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		<id>http://www.ti.wit-n-wiz.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Karmelo</id>
		<title>Sote - User contributions [en]</title>
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		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Special:Contributions/Karmelo"/>
		<updated>2026-04-17T11:45:12Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Drawing_Aura&amp;diff=670</id>
		<title>Drawing Aura</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Drawing_Aura&amp;diff=670"/>
				<updated>2011-10-14T20:56:18Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: /* Modifiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; 30&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Type:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039; Racial Ability OR some level of magic (probably Fields)&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The character pulls energy source from anything around them. Weaker sources often fold around them, but impact on larger things is only noticeable after extended contact. Still, just being around this character is fairly uncomfortable for most races.&lt;br /&gt;
&lt;br /&gt;
In addition, the character receives bonuses to understanding incoming energy in more empty places, and penalties in more intense places.&lt;br /&gt;
&lt;br /&gt;
There are two substats of Drawing Aura:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Power&amp;#039;&amp;#039;&amp;#039; - The strength of the aura, as well as its range.&lt;br /&gt;
*Very Low - One third a dice of power, 1xSize range.&lt;br /&gt;
*Low - 2xSize range.&lt;br /&gt;
*Mid -  Two third a dice of power, 2xSize range.&lt;br /&gt;
*High - 3xSize range.&lt;br /&gt;
*Very High - A dice of power, 3xSize range.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Control&amp;#039;&amp;#039;&amp;#039; - The ability to shut off or control one&amp;#039;s field. By default always on. Note that even with full control the character cannot make the aura discern targets, it will always affect any source in the area.&lt;br /&gt;
*Very Low - The character&amp;#039;s power is only off with concentration, and any distraction a roll must be made to maintain the deactivation and it comes on by default in high stress situations or low rolls&lt;br /&gt;
*Low - The character has to roll before any high stress situations.&lt;br /&gt;
*Mid - The character has the power under control by default, but low rolls still trigger it.&lt;br /&gt;
*High - Only a critical failure unintentionally activates the power.&lt;br /&gt;
*Very High - The character&amp;#039;s power is entirely under their control.&lt;br /&gt;
&lt;br /&gt;
===Types===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Chakra&amp;#039;&amp;#039;&amp;#039; ([[Cockatrice]]): Cockatrice siphon chakra from living things around them. This is functionally similar to the Harpie&amp;#039;s ability as it makes people uncomfortable and leaves them tired and weak, but the end result is way different: Cutting the flow of chakra to the person, draining them of all organic matter and leaving an immobile inorganic husk in its place.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Emotion&amp;#039;&amp;#039;&amp;#039; ([[Cubus]]): Emotions can be intense releases of energy, a lot of which is just sound and fury rather than utilized. Cubus are able to draw power from the emotions of people around them. Areas where Cubus can stay can feel less vibrant, and those who stay around them long feel very unmotivated.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Health&amp;#039;&amp;#039;&amp;#039; ([[Harpie]]): The most terrifying field for its impact, Harpies drain a sort of &amp;#039;life&amp;#039; energy from all things around them. Areas where they stay tend to have dead plants and brittle structures, and people around feel as if the life is being drawn out of them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Matter&amp;#039;&amp;#039;&amp;#039; ([[Giant]]): The most noticeably visible field, Giants pull in loose matter. Dirt, leaves, and pebbles to begin with, but as time goes on they can start pulling stuff as large as furniture. Areas where Giants stay long tend to have very little clutter, a sort of barren feel, and people who stay around them feel uncomfortable as the field tries to affect them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Sound&amp;#039;&amp;#039;&amp;#039; ([[Raijuu]]): Sound is another energy that is released routinely without thought, and the Raijuu eagerly eat it. Areas where the Raijuu stay often feel eerily quiet, and people who stay around them have trouble communicating.&lt;br /&gt;
&lt;br /&gt;
==Modifiers==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Contact&amp;#039;&amp;#039;&amp;#039; (-15): The range of this is reduced to the character&amp;#039;s reach, it can never exceed this.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Discerning&amp;#039;&amp;#039;&amp;#039; (30): The character can have the field NOT affect one target per level of Control as a cost of some chakra.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Restriction:&amp;#039;&amp;#039;&amp;#039; Magic: Fields - Low&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Truly Discerning&amp;#039;&amp;#039;&amp;#039; (30): The character can willingly choose a target at double the cost of chakra.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;Restriction:&amp;#039;&amp;#039;&amp;#039; Magic: Fields - High&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Localized&amp;#039;&amp;#039;&amp;#039; (-15): The field is associated with a specific body part, like the tail of a Cubus or the joints of a Raijuu. The aura still functions as normal, but if a part associated is damaged or destroyed the field is weakened by a level or lost until it can be replaced.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Malleable&amp;#039;&amp;#039;&amp;#039; (15): The character, for a cost of 5 chakra, can lower the power of the field per one dot of control.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Truly Malleable&amp;#039;&amp;#039;&amp;#039; (15): The character can choose to lower just the range or strength of the field, keeping the highest level of the other they&amp;#039;ve gotten.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Potent&amp;#039;&amp;#039;&amp;#039; (30): The strength of the field is doubled.&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Drawing_Aura&amp;diff=669</id>
		<title>Drawing Aura</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Drawing_Aura&amp;diff=669"/>
				<updated>2011-10-14T20:54:02Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; 30&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Type:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039; Racial Ability OR some level of magic (probably Fields)&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The character pulls energy source from anything around them. Weaker sources often fold around them, but impact on larger things is only noticeable after extended contact. Still, just being around this character is fairly uncomfortable for most races.&lt;br /&gt;
&lt;br /&gt;
In addition, the character receives bonuses to understanding incoming energy in more empty places, and penalties in more intense places.&lt;br /&gt;
&lt;br /&gt;
There are two substats of Drawing Aura:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Power&amp;#039;&amp;#039;&amp;#039; - The strength of the aura, as well as its range.&lt;br /&gt;
*Very Low - One third a dice of power, 1xSize range.&lt;br /&gt;
*Low - 2xSize range.&lt;br /&gt;
*Mid -  Two third a dice of power, 2xSize range.&lt;br /&gt;
*High - 3xSize range.&lt;br /&gt;
*Very High - A dice of power, 3xSize range.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Control&amp;#039;&amp;#039;&amp;#039; - The ability to shut off or control one&amp;#039;s field. By default always on. Note that even with full control the character cannot make the aura discern targets, it will always affect any source in the area.&lt;br /&gt;
*Very Low - The character&amp;#039;s power is only off with concentration, and any distraction a roll must be made to maintain the deactivation and it comes on by default in high stress situations or low rolls&lt;br /&gt;
*Low - The character has to roll before any high stress situations.&lt;br /&gt;
*Mid - The character has the power under control by default, but low rolls still trigger it.&lt;br /&gt;
*High - Only a critical failure unintentionally activates the power.&lt;br /&gt;
*Very High - The character&amp;#039;s power is entirely under their control.&lt;br /&gt;
&lt;br /&gt;
===Types===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Chakra&amp;#039;&amp;#039;&amp;#039; ([[Cockatrice]]): Cockatrice siphon chakra from living things around them. This is functionally similar to the Harpie&amp;#039;s ability as it makes people uncomfortable and leaves them tired and weak, but the end result is way different: Cutting the flow of chakra to the person, draining them of all organic matter and leaving an immobile inorganic husk in its place.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Emotion&amp;#039;&amp;#039;&amp;#039; ([[Cubus]]): Emotions can be intense releases of energy, a lot of which is just sound and fury rather than utilized. Cubus are able to draw power from the emotions of people around them. Areas where Cubus can stay can feel less vibrant, and those who stay around them long feel very unmotivated.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Health&amp;#039;&amp;#039;&amp;#039; ([[Harpie]]): The most terrifying field for its impact, Harpies drain a sort of &amp;#039;life&amp;#039; energy from all things around them. Areas where they stay tend to have dead plants and brittle structures, and people around feel as if the life is being drawn out of them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Matter&amp;#039;&amp;#039;&amp;#039; ([[Giant]]): The most noticeably visible field, Giants pull in loose matter. Dirt, leaves, and pebbles to begin with, but as time goes on they can start pulling stuff as large as furniture. Areas where Giants stay long tend to have very little clutter, a sort of barren feel, and people who stay around them feel uncomfortable as the field tries to affect them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Sound&amp;#039;&amp;#039;&amp;#039; ([[Raijuu]]): Sound is another energy that is released routinely without thought, and the Raijuu eagerly eat it. Areas where the Raijuu stay often feel eerily quiet, and people who stay around them have trouble communicating.&lt;br /&gt;
&lt;br /&gt;
==Modifiers==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Contact&amp;#039;&amp;#039;&amp;#039; (-15): The range of this is reduced to the character&amp;#039;s reach, it can never exceed this.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Discerning&amp;#039;&amp;#039;&amp;#039; (30): The character can have the field NOT affect one target per level of Control as a cost of some chakra.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Restriction:&amp;#039;&amp;#039;&amp;#039; Magic: Fields - Low&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Truly Discerning&amp;#039;&amp;#039;&amp;#039; (30): The character can willingly choose a target at double the cost of chakra.&lt;br /&gt;
**** &amp;#039;&amp;#039;&amp;#039;Restriction:&amp;#039;&amp;#039;&amp;#039; Magic: Fields - High&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Localized&amp;#039;&amp;#039;&amp;#039; (-15): The field is associated with a specific body part, like the tail of a Cubus or the joints of a Raijuu. The aura still functions as normal, but if a part associated is damaged or destroyed the field is weakened by a level or lost until it can be replaced.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Malleable&amp;#039;&amp;#039;&amp;#039; (15): The character, for a cost of 5 chakra, can lower the power of the field per one dot of control.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Truly Malleable&amp;#039;&amp;#039;&amp;#039; (15): The character can choose to lower just the range or strength of the field, keeping the highest level of the other they&amp;#039;ve gotten.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Potent&amp;#039;&amp;#039;&amp;#039; (30): The strength of the field is doubled.&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Drawing_Aura&amp;diff=668</id>
		<title>Drawing Aura</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Drawing_Aura&amp;diff=668"/>
				<updated>2011-10-14T20:52:16Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; 30&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Type:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039; Racial Ability OR some level of magic (probably Fields)&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The character pulls energy source from anything around them. Weaker sources often fold around them, but impact on larger things is only noticeable after extended contact. Still, just being around this character is fairly uncomfortable for most races.&lt;br /&gt;
&lt;br /&gt;
In addition, the character receives bonuses to understanding incoming energy in more empty places, and penalties in more intense places.&lt;br /&gt;
&lt;br /&gt;
There are two substats of Drawing Aura:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Power&amp;#039;&amp;#039;&amp;#039; - The strength of the aura, as well as its range.&lt;br /&gt;
*Very Low - One third a dice of power, 1xSize range.&lt;br /&gt;
*Low - 2xSize range.&lt;br /&gt;
*Mid -  Two third a dice of power, 2xSize range.&lt;br /&gt;
*High - 3xSize range.&lt;br /&gt;
*Very High - A dice of power, 3xSize range.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Control&amp;#039;&amp;#039;&amp;#039; - The ability to shut off or control one&amp;#039;s field. By default always on. Note that even with full control the character cannot make the aura discern targets, it will always affect any source in the area.&lt;br /&gt;
*Very Low - The character&amp;#039;s power is only off with concentration, and any distraction a roll must be made to maintain the deactivation and it comes on by default in high stress situations or low rolls&lt;br /&gt;
*Low - The character has to roll before any high stress situations.&lt;br /&gt;
*Mid - The character has the power under control by default, but low rolls still trigger it.&lt;br /&gt;
