword unsheathed. Just a new cultural status quo.

Now, the Centaur and Dire Wolves still live and travel together, having formed an amazingly adept hunting society. The old hatred of the Wood Elves remains, and transgressions/wars take place regularly. Mostly out of competition for resources, but occasionally just for the thrill of the hunt. (History By: GMinotaur)