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Races

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Revision as of 07:25, 29 November 2024 by CC (talk | contribs) (Created page with "==Humans== thumb|right|Augmented Humans. Racial Types: Organic Sub-Types: Baseline/Augmented/Clones Racial Data: Humans haven't changed much over the course of a few centuries. They are adaptive; genetically, ideological, and socially diverse, and comprise most of civilization. Life Span: 120 years Allowed Avatar Types: Humans can have cybernetic augments for their limbs and faces. Vital organ or spinal replacements will categorize a Human a Cyborg...")
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Humans

Augmented Humans.

Racial Types: Organic Sub-Types: Baseline/Augmented/Clones

Racial Data: Humans haven't changed much over the course of a few centuries. They are adaptive; genetically, ideological, and socially diverse, and comprise most of civilization.

Life Span: 120 years

Allowed Avatar Types: Humans can have cybernetic augments for their limbs and faces. Vital organ or spinal replacements will categorize a Human a Cyborg.

Types of Humans: Baseline: Non-augmented. Relies heavily on external tech. Augmented: A human that has cyber-implants to help with daily life.

Mutants

Two radiant earth-borns and a spliced designer mutant..

Racial Types: Organic Sub Types: Radiant/Spliced

Racial Data: In the 25th Century, humans have taken on physiological alterations by way of environmental changes and triumphs in genetics. Rarely are any of these mutations evolutionary in biological benefit.

Life Span: 120 years

Allowed Avatar Types: Mutated Humans are allowed the following physical alterations. Up to Four Humanoid eyes. Elven Ears, Fangs. Neko, Viera (Bunny) ears and tails. Exotic skin Patterns and Color. One pair of horns. Mutants can have cybernetic augments for their limbs and face. Vital organs or spinal replacements will categorize a Mutant as a Cyborg. All other physical alterations are prohibited.

Types of Mutants: Spliced: By way of costly biotech procedure. Radiant: By consequence of deformation from the radioactivity or experimentation.

Allowed Abilities: Players may roleplay that their mutants have minor abilities as a result of their mutations. These can include enhanced senses, enhanced strength/agility/resilience. The abilities should be kept within reason and within the lore of the Dark Future setting. No super powers please.

    • Example:** A mutant player may roleplay having better night vision, enhanced hearing, or that they heal 2 to 3x faster than a baseline human. A mutant player may ***not*** roleplay that have telekinetic/telepathic abilities, that they can manipulate elements in nature, or that they can regenerate at a rate that would make them impossible to kill.