*High - Only a critical failure unintentionally activates the power.&lt;br /&gt;
*Very High - The character&amp;#039;s power is entirely under their control.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Chakra&amp;#039;&amp;#039;&amp;#039; ([[Cockatrice]]): Cockatrice siphon chakra from living things around them. This is functionally similar to the Harpie&amp;#039;s ability as it makes people uncomfortable and leaves them tired and weak, but the end result is way different: Cutting the flow of chakra to the person, draining them of all organic matter and leaving an immobile inorganic husk in its place.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Emotion&amp;#039;&amp;#039;&amp;#039; ([[Cubus]]): Emotions can be intense releases of energy, a lot of which is just sound and fury rather than utilized. Cubus are able to draw power from the emotions of people around them. Areas where Cubus can stay can feel less vibrant, and those who stay around them long feel very unmotivated.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Health&amp;#039;&amp;#039;&amp;#039; ([[Harpie]]): The most terrifying field for its impact, Harpies drain a sort of &amp;#039;life&amp;#039; energy from all things around them. Areas where they stay tend to have dead plants and brittle structures, and people around feel as if the life is being drawn out of them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Matter&amp;#039;&amp;#039;&amp;#039; ([[Giant]]): The most noticeably visible field, Giants pull in loose matter. Dirt, leaves, and pebbles to begin with, but as time goes on they can start pulling stuff as large as furniture. Areas where Giants stay long tend to have very little clutter, a sort of barren feel, and people who stay around them feel uncomfortable as the field tries to affect them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Sound&amp;#039;&amp;#039;&amp;#039; ([[Raijuu]]): Sound is another energy that is released routinely without thought, and the Raijuu eagerly eat it. Areas where the Raijuu stay often feel eerily quiet, and people who stay around them have trouble communicating.&lt;br /&gt;
&lt;br /&gt;
===Modifiers===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Contact&amp;#039;&amp;#039;&amp;#039; (-15): The range of this is reduced to the character&amp;#039;s reach, it can never exceed this.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Discerning&amp;#039;&amp;#039;&amp;#039; (30): The character can have the field NOT affect one target per level of Control as a cost of some chakra.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Restriction:&amp;#039;&amp;#039;&amp;#039; Magic: Fields - Low&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Truly Discerning&amp;#039;&amp;#039;&amp;#039; (30): The character can willingly choose a target at double the cost of chakra.&lt;br /&gt;
**** &amp;#039;&amp;#039;&amp;#039;Restriction:&amp;#039;&amp;#039;&amp;#039; Magic: Fields - High&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Localized&amp;#039;&amp;#039;&amp;#039; (-15): The field is associated with a specific body part, like the tail of a Cubus or the joints of a Raijuu. The aura still functions as normal, but if a part associated is damaged or destroyed the field is weakened by a level or lost until it can be replaced.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Malleable&amp;#039;&amp;#039;&amp;#039; (15): The character, for a cost of 5 chakra, can lower the power of the field per one dot of control.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Truly Malleable&amp;#039;&amp;#039;&amp;#039; (15): The character can choose to lower just the range or strength of the field, keeping the highest level of the other they&amp;#039;ve gotten.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Potent&amp;#039;&amp;#039;&amp;#039; (30): The strength of the field is doubled.&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Artificial_Body_Part&amp;diff=667</id>
		<title>Artificial Body Part</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Artificial_Body_Part&amp;diff=667"/>
				<updated>2011-10-14T14:36:16Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: Created page with &amp;quot;==Description== &amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; 15  &amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General  &amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039; Physical counterpart  The character has additional NON-ORGANIC body part. This is usually used i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; 15&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039; Physical counterpart&lt;br /&gt;
&lt;br /&gt;
The character has additional NON-ORGANIC body part. This is usually used in conjunction with [[Missing Body Part]], although some will use this to just gain an advantage.&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s not rare for these parts to have some advantage (represented in Modifiers) over the organic variety, but the fact of the matter is these are not ideal, they tend to be more susceptible some sort of damage over the organic one if not outright weaker. Furthermore, if they are damaged, they must be consciously repaired instead of healing naturally. And let&amp;#039;s face it, they&amp;#039;re far more likely to get destroyed.&lt;br /&gt;
==Modifiers==&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=666</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=666"/>
				<updated>2011-10-14T04:58:22Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Combat Traits]]&lt;br /&gt;
&lt;br /&gt;
[[Social Traits]]&lt;br /&gt;
&lt;br /&gt;
[[Knowledge]]&lt;br /&gt;
*[[Magic Theory]]&lt;br /&gt;
*[[Scientific Method]]&lt;br /&gt;
[[Natural Emotional State]]&lt;br /&gt;
&lt;br /&gt;
[[Stances]]&lt;br /&gt;
&lt;br /&gt;
[[Talents]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Cost&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Restrictions&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Addiction]]&lt;br /&gt;
| -15&lt;br /&gt;
|&lt;br /&gt;
| The character requires something to function normally.&lt;br /&gt;
|-&lt;br /&gt;
| [[Additional Body Parts]]&lt;br /&gt;
| 30&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character has extra pair of arms or legs. -2 Flexibility Rolls per level.&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificial Body Part]]&lt;br /&gt;
| 15&lt;br /&gt;
|&lt;br /&gt;
| The character requires something to function normally.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bounded]]&lt;br /&gt;
| 100&lt;br /&gt;
| Object&lt;br /&gt;
| The character draws power from another source.&lt;br /&gt;
|-&lt;br /&gt;
| [[Drawing Aura]]&lt;br /&gt;
| 30&lt;br /&gt;
| &lt;br /&gt;
| A character draws power passively.&lt;br /&gt;
|-&lt;br /&gt;
| [[Enhanced Sense]]&lt;br /&gt;
| 15&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character gains a bonus to perception based on a certain sense.&lt;br /&gt;
|-&lt;br /&gt;
| [[Flight]]&lt;br /&gt;
| 50&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character can fly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Immunity]]&lt;br /&gt;
| 90&lt;br /&gt;
|&lt;br /&gt;
| The character takes no damage from certain attacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mana Organ]]&lt;br /&gt;
| 50&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character has an extra organ that helps them cast spells.&lt;br /&gt;
|-&lt;br /&gt;
| [[Missing Body Part]]&lt;br /&gt;
| -30&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character is missing a bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| [[Manual Adaptation]]&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| The character can adapt to situations around them physically.&lt;br /&gt;
|-&lt;br /&gt;
| [[Outcast]]&lt;br /&gt;
| -15&lt;br /&gt;
|&lt;br /&gt;
| The character is considered an outcast by most.&lt;br /&gt;
|-&lt;br /&gt;
| [[Pacifist]]&lt;br /&gt;
| -15&lt;br /&gt;
|&lt;br /&gt;
| The character is opposed to violence.&lt;br /&gt;
|-&lt;br /&gt;
| [[Phase]]&lt;br /&gt;
| 30&lt;br /&gt;
|&lt;br /&gt;
| The character can at-will phase through a certain element.&lt;br /&gt;
|-&lt;br /&gt;
| [[Pulling Aura]]&lt;br /&gt;
| 30&lt;br /&gt;
| Giant/Half-Giant&lt;br /&gt;
| The character pulls loose debris relative to their mass.&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychic]]&lt;br /&gt;
| 30&lt;br /&gt;
|&lt;br /&gt;
| The character can use telepathy and telekinesis.&lt;br /&gt;
|-&lt;br /&gt;
| [[Prehensile Tail]]&lt;br /&gt;
| 30&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character has dexterity with their tail, allowing bonuses in combat.&lt;br /&gt;
|-&lt;br /&gt;
| [[Resilience]]&lt;br /&gt;
| ?&lt;br /&gt;
|&lt;br /&gt;
| The character is resilient to magic.&lt;br /&gt;
|-&lt;br /&gt;
| [[Sense Magic]]&lt;br /&gt;
| 10&lt;br /&gt;
| Physical counterpat&lt;br /&gt;
| The character is able to track and sense magic within certain areas.&lt;br /&gt;
|- &lt;br /&gt;
| [[Shapeshifting]]&lt;br /&gt;
| 40&lt;br /&gt;
|&lt;br /&gt;
| The character is able to change form.&lt;br /&gt;
|-&lt;br /&gt;
| [[Smooth Skin]]&lt;br /&gt;
| 10&lt;br /&gt;
| Naga/Half-Naga&lt;br /&gt;
| The character is hard to grasp.&lt;br /&gt;
|-&lt;br /&gt;
| [[Weakness]]&lt;br /&gt;
| -30&lt;br /&gt;
|&lt;br /&gt;
| The character is hurt by some sort of power more.&lt;br /&gt;
|-&lt;br /&gt;
| [[Zero]]&lt;br /&gt;
| 100&lt;br /&gt;
| NPC only/Storyteller&amp;#039;s permission&lt;br /&gt;
| The character houses a nature spirit, allowing them great powers.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Missing_Body_Part&amp;diff=665</id>
		<title>Missing Body Part</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Missing_Body_Part&amp;diff=665"/>
				<updated>2011-10-14T04:52:01Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: Created page with &amp;quot;==Description== &amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; -30  &amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General  &amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039; Physical counterpart  The character is missing a standard body part for their species or normal...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; -30&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039; Physical counterpart&lt;br /&gt;
&lt;br /&gt;
The character is missing a standard body part for their species or normalcy, making them less effective than other similar characters. This modifier represents a single missing part (as opposed to multiple which can work in pairs), and in almost all cases refer to an external body part that one only NEEDS one of.&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Manual_Adaptation&amp;diff=664</id>
		<title>Manual Adaptation</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Manual_Adaptation&amp;diff=664"/>
				<updated>2011-10-14T04:47:58Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; 75&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The character has the ability to change one&amp;#039;s body to adapt to a situation they&amp;#039;re exposed to normally. This is broken into two substats:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Adaptability&amp;#039;&amp;#039;&amp;#039; - The power and number of adaptations one person can have at any point.&lt;br /&gt;
* Very Low - The character can adapt to one aspect, effectively gaining a sort of half-level in the field.&lt;br /&gt;
* Low - The character can adapt to two aspects, effectively gaining gaining a half-level in each.&lt;br /&gt;
* Mid - The character can adapt to one aspect expertly, as well as two others. One may get a temporary level in one (though they have to spend twice as long adapting or expunging it), and a half in two.&lt;br /&gt;
* High - One expertly, three half. If one wants, past this level they may invest into the same one with the same type (meaning the three half here), effectively gaining a one and half level. However, having such high potency of something in an organic body counts as interference and becomes suspect to the sustainability rolls whenever used.&lt;br /&gt;
* Very High - Two expertly, three half.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Sustainability&amp;#039;&amp;#039;&amp;#039; - The quickness and resistance to their own adaptations can have at any point.&lt;br /&gt;
* Very Low - The character takes hours to adapt, or to expunge it, equating to focused down time or multiple breaks. In addition, if the character has two adaptations that would interfere with each other, the character has to roll a dice against themselves when using them. While adapting during breaks, the character recovers chakra at half-speed.&lt;br /&gt;
* Low - The character takes about an hour to adapt, equivalent of one break.&lt;br /&gt;
* Mid - The character takes about a half-hour to adapt, allowing them to adapt to two in a single break. In addition, the penalty against one&amp;#039;s self is reduced to a half dice.&lt;br /&gt;
* High - The character takes takes about three rounds of combat to adapt, allowing to become resistant to many powerful enemies&amp;#039; magicks quickly. Note they don&amp;#039;t have to be the target for the magick, just that it has to be used around them. When adapting in contact, it costs about 5 chakra per turn.&lt;br /&gt;
* Very High - The character takes a single round of combat to adapt, allowing them to almost instantly resist anything they come in combat should they choose two. In addition, the penalty against one&amp;#039;s self is almost completely nullified, only coming up on critical failures with usage.&lt;br /&gt;
==Modifiers==&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=663</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=663"/>
				<updated>2011-10-05T18:15:09Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Combat Traits]]&lt;br /&gt;
&lt;br /&gt;
[[Social Traits]]&lt;br /&gt;
&lt;br /&gt;
[[Knowledge]]&lt;br /&gt;
*[[Magic Theory]]&lt;br /&gt;
*[[Scientific Method]]&lt;br /&gt;
[[Natural Emotional State]]&lt;br /&gt;
&lt;br /&gt;
[[Stances]]&lt;br /&gt;
&lt;br /&gt;
[[Talents]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Cost&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Restrictions&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Addiction]]&lt;br /&gt;
| -15&lt;br /&gt;
|&lt;br /&gt;
| The character requires something to function normally.&lt;br /&gt;
|-&lt;br /&gt;
| [[Additional Body Parts]]&lt;br /&gt;
| 30&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character has extra pair of arms or legs. -2 Flexibility Rolls per level.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bounded]]&lt;br /&gt;
| 100&lt;br /&gt;
| Object&lt;br /&gt;
| The character draws power from another source.&lt;br /&gt;
|-&lt;br /&gt;
| [[Drawing Aura]]&lt;br /&gt;
| 30&lt;br /&gt;
| &lt;br /&gt;
| A character draws power passively.&lt;br /&gt;
|-&lt;br /&gt;
| [[Enhanced Sense]]&lt;br /&gt;
| 15&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character gains a bonus to perception based on a certain sense.&lt;br /&gt;
|-&lt;br /&gt;
| [[Flight]]&lt;br /&gt;
| 50&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character can fly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Immunity]]&lt;br /&gt;
| 90&lt;br /&gt;
|&lt;br /&gt;
| The character takes no damage from certain attacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mana Organ]]&lt;br /&gt;
| 50&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character has an extra organ that helps them cast spells.&lt;br /&gt;
|-&lt;br /&gt;
| [[Missing Body Part]]&lt;br /&gt;
| -30&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character is missing a bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| [[Manual Adaptation]]&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| The character can adapt to situations around them physically.&lt;br /&gt;
|-&lt;br /&gt;
| [[Outcast]]&lt;br /&gt;
| -15&lt;br /&gt;
|&lt;br /&gt;
| The character is considered an outcast by most.&lt;br /&gt;
|-&lt;br /&gt;
| [[Pacifist]]&lt;br /&gt;
| -15&lt;br /&gt;
|&lt;br /&gt;
| The character is opposed to violence.&lt;br /&gt;
|-&lt;br /&gt;
| [[Phase]]&lt;br /&gt;
| 30&lt;br /&gt;
|&lt;br /&gt;
| The character can at-will phase through a certain element.&lt;br /&gt;
|-&lt;br /&gt;
| [[Pulling Aura]]&lt;br /&gt;
| 30&lt;br /&gt;
| Giant/Half-Giant&lt;br /&gt;
| The character pulls loose debris relative to their mass.&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychic]]&lt;br /&gt;
| 30&lt;br /&gt;
|&lt;br /&gt;
| The character can use telepathy and telekinesis.&lt;br /&gt;
|-&lt;br /&gt;
| [[Prehensile Tail]]&lt;br /&gt;
| 30&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character has dexterity with their tail, allowing bonuses in combat.&lt;br /&gt;
|-&lt;br /&gt;
| [[Resilience]]&lt;br /&gt;
| ?&lt;br /&gt;
|&lt;br /&gt;
| The character is resilient to magic.&lt;br /&gt;
|-&lt;br /&gt;
| [[Sense Magic]]&lt;br /&gt;
| 10&lt;br /&gt;
| Physical counterpat&lt;br /&gt;
| The character is able to track and sense magic within certain areas.&lt;br /&gt;
|- &lt;br /&gt;
| [[Shapeshifting]]&lt;br /&gt;
| 40&lt;br /&gt;
|&lt;br /&gt;
| The character is able to change form.&lt;br /&gt;
|-&lt;br /&gt;
| [[Smooth Skin]]&lt;br /&gt;
| 10&lt;br /&gt;
| Naga/Half-Naga&lt;br /&gt;
| The character is hard to grasp.&lt;br /&gt;
|-&lt;br /&gt;
| [[Weakness]]&lt;br /&gt;
| -30&lt;br /&gt;
|&lt;br /&gt;
| The character is hurt by some sort of power more.&lt;br /&gt;
|-&lt;br /&gt;
| [[Zero]]&lt;br /&gt;
| 100&lt;br /&gt;
| NPC only/Storyteller&amp;#039;s permission&lt;br /&gt;
| The character houses a nature spirit, allowing them great powers.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Additional_Body_Parts&amp;diff=662</id>
		<title>Additional Body Parts</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Additional_Body_Parts&amp;diff=662"/>
				<updated>2011-10-05T18:12:25Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; 30&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039; Physical counterpart&lt;br /&gt;
&lt;br /&gt;
This gives the character an extra set of the normal number of a specific body part. Two more arms, one more heart, so forth. Any external body parts have a negative impact on flexibility rolls, but also bonuses for actions involving them.&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Additional_Body_Parts&amp;diff=661</id>
		<title>Additional Body Parts</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Additional_Body_Parts&amp;diff=661"/>
				<updated>2011-10-05T18:12:12Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; 30&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039; Physical counterpart&lt;br /&gt;
&lt;br /&gt;
This gives the character an extra set of the normal number of a specific body part. Two more arms, one more heart, so forth. Any external body parts have a negative impact on flexibility rolls, but also bonuses for actions involving them.&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Additional_Body_Parts&amp;diff=659</id>
		<title>Additional Body Parts</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Additional_Body_Parts&amp;diff=659"/>
				<updated>2011-10-05T18:05:42Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: moved Additional Limbs to Additional Body Parts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039; Physical counterpart&lt;br /&gt;
&lt;br /&gt;
This gives the character extra actions and bonuses for any actions involving those limbs. If a set of limbs is damaged or lost, a level of this bonus is halved or voided.&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Additional_Limbs&amp;diff=660</id>
		<title>Additional Limbs</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Additional_Limbs&amp;diff=660"/>
				<updated>2011-10-05T18:05:42Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: moved Additional Limbs to Additional Body Parts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Additional Body Parts]]&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=658</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=658"/>
				<updated>2011-10-05T17:57:48Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Combat Traits]]&lt;br /&gt;
&lt;br /&gt;
[[Social Traits]]&lt;br /&gt;
&lt;br /&gt;
[[Knowledge]]&lt;br /&gt;
*[[Magic Theory]]&lt;br /&gt;
*[[Scientific Method]]&lt;br /&gt;
[[Natural Emotional State]]&lt;br /&gt;
&lt;br /&gt;
[[Stances]]&lt;br /&gt;
&lt;br /&gt;
[[Talents]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Cost&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Restrictions&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Addiction]]&lt;br /&gt;
| -15&lt;br /&gt;
|&lt;br /&gt;
| The character requires something to function normally.&lt;br /&gt;
|-&lt;br /&gt;
| [[Additional Limbs]] Extra Body Parts&lt;br /&gt;
| 30&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character has extra pair of arms or legs. -2 Flexibility Rolls per level.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bounded]]&lt;br /&gt;
| 100&lt;br /&gt;
| Object&lt;br /&gt;
| The character draws power from another source.&lt;br /&gt;
|-&lt;br /&gt;
| [[Drawing Aura]]&lt;br /&gt;
| 30&lt;br /&gt;
| &lt;br /&gt;
| A character draws power passively.&lt;br /&gt;
|-&lt;br /&gt;
| [[Enhanced Sense]]&lt;br /&gt;
| 15&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character gains a bonus to perception based on a certain sense.&lt;br /&gt;
|-&lt;br /&gt;
| [[Flight]]&lt;br /&gt;
| 50&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character can fly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Immunity]]&lt;br /&gt;
| 90&lt;br /&gt;
|&lt;br /&gt;
| The character takes no damage from certain attacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mana Organ]]&lt;br /&gt;
| 50&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character has an extra organ that helps them cast spells.&lt;br /&gt;
|-&lt;br /&gt;
| [[Missing]] Missing Body Part&lt;br /&gt;
| -30&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character is missing a bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mistrusted]] Outcast&lt;br /&gt;
| -15&lt;br /&gt;
|&lt;br /&gt;
| The character is considered an outcast by most.&lt;br /&gt;
|-&lt;br /&gt;
| [[Manual Adaptation]]&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| The character can adapt to situations around them physically.&lt;br /&gt;
|-&lt;br /&gt;
| [[Pacifist]]&lt;br /&gt;
| -15&lt;br /&gt;
|&lt;br /&gt;
| The character is opposed to violence.&lt;br /&gt;
|-&lt;br /&gt;
| [[Phase]]&lt;br /&gt;
| 30&lt;br /&gt;
|&lt;br /&gt;
| The character can at-will phase through a certain element.&lt;br /&gt;
|-&lt;br /&gt;
| [[Pulling Aura]]&lt;br /&gt;
| 30&lt;br /&gt;
| Giant/Half-Giant&lt;br /&gt;
| The character pulls loose debris relative to their mass.&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychic]]&lt;br /&gt;
| 30&lt;br /&gt;
|&lt;br /&gt;
| The character can use telepathy and telekinesis.&lt;br /&gt;
|-&lt;br /&gt;
| [[Prehensile Tail]]&lt;br /&gt;
| 30&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character has dexterity with their tail, allowing bonuses in combat.&lt;br /&gt;
|-&lt;br /&gt;
| [[Resilience]]&lt;br /&gt;
| ?&lt;br /&gt;
|&lt;br /&gt;
| The character is resilient to magic.&lt;br /&gt;
|-&lt;br /&gt;
| [[Sense Magic]]&lt;br /&gt;
| 10&lt;br /&gt;
| Physical counterpat&lt;br /&gt;
| The character is able to track and sense magic within certain areas.&lt;br /&gt;
|- &lt;br /&gt;
| [[Shapeshifting]]&lt;br /&gt;
| 40&lt;br /&gt;
|&lt;br /&gt;
| The character is able to change form.&lt;br /&gt;
|-&lt;br /&gt;
| [[Smooth Skin]]&lt;br /&gt;
| 10&lt;br /&gt;
| Naga/Half-Naga&lt;br /&gt;
| The character is hard to grasp.&lt;br /&gt;
|-&lt;br /&gt;
| [[Weakness]]&lt;br /&gt;
| -30&lt;br /&gt;
|&lt;br /&gt;
| The character is hurt by some sort of power more.&lt;br /&gt;
|-&lt;br /&gt;
| [[Zero]]&lt;br /&gt;
| 100&lt;br /&gt;
| NPC only/Storyteller&amp;#039;s permission&lt;br /&gt;
| The character houses a nature spirit, allowing them great powers.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Drawing_Aura&amp;diff=657</id>
		<title>Drawing Aura</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Drawing_Aura&amp;diff=657"/>
				<updated>2011-10-05T17:57:11Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; 30  &amp;#039;&amp;#039;&amp;#039;Play Type:&amp;#039;&amp;#039;&amp;#039; Limited  &amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039; Racial Ability OR some level of magic  ==Description== The character pulls energy source from anything around them. ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; 30&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Type:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039; Racial Ability OR some level of magic&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The character pulls energy source from anything around them. Weaker sources often fold around them, but impact on larger things is only noticeable after extended contact. Still, just being around this character is fairly uncomfortable for most races.&lt;br /&gt;
&lt;br /&gt;
There are two substats of Drawing Aura:&lt;br /&gt;
&lt;br /&gt;
Power - The strength of the aura, as well as its range.&lt;br /&gt;
*Very Low - One third a dice of power, 1xSize range.&lt;br /&gt;
*Low - 2xSize range.&lt;br /&gt;
*Mid -  Two third a dice of power, 2xSize range.&lt;br /&gt;
*High - 3xSize range.&lt;br /&gt;
*Very High - A dice of power, 3xSize range.&lt;br /&gt;
&lt;br /&gt;
Control - The ability to shut off or control one&amp;#039;s field. By default always on. Note that even with full control the character cannot make the aura discern targets, it will always affect any source in the area.&lt;br /&gt;
*Very Low - The character&amp;#039;s power is only off with concentration, and any distraction a roll must be made to maintain the deactivation and it comes on by default in high stress situations or low rolls&lt;br /&gt;
*Low - The character has to roll before any high stress situations.&lt;br /&gt;
*Mid - The character has the power under control by default, but low rolls still trigger it.&lt;br /&gt;
*High - Only a critical failure unintentionally activates the power.&lt;br /&gt;
*Very High - The character&amp;#039;s power is entirely under their control.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Emotion&amp;#039;&amp;#039;&amp;#039; (Cubus): Emotions can be intense releases of energy, a lot of which is just sound and fury rather than utilized. Cubus are able to draw power from the emotions of people around them. Areas where Cubus can stay can feel less vibrant, and those who stay around them long feel very unmotivated.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Health&amp;#039;&amp;#039;&amp;#039; (Harpie): The most terrifying field for its impact, Harpies drain a sort of &amp;#039;life&amp;#039; energy from all things around them. Areas where they stay tend to have dead plants and brittle structures, and people around feel as if the life is being drawn out of them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Matter&amp;#039;&amp;#039;&amp;#039; (Giant): The most noticeably visible field, Giants pull in loose matter. Dirt, leaves, and pebbles to begin with, but as time goes on they can start pulling stuff as large as furniture. Areas where Giants stay long tend to have very little clutter, a sort of barren feel, and people who stay around them feel uncomfortable as the field tries to affect them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Sound&amp;#039;&amp;#039;&amp;#039; (Raijuu): Sound is another energy that is released routinely without thought, and the Raijuu eagerly eat it. Areas where the Raijuu stay often feel eerily quiet, and people who stay around them have trouble communicating.&lt;br /&gt;
&lt;br /&gt;
===Modifiers===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Contact&amp;#039;&amp;#039;&amp;#039; (-15): The range of this is reduced to the character&amp;#039;s reach, it can never exceed this.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Discerning&amp;#039;&amp;#039;&amp;#039; (30): The character can have the field NOT affect one target per level of Control.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Restriction:&amp;#039;&amp;#039;&amp;#039; Magic: Fields - Low&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Potent&amp;#039;&amp;#039;&amp;#039; (30): The power of the field is doubled.&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Races&amp;diff=656</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Races&amp;diff=656"/>
				<updated>2011-10-05T05:38:56Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: /* The Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Races==&lt;br /&gt;
==The Races==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Race&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Play Category&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Recovery Element&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Age of Expansion&lt;br /&gt;
|-&lt;br /&gt;
| [[Android]]&lt;br /&gt;
| Restricted&lt;br /&gt;
| None&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| 4. Heavy&lt;br /&gt;
| Third&lt;br /&gt;
|-&lt;br /&gt;
| [[Angel]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Air (3/4)&lt;br /&gt;
| 4. Large (Wide)&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| First&lt;br /&gt;
|-&lt;br /&gt;
| [[Asura]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| First?&lt;br /&gt;
|-&lt;br /&gt;
| [[Centaur]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| Second&lt;br /&gt;
|-&lt;br /&gt;
| [[Cubus]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Air (1/4), Emotion (1/4)&lt;br /&gt;
| 4. Large (Wide)&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| First&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, One Other (1/2)&lt;br /&gt;
| 5. Very Large/Large (Wide)&lt;br /&gt;
| 5. Very Heavy/Mid&lt;br /&gt;
| First&lt;br /&gt;
|-&lt;br /&gt;
| [[Drow]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground&lt;br /&gt;
| 4. Large (Long) &lt;br /&gt;
| 4. Heavy&lt;br /&gt;
| Third&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad]]&lt;br /&gt;
| Restricted&lt;br /&gt;
| Plantlife, Ground (1/2)&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| First&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground, Earth (1/4)&lt;br /&gt;
| 2. Small&lt;br /&gt;
| 2. Light&lt;br /&gt;
| Second&lt;br /&gt;
|-&lt;br /&gt;
| [[Elf]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground, Plantlife (1/4), Air (1/4)&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| First&lt;br /&gt;
|-&lt;br /&gt;
| [[Fae]]&lt;br /&gt;
| General&lt;br /&gt;
| Air, Ground (1/2), One to Three Others (1/8 to 3/4)&lt;br /&gt;
| 1. Very Small&lt;br /&gt;
| 1. Very Light&lt;br /&gt;
| Second?&lt;br /&gt;
|-&lt;br /&gt;
| [[Formid]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Air, Ground (1/2)&lt;br /&gt;
| 2. Small&lt;br /&gt;
| 2. Light&lt;br /&gt;
| Second?&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Shell&lt;br /&gt;
| 4. Large (Long)&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| First&lt;br /&gt;
|-&lt;br /&gt;
| [[Gnome]]&lt;br /&gt;
| General&lt;br /&gt;
| Earth, Ground (1/2)&lt;br /&gt;
| 2. Small&lt;br /&gt;
| 2. Light&lt;br /&gt;
| First&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblin]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| 2. Small&lt;br /&gt;
| 2. Light&lt;br /&gt;
| Third&lt;br /&gt;
|-&lt;br /&gt;
| [[Harpie]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Air (1/8)&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| Second?&lt;br /&gt;
|-&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| Second&lt;br /&gt;
|-&lt;br /&gt;
| [[Inu]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| Second?&lt;br /&gt;
|-&lt;br /&gt;
| [[Kappa]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Water, Ground (1/4)&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| Third&lt;br /&gt;
|-&lt;br /&gt;
| [[Karkin]]&lt;br /&gt;
| Restricted&lt;br /&gt;
| Convertor&lt;br /&gt;
| 4. Large&lt;br /&gt;
| 5. Very Heavy&lt;br /&gt;
| Second?&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitsune]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| First&lt;br /&gt;
|-&lt;br /&gt;
| [[Mandragora]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Plantlife (1/2), Earth (1/2)&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| Second?&lt;br /&gt;
|-&lt;br /&gt;
| [[Merfolk]]&lt;br /&gt;
| Restricted&lt;br /&gt;
| Water&lt;br /&gt;
| 4. Large (Long)&lt;br /&gt;
| 4. Heavy&lt;br /&gt;
| First?&lt;br /&gt;
|-&lt;br /&gt;
| [[Minotaur]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| 4. Heavy&lt;br /&gt;
| Second?&lt;br /&gt;
|-&lt;br /&gt;
| [[Naga]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Water&lt;br /&gt;
| 4. Large (Long)&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| Second?&lt;br /&gt;
|-&lt;br /&gt;
| [[Neko]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| Second&lt;br /&gt;
|-&lt;br /&gt;
| [[Orc]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| 4. Heavy&lt;br /&gt;
| Third&lt;br /&gt;
|-&lt;br /&gt;
| [[Raijuu]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Sound (1/4)&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| 2. Light&lt;br /&gt;
| Third?&lt;br /&gt;
|-&lt;br /&gt;
| [[Salamander]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Fire, Air (1/2)&lt;br /&gt;
| 4. Large (Wide)&lt;br /&gt;
| 4. Heavy&lt;br /&gt;
| First?&lt;br /&gt;
|-&lt;br /&gt;
| [[Tengu]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground, Air&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| Second&lt;br /&gt;
|-&lt;br /&gt;
| [[Troll]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Water (1/2)&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| 5. Very Heavy&lt;br /&gt;
| Third&lt;br /&gt;
|-&lt;br /&gt;
| [[Uligo]]&lt;br /&gt;
| Restricted&lt;br /&gt;
| Any&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| Second?&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Water&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| Third&lt;br /&gt;
|-&lt;br /&gt;
| [[Usagi]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| Second&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Ice&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| 3. Mid&lt;br /&gt;
| First?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Not Sure Where To Put These Quite Yet!===&lt;br /&gt;
* [[Gargoyle]]&lt;br /&gt;
* [[Nymph]]&lt;br /&gt;
* [[Sponge]]&lt;br /&gt;
* [[Servant]]&lt;br /&gt;
* [[Voidspawn]]&lt;br /&gt;
&lt;br /&gt;
===Note: Muttin&amp;#039; But Trouble===&lt;br /&gt;
Halfbreeds are just common enough in culture that it could make sense for PCs to want to try to play them. Here&amp;#039;s some prototype rules on formulating:&lt;br /&gt;
&lt;br /&gt;
* General + General = Limited&lt;br /&gt;
* General + Limited = Limited&lt;br /&gt;
* General + Restricted = Restricted&lt;br /&gt;
* Limited + Limited = Restricted&lt;br /&gt;
* Limited + Restricted = Restricted&lt;br /&gt;
* Restricted + Restricted = Probably Not Happening&lt;br /&gt;
&lt;br /&gt;
In general, a DM doesn&amp;#039;t want more than one of ANY SPECIFIC halfbreed. Note that certain hybrids might end up a Play Category above or below the general rules.&lt;br /&gt;
&lt;br /&gt;
When creating a halfbreed, there are unique rules. Halfbreeds get all abilities that have levels from both races, but one level lower than their parents. If they both have the ability, you count only the highest down a level.&lt;br /&gt;
&lt;br /&gt;
Halfbreeds also start out with whatever trait we make people regard one as a misfit, as well as probably one other negative trait. They get no creation bonuses for these.&lt;br /&gt;
&lt;br /&gt;
In cases of conflicting abilities, it is generally the choice of the PC, although certain DMs may suggest/enforce rulings they should provide beforehand.&lt;br /&gt;
&lt;br /&gt;
Some more as we go along.&lt;br /&gt;
===Note: Niches Ain&amp;#039;t Shit===&lt;br /&gt;
In general, every race seems to feel a niche, but sometimes it seems some of them share one. Even then, their approach to the niche is often very different. Below are some examples I can think of, if anyone else has questions I&amp;#039;m sure I&amp;#039;ll hit them:&lt;br /&gt;
&lt;br /&gt;
*Centaurs and Dwarves both fit the niche being dedicated to work. But Centaurs focus on efficiency for their farms, whereas dwarves enjoy work solely to keep busy.&lt;br /&gt;
*Kappa and Usagi both work as dedicated to a specific subculture. But Kappa focus on the spirit of the subculture, whereas Usagi tend to embrace the physical side more, being a bit more of poseurs.&lt;br /&gt;
*Inu and Minotaur are both written as the muscle for hire originally, but Inu are hunters and Minotaurs are protectors.&lt;br /&gt;
&lt;br /&gt;
Really, I suspect in most cases these races would get along the least well in many cases. While other races just don&amp;#039;t care about the issues, these races have entirely different beliefs they feel strongly about, and if someone else feels strongly but different it&amp;#039;s not a good thing.&lt;br /&gt;
&lt;br /&gt;
==Key==&lt;br /&gt;
===Play Category===&lt;br /&gt;
They are three basic play categories for races:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;General&amp;#039;&amp;#039;&amp;#039; - In general, this race is allowed for use for all. In most stories, any or all PCs may use it. There might occasionally be restrictions against everyone using a single race, but at least two should generally be allowed.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Limited&amp;#039;&amp;#039;&amp;#039; - In general, this race should only be represented by one PC, and may not be allowed in all stories. Ideally, PCs will have different enough tastes to decide on different races, and any conflicts can hopefully be fixed with compromise. DMs may allow two in certain cases, but outside of that it is recommended to stick hard to one.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Restricted&amp;#039;&amp;#039;&amp;#039; - In general, this race is forbidden from PC play, and rarely should ever be allowed even one unless the player can justify it in some way. Be very careful in breaking this at any point.&lt;br /&gt;
====Note: Rated R for Restricted====&lt;br /&gt;
Some people might wonder why the restricted races are mentioned at all if they&amp;#039;re not for PC use. Well, firstly, the races ARE still a part of the setting, and the GM may occasionally use restricted races as NPCs (keep in mind, though, most of these races are restricted due to their lack of numbers). Secondly, restrictions are based on setting, and certain games may take place in a time where they restrictions are different, or even a different universe with the same races. It&amp;#039;s okay, you can do it, I&amp;#039;ll allow it.&lt;br /&gt;
====Note: What to Choose====&lt;br /&gt;
Though play category often hints at this, it&amp;#039;s a weak correlation to say how easy they are to play. Some races play close to fantasy defaults, while others may end up playing like nothing you&amp;#039;ve seen before. This is just estimates, it might move around with more consideration.&lt;br /&gt;
&lt;br /&gt;
*Easy, Play Like Most Races In Most Games - Angel, Asura, Centaur, Cubus, Dwarf, Dryad, Elf, Formid Goblin, Human, Inu, Kappa, Kitsune, Minotaur, Naga, Neko, Orc, Tengu, Troll&lt;br /&gt;
*Difficult, Have Some Distinct Features - Android, Dragon, Drow, Fae, Gnome, Harpie, Mandragora, Merfolk, Salamander, Usagi, Yuki&lt;br /&gt;
*Very Difficult, Races Are Essentially Unique - Giant, Karkin, Raijuu, Uligo, Undine&lt;br /&gt;
&lt;br /&gt;
===Recovery Element===&lt;br /&gt;
Characters recover naturally in certain elements. These are all the elements listed in the category. However, even though they recover in the other elements, they cannot survive in any denoted with fractions. After a few hours, they stop any recovery and slowly start to die. This stops when they return to any normal element.&lt;br /&gt;
&lt;br /&gt;
There are special &amp;#039;elements&amp;#039; that have no physical equivalent, such as emotion. These aid recovery in other elements, but are obviously not sustainable on their own.&lt;br /&gt;
====Note: Sky Above, Ground Below====&lt;br /&gt;
&amp;#039;Ground&amp;#039; might be confusing terminology, but you know, oh well. It refers to be exposed to both air and earth at the same time. It doesn&amp;#039;t really matter how, but being only in the air or the earth does not work equivalently, as noted above.&lt;br /&gt;
===Eye, Hair, and Skin Color===&lt;br /&gt;
As stated. &amp;#039;Standard&amp;#039; refers to normal human range, ignoring things like albinism. &lt;br /&gt;
===Size Class===&lt;br /&gt;
The general size of the race. In certain cases, they might be one larger or smaller, but those are outliers and usually unnatural cases. Currently this affects how easy they are to hit, adding a penalty for large/very large and a bonus for small/very small. DMs may choose to count Large (Wide) as a penalty only for attacks head-on (or back-on), and Large (Long) for attacks from the side.&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m thinking this is something purely like -1 to dodge for Large and +1 to dodge for Small, linear with positive and negative aspect.&lt;br /&gt;
===Weight Class===&lt;br /&gt;
The general weight of the race. In certain cases, they might be one lighter or heavier, but those are outliers and usually unnatural cases. Currently this affects how effective push/pull attacks are, more-so for light/very light and less-so for heavy/very heavy.&lt;br /&gt;
&lt;br /&gt;
This, meanwhile, I think is done by the DIFFERENCE of the two. With 1 being Very Small and 5 being Very Large. Something like&lt;br /&gt;
&lt;br /&gt;
Difference between Attacking/Defending (may change):&lt;br /&gt;
*-3 or lower - The attacker does not push/pull, may automatically suffer or have to roll to avoid a slight push/pull themselves.&lt;br /&gt;
*-2 - The power of the push/pull is weakened by 2 (maybe 3?).&lt;br /&gt;
*-1 - The power of the push/pull is weakened by 1.&lt;br /&gt;
* 0 - The power of the push/pull is normal.&lt;br /&gt;
*+1 - The power of the push/pull is strengthened by 1.&lt;br /&gt;
*+2 - The power of the push/pull is strengthened by 2 (maybe 3?).&lt;br /&gt;
*+3 or higher - The power of the push/pull is increased by the target&amp;#039;s Agility, they may automatically suffer or have to avoid being knocked prone.&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=655</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=655"/>
				<updated>2011-10-01T16:40:47Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Combat Traits]]&lt;br /&gt;
[[Social Traits]]&lt;br /&gt;
[[Knowledge]]&lt;br /&gt;
*[[Magic Theory]]&lt;br /&gt;
*[[Scientific Method]]&lt;br /&gt;
[[Natural Emotional State]]&lt;br /&gt;
[[Stances]]&lt;br /&gt;
[[Talents]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Cost&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Restrictions&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Addiction]]&lt;br /&gt;
| -15&lt;br /&gt;
|&lt;br /&gt;
| The character requires something to function normally.&lt;br /&gt;
|-&lt;br /&gt;
| [[Additional Limbs]] Extra Body Parts&lt;br /&gt;
| 30&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character has extra pair of arms or legs. -2 Flexibility Rolls per level.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bounded]]&lt;br /&gt;
| 100&lt;br /&gt;
| Object&lt;br /&gt;
| The character draws power from another source.&lt;br /&gt;
|-&lt;br /&gt;
| [[Draining Aura]]&lt;br /&gt;
| 30&lt;br /&gt;
| &lt;br /&gt;
| A character does damage passively.&lt;br /&gt;
|-&lt;br /&gt;
| [[Enhanced Sense]]&lt;br /&gt;
| 15&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character gains a bonus to perception based on a certain sense.&lt;br /&gt;
|-&lt;br /&gt;
| [[Flight]]&lt;br /&gt;
| 50&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character can fly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Immunity]]&lt;br /&gt;
| 90&lt;br /&gt;
|&lt;br /&gt;
| The character takes no damage from certain attacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mana Organ]]&lt;br /&gt;
| 50&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character has an extra organ that helps them cast spells.&lt;br /&gt;
|-&lt;br /&gt;
| [[Missing]] Missing Body Part&lt;br /&gt;
| -30&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character is missing a bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mistrusted]] Outcast&lt;br /&gt;
| -15&lt;br /&gt;
|&lt;br /&gt;
| The character is considered an outcast by most.&lt;br /&gt;
|-&lt;br /&gt;
| [[Manual Adaptation]]&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| The character can adapt to situations around them physically.&lt;br /&gt;
|-&lt;br /&gt;
| [[Pacifist]]&lt;br /&gt;
| -15&lt;br /&gt;
|&lt;br /&gt;
| The character is opposed to violence.&lt;br /&gt;
|-&lt;br /&gt;
| [[Phase]]&lt;br /&gt;
| 30&lt;br /&gt;
|&lt;br /&gt;
| The character can at-will phase through a certain element.&lt;br /&gt;
|-&lt;br /&gt;
| [[Pulling Aura]]&lt;br /&gt;
| 30&lt;br /&gt;
| Giant/Half-Giant&lt;br /&gt;
| The character pulls loose debris relative to their mass.&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychic]]&lt;br /&gt;
| 30&lt;br /&gt;
|&lt;br /&gt;
| The character can use telepathy and telekinesis.&lt;br /&gt;
|-&lt;br /&gt;
| [[Prehensile Tail]]&lt;br /&gt;
| 30&lt;br /&gt;
| Physical counterpart&lt;br /&gt;
| The character has dexterity with their tail, allowing bonuses in combat.&lt;br /&gt;
|-&lt;br /&gt;
| [[Resilience]]&lt;br /&gt;
| ?&lt;br /&gt;
|&lt;br /&gt;
| The character is resilient to magic.&lt;br /&gt;
|-&lt;br /&gt;
| [[Sense Magic]]&lt;br /&gt;
| 10&lt;br /&gt;
| Physical counterpat&lt;br /&gt;
| The character is able to track and sense magic within certain areas.&lt;br /&gt;
|- &lt;br /&gt;
| [[Shapeshifting]]&lt;br /&gt;
| 40&lt;br /&gt;
|&lt;br /&gt;
| The character is able to change form.&lt;br /&gt;
|-&lt;br /&gt;
| [[Smooth Skin]]&lt;br /&gt;
| 10&lt;br /&gt;
| Naga/Half-Naga&lt;br /&gt;
| The character is hard to grasp.&lt;br /&gt;
|-&lt;br /&gt;
| [[Weakness]]&lt;br /&gt;
| -30&lt;br /&gt;
|&lt;br /&gt;
| The character is hurt by some sort of power more.&lt;br /&gt;
|-&lt;br /&gt;
| [[Zero]]&lt;br /&gt;
| 100&lt;br /&gt;
| NPC only/Storyteller&amp;#039;s permission&lt;br /&gt;
| The character houses a nature spirit, allowing them great powers.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Manual_Adaptation&amp;diff=654</id>
		<title>Manual Adaptation</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Manual_Adaptation&amp;diff=654"/>
				<updated>2011-10-01T15:58:53Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; 75&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The character has the ability to change one&amp;#039;s body to adapt to a situation they&amp;#039;re exposed to normally. This is broken into two substats:&lt;br /&gt;
&lt;br /&gt;
Adaptability - The power and number of adaptations one person can have at any point.&lt;br /&gt;
* Very Low - The character can adapt to one aspect, effectively gaining a sort of half-level in the field.&lt;br /&gt;
* Low - The character can adapt to two aspects, effectively gaining gaining a half-level in each.&lt;br /&gt;
* Mid - The character can adapt to one aspect expertly, as well as two others. One may get a temporary level in one (though they have to spend twice as long adapting or expunging it), and a half in two.&lt;br /&gt;
* High - One expertly, three half. If one wants, past this level they may invest into the same one with the same type (meaning the three half here), effectively gaining a one and half level. However, having such high potency of something in an organic body counts as interference and becomes suspect to the sustainability rolls whenever used.&lt;br /&gt;
* Very High - Two expertly, three half.&lt;br /&gt;
Sustainability - The quickness and resistance to their own adaptations can have at any point.&lt;br /&gt;
* Very Low - The character takes hours to adapt, or to expunge it, equating to focused down time or multiple breaks. In addition, if the character has two adaptations that would interfere with each other, the character has to roll a dice against themselves when using them.&lt;br /&gt;
* Low - The character takes about an hour to adapt, equivalent of one break.&lt;br /&gt;
* Mid - The character takes about a half-hour to adapt, allowing them to adapt to two in a single break. In addition, the penalty against one&amp;#039;s self is reduced to a half dice.&lt;br /&gt;
* High - The character takes takes about three rounds of combat to adapt, allowing to become resistant to many powerful enemies&amp;#039; magicks quickly. Note they don&amp;#039;t have to be the target for the magick, just that it has to be used around them.&lt;br /&gt;
* Very High - The character takes a single round of combat to adapt, allowing them to almost instantly resist anything they come in combat should they choose two. In addition, the penalty against one&amp;#039;s self is almost completely nullified, only coming up on critical failures with usage.&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Races&amp;diff=653</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Races&amp;diff=653"/>
				<updated>2011-09-29T06:34:32Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Races==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Race&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Play Category&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Recovery Element&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Age of Expansion&lt;br /&gt;
|-&lt;br /&gt;
| [[Android]]&lt;br /&gt;
| Restricted&lt;br /&gt;
| None&lt;br /&gt;
| Mid&lt;br /&gt;
| Heavy&lt;br /&gt;
| Third&lt;br /&gt;
|-&lt;br /&gt;
| [[Angel]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Air (3/4)&lt;br /&gt;
| Large (Wide)&lt;br /&gt;
| Mid&lt;br /&gt;
| First&lt;br /&gt;
|-&lt;br /&gt;
| [[Asura]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
| First?&lt;br /&gt;
|-&lt;br /&gt;
| [[Centaur]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
| Second&lt;br /&gt;
|-&lt;br /&gt;
| [[Cubus]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Air (1/4), Emotion (1/4)&lt;br /&gt;
| Large (Wide)&lt;br /&gt;
| Mid&lt;br /&gt;
| First&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, One Other (1/2)&lt;br /&gt;
| Very Large/Large (Wide)&lt;br /&gt;
| Very Heavy/Mid&lt;br /&gt;
| First&lt;br /&gt;
|-&lt;br /&gt;
| [[Drow]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground&lt;br /&gt;
| Large (Long) &lt;br /&gt;
| Heavy&lt;br /&gt;
| Third&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad]]&lt;br /&gt;
| Restricted&lt;br /&gt;
| Plantlife, Ground (1/2)&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
| First&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground, Earth (1/4)&lt;br /&gt;
| Small&lt;br /&gt;
| Light&lt;br /&gt;
| Second&lt;br /&gt;
|-&lt;br /&gt;
| [[Elf]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground, Plantlife (1/4), Air (1/4)&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
| First&lt;br /&gt;
|-&lt;br /&gt;
| [[Fae]]&lt;br /&gt;
| General&lt;br /&gt;
| Air, Ground (1/2), One to Three Others (1/8 to 3/4)&lt;br /&gt;
| Very Small&lt;br /&gt;
| Very Light&lt;br /&gt;
| Second?&lt;br /&gt;
|-&lt;br /&gt;
| [[Formid]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Air, Ground (1/2)&lt;br /&gt;
| Small&lt;br /&gt;
| Light&lt;br /&gt;
| Second?&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Shell&lt;br /&gt;
| Large (Long)&lt;br /&gt;
| Mid&lt;br /&gt;
| First&lt;br /&gt;
|-&lt;br /&gt;
| [[Gnome]]&lt;br /&gt;
| General&lt;br /&gt;
| Earth, Ground (1/2)&lt;br /&gt;
| Small&lt;br /&gt;
| Light&lt;br /&gt;
| First&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblin]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| Small&lt;br /&gt;
| Light&lt;br /&gt;
| Third&lt;br /&gt;
|-&lt;br /&gt;
| [[Harpie]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Air (1/8)&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
| Second?&lt;br /&gt;
|-&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
| Second&lt;br /&gt;
|-&lt;br /&gt;
| [[Inu]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
| Second?&lt;br /&gt;
|-&lt;br /&gt;
| [[Kappa]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Water, Ground (1/4)&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
| Third&lt;br /&gt;
|-&lt;br /&gt;
| [[Karkin]]&lt;br /&gt;
| Restricted&lt;br /&gt;
| Convertor&lt;br /&gt;
| Large&lt;br /&gt;
| Very Heavy&lt;br /&gt;
| Second?&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitsune]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
| First&lt;br /&gt;
|-&lt;br /&gt;
| [[Mandragora]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Plantlife (1/2), Earth (1/2)&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
| Second?&lt;br /&gt;
|-&lt;br /&gt;
| [[Merfolk]]&lt;br /&gt;
| Restricted&lt;br /&gt;
| Water&lt;br /&gt;
| Large (Long)&lt;br /&gt;
| Heavy&lt;br /&gt;
| First?&lt;br /&gt;
|-&lt;br /&gt;
| [[Minotaur]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Heavy&lt;br /&gt;
| Second?&lt;br /&gt;
|-&lt;br /&gt;
| [[Naga]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Water&lt;br /&gt;
| Large (Long)&lt;br /&gt;
| Mid&lt;br /&gt;
| Second?&lt;br /&gt;
|-&lt;br /&gt;
| [[Neko]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
| Second&lt;br /&gt;
|-&lt;br /&gt;
| [[Orc]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Heavy&lt;br /&gt;
| Third&lt;br /&gt;
|-&lt;br /&gt;
| [[Raijuu]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Sound (1/4)&lt;br /&gt;
| Mid&lt;br /&gt;
| Light&lt;br /&gt;
| Third?&lt;br /&gt;
|-&lt;br /&gt;
| [[Salamander]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Fire, Air (1/2)&lt;br /&gt;
| Large (Wide)&lt;br /&gt;
| Heavy&lt;br /&gt;
| First?&lt;br /&gt;
|-&lt;br /&gt;
| [[Tengu]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground, Air&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
| Second&lt;br /&gt;
|-&lt;br /&gt;
| [[Troll]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Water (1/2)&lt;br /&gt;
| Mid&lt;br /&gt;
| Very Heavy&lt;br /&gt;
| Third&lt;br /&gt;
|-&lt;br /&gt;
| [[Uligo]]&lt;br /&gt;
| Restricted&lt;br /&gt;
| Any&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
| Second?&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Water&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
| Third&lt;br /&gt;
|-&lt;br /&gt;
| [[Usagi]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
| Second&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Ice&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
| First?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Not Sure Where To Put These Quite Yet!===&lt;br /&gt;
* [[Gargoyle]]&lt;br /&gt;
* [[Nymph]]&lt;br /&gt;
* [[Sponge]]&lt;br /&gt;
* [[Servant]]&lt;br /&gt;
* [[Voidspawn]]&lt;br /&gt;
&lt;br /&gt;
===Note: Muttin&amp;#039; But Trouble===&lt;br /&gt;
Halfbreeds are just common enough in culture that it could make sense for PCs to want to try to play them. Here&amp;#039;s some prototype rules on formulating:&lt;br /&gt;
&lt;br /&gt;
* General + General = Limited&lt;br /&gt;
* General + Limited = Limited&lt;br /&gt;
* General + Restricted = Restricted&lt;br /&gt;
* Limited + Limited = Restricted&lt;br /&gt;
* Limited + Restricted = Restricted&lt;br /&gt;
* Restricted + Restricted = Probably Not Happening&lt;br /&gt;
&lt;br /&gt;
In general, a DM doesn&amp;#039;t want more than one of ANY SPECIFIC halfbreed. Note that certain hybrids might end up a Play Category above or below the general rules.&lt;br /&gt;
&lt;br /&gt;
When creating a halfbreed, there are unique rules. Halfbreeds get all abilities that have levels from both races, but one level lower than their parents. If they both have the ability, you count only the highest down a level.&lt;br /&gt;
&lt;br /&gt;
Halfbreeds also start out with whatever trait we make people regard one as a misfit, as well as probably one other negative trait. They get no creation bonuses for these.&lt;br /&gt;
&lt;br /&gt;
In cases of conflicting abilities, it is generally the choice of the PC, although certain DMs may suggest/enforce rulings they should provide beforehand.&lt;br /&gt;
&lt;br /&gt;
Some more as we go along.&lt;br /&gt;
===Note: Niches Ain&amp;#039;t Shit===&lt;br /&gt;
In general, every race seems to feel a niche, but sometimes it seems some of them share one. Even then, their approach to the niche is often very different. Below are some examples I can think of, if anyone else has questions I&amp;#039;m sure I&amp;#039;ll hit them:&lt;br /&gt;
&lt;br /&gt;
*Centaurs and Dwarves both fit the niche being dedicated to work. But Centaurs focus on efficiency for their farms, whereas dwarves enjoy work solely to keep busy.&lt;br /&gt;
*Kappa and Usagi both work as dedicated to a specific subculture. But Kappa focus on the spirit of the subculture, whereas Usagi tend to embrace the physical side more, being a bit more of poseurs.&lt;br /&gt;
&lt;br /&gt;
==Key==&lt;br /&gt;
===Play Category===&lt;br /&gt;
They are three basic play categories for races:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;General&amp;#039;&amp;#039;&amp;#039; - In general, this race is allowed for use for all. In most stories, any or all PCs may use it. There might occasionally be restrictions against everyone using a single race, but at least two should generally be allowed.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Limited&amp;#039;&amp;#039;&amp;#039; - In general, this race should only be represented by one PC, and may not be allowed in all stories. Ideally, PCs will have different enough tastes to decide on different races, and any conflicts can hopefully be fixed with compromise. DMs may allow two in certain cases, but outside of that it is recommended to stick hard to one.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Restricted&amp;#039;&amp;#039;&amp;#039; - In general, this race is forbidden from PC play, and rarely should ever be allowed even one unless the player can justify it in some way. Be very careful in breaking this at any point.&lt;br /&gt;
====Note: Rated R for Restricted====&lt;br /&gt;
Some people might wonder why the restricted races are mentioned at all if they&amp;#039;re not for PC use. Well, firstly, the races ARE still a part of the setting, and the GM may occasionally use restricted races as NPCs (keep in mind, though, most of these races are restricted due to their lack of numbers). Secondly, restrictions are based on setting, and certain games may take place in a time where they restrictions are different, or even a different universe with the same races. It&amp;#039;s okay, you can do it, I&amp;#039;ll allow it.&lt;br /&gt;
====Note: What to Choose====&lt;br /&gt;
Though play category often hints at this, it&amp;#039;s a weak correlation to say how easy they are to play. Some races play close to fantasy defaults, while others may end up playing like nothing you&amp;#039;ve seen before. This is just estimates, it might move around with more consideration.&lt;br /&gt;
&lt;br /&gt;
*Easy, Play Like Most Races In Most Games - Angel, Asura, Centaur, Cubus, Dwarf, Dryad, Elf, Formid Goblin, Human, Inu, Kappa, Kitsune, Minotaur, Naga, Neko, Orc, Tengu, Troll&lt;br /&gt;
*Difficult, Have Some Distinct Features - Android, Dragon, Drow, Fae, Gnome, Harpie, Mandragora, Merfolk, Salamander, Usagi, Yuki&lt;br /&gt;
*Very Difficult, Races Are Essentially Unique - Giant, Karkin, Raijuu, Uligo, Undine&lt;br /&gt;
&lt;br /&gt;
===Recovery Element===&lt;br /&gt;
Characters recover naturally in certain elements. These are all the elements listed in the category. However, even though they recover in the other elements, they cannot survive in any denoted with fractions. After a few hours, they stop any recovery and slowly start to die. This stops when they return to any normal element.&lt;br /&gt;
&lt;br /&gt;
There are special &amp;#039;elements&amp;#039; that have no physical equivalent, such as emotion. These aid recovery in other elements, but are obviously not sustainable on their own.&lt;br /&gt;
====Note: Sky Above, Ground Below====&lt;br /&gt;
&amp;#039;Ground&amp;#039; might be confusing terminology, but you know, oh well. It refers to be exposed to both air and earth at the same time. It doesn&amp;#039;t really matter how, but being only in the air or the earth does not work equivalently, as noted above.&lt;br /&gt;
===Eye, Hair, and Skin Color===&lt;br /&gt;
As stated. &amp;#039;Standard&amp;#039; refers to normal human range, ignoring things like albinism. &lt;br /&gt;
===Size Class===&lt;br /&gt;
The general size of the race. In certain cases, they might be one larger or smaller, but those are outliers and usually unnatural cases. Currently this affects how easy they are to hit, adding a penalty for large/very large and a bonus for small/very small. DMs may choose to count Large (Wide) as a penalty only for attacks head-on (or back-on), and Large (Long) for attacks from the side.&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m thinking this is something purely like -1 to dodge for Large and +1 to dodge for Small, linear with positive and negative aspect.&lt;br /&gt;
===Weight Class===&lt;br /&gt;
The general weight of the race. In certain cases, they might be one lighter or heavier, but those are outliers and usually unnatural cases. Currently this affects how effective push/pull attacks are, more-so for light/very light and less-so for heavy/very heavy.&lt;br /&gt;
&lt;br /&gt;
This, meanwhile, I think is done by the DIFFERENCE of the two. With 1 being Very Small and 5 being Very Large. Something like&lt;br /&gt;
&lt;br /&gt;
Difference between Attacking/Defending (may change):&lt;br /&gt;
*-3 or lower - The attacker does not push/pull, may automatically suffer or have to roll to avoid a slight push/pull themselves.&lt;br /&gt;
*-2 - The power of the push/pull is weakened by 2 (maybe 3?).&lt;br /&gt;
*-1 - The power of the push/pull is weakened by 1.&lt;br /&gt;
* 0 - The power of the push/pull is normal.&lt;br /&gt;
*+1 - The power of the push/pull is strengthened by 1.&lt;br /&gt;
*+2 - The power of the push/pull is strengthened by 2 (maybe 3?).&lt;br /&gt;
*+3 or higher - The power of the push/pull is increased by the target&amp;#039;s Agility, they may automatically suffer or have to avoid being knocked prone.&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Additional_Body_Parts&amp;diff=652</id>
		<title>Additional Body Parts</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Additional_Body_Parts&amp;diff=652"/>
				<updated>2011-09-29T03:36:37Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039; Physical counterpart&lt;br /&gt;
&lt;br /&gt;
This gives the character extra actions and bonuses for any actions involving those limbs. If a set of limbs is damaged or lost, a level of this bonus is halved or voided.&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Defining_Traits&amp;diff=651</id>
		<title>Defining Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Defining_Traits&amp;diff=651"/>
				<updated>2011-09-29T02:57:59Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: Created page with &amp;quot;Defining Traits are the core of the character, beyond physical descriptions. How does the character respond to actions, how would their teammates describe them?   ===Note: Everyt...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Defining Traits are the core of the character, beyond physical descriptions. How does the character respond to actions, how would their teammates describe them? &lt;br /&gt;
&lt;br /&gt;
===Note: Everything in Moderation!===&lt;br /&gt;
In small amounts, none of these are &amp;#039;bad&amp;#039; traits to have. They all are common traits in the real world, and all provide a small bonus in creation and some definition to personality. However, if a higher level is taken, they become something that is clearly distinct about the character, and have difficulty acting in a manner contrary to that. At the highest level, they have great trouble even understanding the opposite view.&lt;br /&gt;
&lt;br /&gt;
===Note: The Cautious Loudmouth?===&lt;br /&gt;
Some traits seem redundant or contradictive, and the current definitions don&amp;#039;t help because they&amp;#039;re so vague to allow multiple interpretations themselves. It&amp;#039;s entirely possible traits will come and go, but there&amp;#039;s some archetypes that fit each if asked.&lt;br /&gt;
&lt;br /&gt;
Ultimately the idea is for one NOT to be able to pick all of the defining traits anyway, so some might be off-limits if another is chosen, even if it&amp;#039;s not its &amp;#039;opposite&amp;#039; (Withdrawn if Brave, for instance). It&amp;#039;s all in progress. Ultimately though, a Withdrawn Brave character could equally be someone who follows anyone who seems to know what they&amp;#039;re doing. Outspoken Cautious character would, as such, be someone who speaks out with confidence, but only when they fully understand the situation.&lt;br /&gt;
===Brave/Cautious===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Brave&amp;#039;&amp;#039;&amp;#039; characters are willing to face any challenge they meet. If something is a challenge, they&amp;#039;re going to want to face it, regardless of how little they understand of its nature. They do not necessary &amp;#039;follow their gut,&amp;#039; but they will engage a challenge when presented.&lt;br /&gt;
&lt;br /&gt;
* Very Low - The character is braver than average, and gains a +1 to event rolls where the character is forced to react with no preparation. &lt;br /&gt;
* Low &lt;br /&gt;
* Mid - The character is known for having a sense of bravado. They gain +2 to event rolls, as well as a permanent +1 to Cunning.&lt;br /&gt;
* High &lt;br /&gt;
* Very High - The character is a thrill-seeker of the highest order. They suffer heavy penalties when they have to take a less direct method, and are easily manipulated by their desire to face challenges.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cautious&amp;#039;&amp;#039;&amp;#039; characters try to understand a situation before rushing in. They can be just as challenge-happy as a Brave individual (or moreso), they just to act after gathering some intelligence on the situation.&lt;br /&gt;
* Very Low - The character is known for thinking things out, and gains a +1 to any event roll they could have seen coming.&lt;br /&gt;
* Low&lt;br /&gt;
* Mid - The character thinks everything through. They gain +2 to event rolls, as well as a permanent +1 to Knowledge.&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is overly cautious. They suffer heavy penalties in situations where they don&amp;#039;t understand everything, and are easily manipulated by their desire to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Emotional/Rational===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Emotional&amp;#039;&amp;#039;&amp;#039; characters let their gut guide them. They do and believe what feels right to them.&lt;br /&gt;
&lt;br /&gt;
* Very Low - The character tends to be a bit emotional. They get +1 to event rolls to things they feel strongly about.&lt;br /&gt;
* Low&lt;br /&gt;
* Mid - The character is known for emotional outbursts. They get +2 to event rolls, as well as a permanent +1 to Charm.&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a slave to their desires. They suffer heavy penalties doing something they don&amp;#039;t feel like, and are easily manipulated by their emotions.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rational&amp;#039;&amp;#039;&amp;#039; characters let logic be their guide. They favor pragmatic decisions, despite how it might make them feel.&lt;br /&gt;
&lt;br /&gt;
* Very Low - The character is known to consider things rationally. They get +1 to event rolls they can justify with logic (this one sounds like it needs to be narrowed especially).&lt;br /&gt;
* Low&lt;br /&gt;
* Mid - The character is known to approach things logically. They get +2 to event rolls, as well as a permanent +1 to Will.&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a slave to logic. They suffer heavy penalties doing something that makes no sense to them, and are easily manipulated by logical arguments.&lt;br /&gt;
&lt;br /&gt;
===Empathetic/Adrift===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Empathetic&amp;#039;&amp;#039;&amp;#039; characters are able to connect with others well. They feel most at home around others who are happy, and uncomfortable alone or around suffering.&lt;br /&gt;
&lt;br /&gt;
* Very Low - The character tends to feel the plights of others, and gets +1 to event rolls where they&amp;#039;re helping others.&lt;br /&gt;
* Low&lt;br /&gt;
* Mid - The character is known for his empathy, getting +2 to event rolls, as well as a permanent +1 to ???&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a bleeding heart. They suffer heavy penalties around suffering or acts that will harm others, and are easily manipulated by their need to connect with others.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Adrift&amp;#039;&amp;#039;&amp;#039; characters are able to function on their own well. They feel most comfortable alone, and dislike working for or with others to a degree.&lt;br /&gt;
&lt;br /&gt;
* Very Low - The character is known for working best alone, &lt;br /&gt;
* Low&lt;br /&gt;
* Mid - The character is considered a bit of a loner, getting +2 to event rolls&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a thoroughbred loner. They suffer heavy penalties when they have to work cooperatively with or for others, and are manipulated by their desire to be alone. &lt;br /&gt;
&lt;br /&gt;
===Goal-Oriented/Self-Oriented===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Goal-Oriented&amp;#039;&amp;#039;&amp;#039; individuals prioritize their goals before their selves, choosing personal sacrifice to further than long term goals.&lt;br /&gt;
&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is unhealthily focused on their goals. They suffer heavy penalties in any situation which sets their goals back, and easily manipulated by the promise of furthering them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Self-Oriented&amp;#039;&amp;#039;&amp;#039; individuals prioritize their selves before their goals, as short self-term improvement can help solve long term goals.&lt;br /&gt;
&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is unhealthily focused on their self. They suffer heavy penalties in any situation which might set their self back, and are easily manipulated by the promise of furthering their self.&lt;br /&gt;
====Note: GOAAAAAAAAAAAAAAAAAAAAAAAL!====&lt;br /&gt;
Sometimes it&amp;#039;s hard to tell where to place someone on this. Obviously everyone has a goal in this, and are given further goals (which don&amp;#039;t necessarily have the same priority as their main goal). Think of the ultimate goal the character has in mind. Now think if they would die for it, or feel they could more if they backed down now and again to keep themselves alive and keep working at it. It might seem obvious that the former are selfless goals and the latter are selfish: Fighting for an ideal or fighting for personal gain. However, [[dwarves]] at large feel it okay to die in the name of complicating work, which is just to comfort themselves and in fact hinders others, which might be perceived as selfish. Likewise, someone trying to spread a message of peace might feel it better to back off from those who don&amp;#039;t want to hear it to find others who do. It&amp;#039;s a gray area. NO WEI&lt;br /&gt;
&lt;br /&gt;
Also note just because you think that way in the beginning doesn&amp;#039;t mean that&amp;#039;ll be how it comes to pass. There&amp;#039;s tons of twists and turns and you just know your DM&amp;#039;s going to explore all of them.&lt;br /&gt;
===Conventional/Experimental===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conventional&amp;#039;&amp;#039;&amp;#039; characters tend to try to do things the proper way.&lt;br /&gt;
&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a devout purist. They suffer heavy penalties in situations where they have to exercise techniques they&amp;#039;re less familiar with, and are easily manipulated by a promise of the familiar.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Experimental&amp;#039;&amp;#039;&amp;#039; characters often try to use their obscure knowledge and ways to cut corners.&lt;br /&gt;
&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a type of snob. They suffer heavy penalties in situations where they can&amp;#039;t exercise their knowledge, and are easily manipulated by their desire to do so. &lt;br /&gt;
====Note: I was Experimental Once in College====&lt;br /&gt;
Conventional and Experimental refer to the way they solve problems, and both are flexible at the lower levels (as are all Defining Traits). When challenged to a duel, a Conventional character would accept and agree to whereas an Experimental character would look for ways around the duel or its rules. In another situation, a character may be asked to set up defenses for an upcoming attack, and a Conventional character would set them up within the boundaries issued, while an Experimental character would explore alternate set-ups, which may or may not end up more efficient.&lt;br /&gt;
&lt;br /&gt;
In short, Conventional characters best do what they&amp;#039;re told or what&amp;#039;s presented to them, while Experimental characters constantly try to find ways to avoid or ignore it. Both traits have their usefulness in the sense of a story. Shocking, I know.&lt;br /&gt;
&lt;br /&gt;
===Outspoken/Withdrawn===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Outspoken&amp;#039;&amp;#039;&amp;#039; characters always attempt to communicate their own ideas. They tend to be leaders, if not in action then in words.&lt;br /&gt;
&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a loudmouth. They suffer heavy penalties when they are incapable of communicating or exercising their ideas, and are easily manipulated by the desire to do so.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Withdrawn&amp;#039;&amp;#039;&amp;#039; characters allow others to communicate their ideas first. They tend to be followers, if only for convenience.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a social hermit. They suffer heavy penalties when put on the spot, and are easily manipulated by situations where they have no need for input.&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Android&amp;diff=650</id>
		<title>Android</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Android&amp;diff=650"/>
				<updated>2011-09-29T00:09:52Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Description===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Restricted&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
Androids are a diverse group that can resemble any other race, but most often [[Human]]s, [[Neko]]s, or [[Goblin]]s due to their likelihood to develop such technology.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Though purely mechanical beings have been used throughout [[Neko]] history, the process of actually giving them true life, will over their actions was a fairly recent development. The first in this vein was [[Aceln]], a modern marvel at the time. For the longest time scientific minds were unable to replicate the model, but recently a development was in the Ace Shot series that made them possible though not common.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Being fabricated and recently created, there is no collective culture, as there tend to be created separately. However, Androids tend to be hyper-aware of their origins, feeling like they have less control over their lives than most other races.&lt;br /&gt;
==Fashion==&lt;br /&gt;
Androids tend to have focus very little on clothing, instead having clearly metallic exteriors. Piercings tend to be non-existent for obvious reasons, though jagged, sharp inscriptions are common in adding a &amp;#039;sleek&amp;#039; look to their style.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
* [[Knowledge]]: Machinery - Low&lt;br /&gt;
&lt;br /&gt;
Androids do not heal normally during downtime, but instead have to have repairs performed. These can be done by the Android or someone with sufficient knowledge or direction from the Android.&lt;br /&gt;
&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Androids tend to be good at anything they commit to, but in general they focus on Chakra and Intelligence and generally have a hard time using Magic. Most Androids tend to be introspective and logical: Rational and Adrift, with being Self-Oriented, Conventional, and Withdrawn common choices.&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 3/1&lt;br /&gt;
*Intelligence 2/2&lt;br /&gt;
*Chakra 3/3&lt;br /&gt;
*Magic 1/1&lt;br /&gt;
*Conviction 2/2&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=649</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=649"/>
				<updated>2011-09-27T06:15:01Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Characteristics==&lt;br /&gt;
==Flaws==&lt;br /&gt;
Traits that are largely unhelpful to the player. For each one up to three, character may take one additional perk or two additional traits.&lt;br /&gt;
*[[Missing]]&lt;br /&gt;
*[[Mistrusted]]&lt;br /&gt;
*[[Pacifist]]&lt;br /&gt;
*[[Weakness]]&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Traits that are largely double-edged or neutral to the player.&lt;br /&gt;
*[[Combat Traits]]&lt;br /&gt;
*[[Social Traits]]&lt;br /&gt;
*[[Draining Aura]]&lt;br /&gt;
*[[Enhanced Sense]]&lt;br /&gt;
*[[Knowledge]]&lt;br /&gt;
**[[Magic Theory]]&lt;br /&gt;
**[[Scientific Method]]&lt;br /&gt;
*[[Natural Emotional State]]&lt;br /&gt;
*[[Pulling Aura]]&lt;br /&gt;
*[[Resilience]]&lt;br /&gt;
*[[Stances]]&lt;br /&gt;
*[[Talents]]&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
Traits that are largely helpful to the player. Some might be bumped down.&lt;br /&gt;
*[[Additional Limbs]]&lt;br /&gt;
*[[Bounded]]&lt;br /&gt;
*[[Flight]]&lt;br /&gt;
*[[Immunity]]&lt;br /&gt;
*[[Mana Organ]]&lt;br /&gt;
*[[Manual Adaptation]]&lt;br /&gt;
*[[Phase]]&lt;br /&gt;
*[[Psychic]]&lt;br /&gt;
*[[Prehensile Tail]]&lt;br /&gt;
*[[Sense Magic]]&lt;br /&gt;
*[[Shapeshifting]]&lt;br /&gt;
*[[Zero]]&lt;br /&gt;
&lt;br /&gt;
==Acidic==&lt;br /&gt;
The character has the ability to use acid their body produced offensively.&lt;br /&gt;
&lt;br /&gt;
Right now this is only available to the Uligo and its halfbreeds, and as such, may just become a note on its page. It also may be combined with Draining Touch or something.&lt;br /&gt;
&lt;br /&gt;
==Additional Limbs==&lt;br /&gt;
This gives the character extra actions and bonuses for any actions involving those limbs.&lt;br /&gt;
==Adrenaline Boost==&lt;br /&gt;
When heavy combat or other life-threatening situations start, the character is capable of adapting quickly. They are capable of taking some decent lasting bonuses or quick heavy ones, but afterward they are drained and suffer growing penalties until they&amp;#039;ve had the chance to rest and eat.&lt;br /&gt;
&lt;br /&gt;
This may just be the combat version of Alertness, but it is slightly different (active rather than passive) so maybe not. Currently only natural for minotaurs, but I could see it being something PCs in general could pick up.&lt;br /&gt;
&lt;br /&gt;
==Alertness==&lt;br /&gt;
The character is able to pick details more easily and quickly than other characters. This may be broken into Combat and General cases, it may not. Who knows? I don&amp;#039;t!&lt;br /&gt;
&lt;br /&gt;
==Primal Hunger==&lt;br /&gt;
The character is absolutely dangerous combatants in their ferocity, gaining huge bonuses. However, this ability is always active, preventing them from interacting normally. It might be negated by external aid, but once the aid is disabled it would soon return.&lt;br /&gt;
&lt;br /&gt;
So far in this is only a trait for inus and their halfbreeds (who require something to chew on). As such, it may be moved back to their page. It also may be an option for starting usagi and others, however, we&amp;#039;ll see.&lt;br /&gt;
&lt;br /&gt;
==School==&lt;br /&gt;
This currently specifically refers to Merfolk, but will probably be generalized to a pack/mob mentality idea. When the character is a group of their race, they receive bonuses when cooperating and penalties when diverging from the behavior.&lt;br /&gt;
&lt;br /&gt;
==Smooth Skin==&lt;br /&gt;
The character&amp;#039;s skin is very slippery, reducing the effects of friction. In turn, they are harder to grapple, but also have a harder time recovering from reeling.&lt;br /&gt;
&lt;br /&gt;
So far this is only a natural trait for merfolk and naga, and as such may just be moved to notes on their page.&lt;br /&gt;
&lt;br /&gt;
==Workaholic==&lt;br /&gt;
The character is committed to work. They perform fine under consistently demanding situations, but tend to get a bit stir-crazy in downtime.&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Android&amp;diff=648</id>
		<title>Android</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Android&amp;diff=648"/>
				<updated>2011-09-27T05:33:23Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: Created page with &amp;quot;===Description=== &amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Restricted  &amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; None  &amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any  &amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any  &amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Any  Androids are a diverse group ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Description===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Restricted&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
Androids are a diverse group that can resemble any other race, but most often [[Human]]s, [[Neko]]s, or [[Goblin]]s due to their likelihood to develop such technology.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Though purely mechanical beings have been used throughout [[Neko]] history, the process of actually giving them true life, will over their actions was a fairly recent development. The first in this vein was [[Aceln]], a modern marvel at the time. For the longest time scientific minds were unable to replicate the model, but recently a development was in the Ace Shot series that made them possible though not common.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Being fabricated and recently created, there is no collective culture, as there tend to be created separately. However, Androids tend to be hyper-aware of their origins, feeling like they have less control over their lives than most other races.&lt;br /&gt;
==Fashion==&lt;br /&gt;
Androids tend to have focus very little on clothing, instead having clearly metallic exteriors. Piercings tend to be non-existent for obvious reasons, though jagged, sharp inscriptions are common in adding a &amp;#039;sleek&amp;#039; look to their style.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Androids tend to be good at anything they commit to, but in general they focus on Chakra and Intelligence and generally have a hard time using Magic. Most Androids tend to be introspective and logical: Rational and Adrift, with being Self-Oriented, Conventional, and Withdrawn common choices.&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 3/1&lt;br /&gt;
*Intelligence 2/2&lt;br /&gt;
*Chakra 3/3&lt;br /&gt;
*Magic 1/1&lt;br /&gt;
*Conviction 2/2&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Boogey&amp;diff=647</id>
		<title>Boogey</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Boogey&amp;diff=647"/>
				<updated>2011-09-27T01:27:09Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Boogeys are humanoid monstrosities. Originally they were violent creatures that attacked the races, but as society advanced and monsters were culled, they adapted by eating insects. Boogeys often live in dark places such as basements and warehouses, and are usually tolerated if not encouraged.&lt;br /&gt;
&lt;br /&gt;
However, they have still the animalistic nature underneath it all, and if they feel provoked enough will still attack. Furthermore, they are easy to manipulate mentally and are occasionally controlled by individuals or organizations&lt;br /&gt;
===Traits===&lt;br /&gt;
*[[Claws]] - Boogeys do more damage than usual in unarmed combat involving their arms or legs&lt;br /&gt;
*[[Prehensile Tail]]: Small&lt;br /&gt;
*[[Sticky Saliva]] - Boogey saliva is adhesive, and if launched as a projectile can bind a foe&lt;br /&gt;
*[[Teeth]] - Boogeys do much more damage than usual in combat involving their mouth&lt;br /&gt;
*Tier 2-3&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Boogeys&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Bite - Normal, only when engaged in melee. Three dice of damage.&lt;br /&gt;
*Scratch - Normal, short. Two dice of damage.&lt;br /&gt;
*Spit - Special, mid. The target is unable to walk or unable to attack until they break free. If a target is on the ground, they are both and break free individually.&lt;br /&gt;
**Miss - One empty square within a short distance from the target is turned Sticky.&lt;br /&gt;
**Critical Miss - The Boogey is unable to walk until it breaks free.&lt;br /&gt;
*Trip - Normal, short. The target is knocked on the ground.&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Drake&amp;diff=646</id>
		<title>Drake</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Drake&amp;diff=646"/>
				<updated>2011-09-27T01:22:12Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;Main article: [[Dragon]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The large majority of dragons left the plane long ago. Most of the ones that stayed grew and accepted society on some level. &lt;br /&gt;
&lt;br /&gt;
Some, however, rejected society entirely and set off to establish their homes out in the wild, splintering off and becoming violent drakes. What they lack in intelligence is made up in pure destructive magical power, though. Drakes are mindless, violent reptiles that cannot be reasoned with at all, commanding primitive but powerful magic. Well, I think it&amp;#039;s more interesting.&lt;br /&gt;
===Traits===&lt;br /&gt;
*[[Magic]]: (One Element) - High&lt;br /&gt;
*[[Natural Flight]] - Power&lt;br /&gt;
*[[Prehensile Tail]] - Small&lt;br /&gt;
*[[Sharp Claws]]&lt;br /&gt;
*[[Sharp Teeth]]&lt;br /&gt;
*Size: Very Large&lt;br /&gt;
*Tier 4&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1 Drake&lt;br /&gt;
&lt;br /&gt;
Combat:&lt;br /&gt;
*Bite - Normal, short. Four dice of damage.&lt;br /&gt;
*Feral Blast: (Element) - Special, any in front of it. The drake spews a powerful blast of its elemental energy forward.&lt;br /&gt;
*Scratch - Normal, mid. Four dice of damage.&lt;br /&gt;
*Trip - Normal, short. Two dice of damage, the character is knocked to the ground.&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Phoenix&amp;diff=645</id>
		<title>Phoenix</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Phoenix&amp;diff=645"/>
				<updated>2011-09-27T01:19:18Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fiery birds that feed off of heat, phoenixes are most often found in volcanoes, although they may frequent deserts or nest someone else temporarily.&lt;br /&gt;
&lt;br /&gt;
Phoenixes are extremely territorial, and deal fire damage to anything that touches them. In the presence of a large source of heat, they can grow massively and regenerate with ease.&lt;br /&gt;
&lt;br /&gt;
Salamander villages often catch and release phoenixes to partially feed off of.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Mid-Large&lt;br /&gt;
*Tier 2-4&lt;br /&gt;
* [[Claws]]&lt;br /&gt;
===Combat===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Encounter Party:&amp;#039;&amp;#039;&amp;#039; 1-2 Phoenixes&lt;br /&gt;
&lt;br /&gt;
Special Notes:&lt;br /&gt;
*Phoenixes regenerate from fire damage.&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
*Charge - Normal, long. The character(s) take one dice of fire damage and are knocked to the ground.&lt;br /&gt;
*Grab - Normal, short. The phoenix grasps a grounded character in their claws, who is unable to move until they break free. One dice of ongoing fire damage.&lt;br /&gt;
*Heat Wave - Special, mid. The phoenix releases a wave of fire that most dangerous when adjacent to it.&lt;br /&gt;
*Peck - Normal, short. One dice of fire damage.&lt;br /&gt;
*Scratch - Normal, Short. Two dice of fire damage.&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Yuki&amp;diff=644</id>
		<title>Yuki</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Yuki&amp;diff=644"/>
				<updated>2011-09-27T00:53:16Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Ice&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any Blue or Purple&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any Blue to Purple&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Any White to Blue&lt;br /&gt;
&lt;br /&gt;
Yukis are humanoids with dull claws for digits and antlers on their head. They tend to be a bit above average weight, .&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Yukis are another rare race that found their niche early on. They retreated up mountain rather than in them, and adapted themselves to their environment. However, like many of the other races, they kept their niche due to sheer brutality. Yukis often froze or shredded any of those foolish enough to enter their eyesight, which led to a problem when their caps started to fall to salamanders. After generations of pointless slaughter, a truce was reached between the two, mostly in the form of boundaries. However, they choose to remain isolated from both real relations with them or society at large.&lt;br /&gt;
&lt;br /&gt;
Most are still immensely territorial and kill any outsiders they meet. However, a growing number express some interest in society on some level, though they still tend to be excessively unsympathetic.&lt;br /&gt;
==Culture==&lt;br /&gt;
Yuki tend to carve their homes into the ice, and they rely on what little life they find for all aspects of survival: The sharp shard like plants and the wolf like creatures called &amp;#039;snows.&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Snows have been domesticated by Yukis, and at a young age most Yukis receive one to care for. They are used  as for food and clothing, as well.&lt;br /&gt;
==Fashion==&lt;br /&gt;
As mentioned, most fashion is based on snow fur. Tattoos and piercings are non-existent in their society, and rare even if they choose to interact with the world at large.&lt;br /&gt;
&lt;br /&gt;
Many Yukis typically take something from a kill as a trophy of sorts, causing a small but wide variation of fashion.&lt;br /&gt;
==Racial Abilities: Humanoid==&lt;br /&gt;
* [[Familiar]]: Snow&lt;br /&gt;
* [[Shapeshifting]]: Yeti&lt;br /&gt;
==Racial Abilities: Yeti==&lt;br /&gt;
* [[Shapeshifting]]: Humanoid&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
===Combat===&lt;br /&gt;
* Humanoid - [[Magic]]: Ice - Very Low&lt;br /&gt;
* Humanoid - [[Claws]]&lt;br /&gt;
* Humanoid - [[Horns]]&lt;br /&gt;
* Yeti - [[Claws]]&lt;br /&gt;
* Yeti - [[Horns]]&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Yuki are another mostly physical race, prioritizing Chakra, Magic, and Agility. However, their innate Intelligence is not necessarily low, it&amp;#039;s just not exercised in a usual way due to their low Conviction. They tend to be Self-Oriented and Emotional, doing things to make them feel good.&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 3/2&lt;br /&gt;
*Intelligence 2/1&lt;br /&gt;
*Chakra 3/2&lt;br /&gt;
*Magic 3/2&lt;br /&gt;
*Conviction 1/1&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Yuki&amp;diff=643</id>
		<title>Yuki</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Yuki&amp;diff=643"/>
				<updated>2011-09-27T00:52:22Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Ice&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any Blue or Purple&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any Blue to Purple&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Any White to Blue&lt;br /&gt;
&lt;br /&gt;
Yukis are humanoids with dull claws for digits and antlers on their head. They tend to be a bit above average weight, .&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Yukis are another rare race that found their niche early on. They retreated up mountain rather than in them, and adapted themselves to their environment. However, like many of the other races, they kept their niche due to sheer brutality. Yukis often froze or shredded any of those foolish enough to enter their eyesight, which led to a problem when their caps started to fall to salamanders. After generations of pointless slaughter, a truce was reached between the two, mostly in the form of boundaries. However, they choose to remain isolated from both real relations with them or society at large.&lt;br /&gt;
&lt;br /&gt;
Most are still immensely territorial and kill any outsiders they meet. However, a growing number express some interest in society on some level, though they still tend to be excessively unsympathetic.&lt;br /&gt;
==Culture==&lt;br /&gt;
Yuki tend to carve their homes into the ice, and they rely on what little life they find for all aspects of survival: The sharp shard like plants and the wolf like creatures called &amp;#039;snows.&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Snows have been domesticated by Yukis, and at a young age most Yukis receive one to care for. They are used  as for food and clothing, as well.&lt;br /&gt;
==Fashion==&lt;br /&gt;
As mentioned, most fashion is based on snow fur. Tattoos and piercings are non-existent in their society, and rare even if they choose to interact with the world at large.&lt;br /&gt;
&lt;br /&gt;
Many Yukis typically take something from a kill as a trophy of sorts, causing a small but wide variation of fashion.&lt;br /&gt;
==Racial Abilities: Humanoid==&lt;br /&gt;
* [[Familiar]]: Snow&lt;br /&gt;
* [[Shapeshifting]]: Yeti&lt;br /&gt;
==Racial Abilities: Yeti==&lt;br /&gt;
* [[Shapeshifting]]: Humanoid&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
===Combat===&lt;br /&gt;
* Humanoid - [[Magic]]: Ice - Very Low&lt;br /&gt;
* Humanoid - [[Claws]]&lt;br /&gt;
* Yeti - [[Claws]]&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Yuki are another mostly physical race, prioritizing Chakra, Magic, and Agility. However, their innate Intelligence is not necessarily low, it&amp;#039;s just not exercised in a usual way due to their low Conviction. They tend to be Self-Oriented and Emotional, doing things to make them feel good.&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 3/2&lt;br /&gt;
*Intelligence 2/1&lt;br /&gt;
*Chakra 3/2&lt;br /&gt;
*Magic 3/2&lt;br /&gt;
*Conviction 1/1&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Salamander&amp;diff=642</id>
		<title>Salamander</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Salamander&amp;diff=642"/>
				<updated>2011-09-26T23:55:59Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Fire, Air (1/4),&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Black&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Tan&lt;br /&gt;
&lt;br /&gt;
Salamanders are sorta reptilian creatures, with thick exoskeletons, as well as spiky tails and large wings. Three claws on their hands and feet (the latter in anisodactyl formation).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The salamanders were an Elder Race who resided in hot places. The problem is that volcanoes are the hottest places, and mountain tops are home to the Yuki. The two races tend to be stuck in an uneasy ceasefire, but as a result they are both disconnected from society.&lt;br /&gt;
&lt;br /&gt;
Salamanders tend to be passionate, emotional beings, although they will put that aside to progress goals they feel are important.&lt;br /&gt;
==Culture==&lt;br /&gt;
As salamanders tend to live in volcanoes, and as such tend to have their homes carved into the walls of the rim. &lt;br /&gt;
==Fashion==&lt;br /&gt;
Fashion does not really ever play a role in salamander culture. Higher ranking members may have decorative baubles to communicate such, but outside of that salamanders are discouraged from varying wildly from the status quo. Carving on their spikes are traditional, but tattoos and piercings on exoskeletons are generally ill-advised.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* [[Natural Flight]]: Power&lt;br /&gt;
* [[Prehensile Tail]]: Spiked&lt;br /&gt;
* Size: Large (Wide)&lt;br /&gt;
===Combat===&lt;br /&gt;
* [[Magic]]: Fire - &lt;br /&gt;
* [[Claws]]&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
???&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Naga&amp;diff=641</id>
		<title>Naga</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Naga&amp;diff=641"/>
				<updated>2011-09-26T23:54:11Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Water&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
Nagas are snake-like demi-humans. Their lowerhalf is like a snake-tail, and they have a forked tongue. Their entire body also has a liquid sheen to it, that reflects light and makes it hard for dirt (or anything else) to stick to it. They also have long claws.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Nagas are one of the few races to be able to live on both land and in water, but they don&amp;#039;t really feel at home in either. The race in general was very submissive, and they were heavily enslaved or wiped out by elvish supremacists. Due to their versatility, they were used to soften up attack targets before the higher ups moved in for the kill. Although they were freed when the movement was stopped, all current-day naga are descendants of these, and the race in general is lamentful of this fact. They found no immediate place among the other civilized races, and tend to stick to their own villages.&lt;br /&gt;
&lt;br /&gt;
Nagas are withdrawn, but more in a shy than xenophobic sense. In general, they are saddened individuals, unsure of anything or anyone. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Naga culture was originally very tribal, as they stayed by coasts to hunt in forests and swallow water. However, this left them disconnected from other social races, and soon all Naga were either enslaved or killed by OO. &lt;br /&gt;
==Fashion==&lt;br /&gt;
In their isolation, Nagas stuck with the traditional Early Race fashion, but as they immerse themselves back into society they&amp;#039;ve come to embrace modern New Race fashion just as much. Piercings and tattoos are especially rare, largely in part to their skin.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* [[Natural Emotional State]]: Sorrow&lt;br /&gt;
* [[Prehensile Tail]]: Small&lt;br /&gt;
* [[Smooth Skin]]&lt;br /&gt;
===Combat===&lt;br /&gt;
* [[Claws]]&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Nagas focus on Agility, Intelligence, and Chakra, being quick, smart, and deadly. They rarely invest much in Magic or Conviction, however, especially Will. They tend to be Withdrawn and Emotional, choosing to follow anything that makes them feel good.&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 3/3&lt;br /&gt;
*Intelligence 2/2&lt;br /&gt;
*Chakra 2/2&lt;br /&gt;
*Magic 2/1&lt;br /&gt;
*Conviction 2/1&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Merfolk&amp;diff=640</id>
		<title>Merfolk</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Merfolk&amp;diff=640"/>
				<updated>2011-09-26T23:53:32Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Restricted&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Water&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Standard, Blue, Green&lt;br /&gt;
&lt;br /&gt;
Merfolk are a farcry from our standard perception. Their underside is three tails, one for navigation and two for bursts of speed. Their nails are are instead claws, small fins on their forearms (and fin-like ears), and they have three rows of sharp teeth.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Merfolk were the first of the later aquatic races, and they found their niche. One might think that the race would have problems, but they shown themselves to be more than ruthless enough to deal with the monsters that filled the deep. Merfolk quickly became the most dominant of the aquatic species, but like the others they are largely nice to each other and the landbased races. However, being the only water-trapped race, they largely are unfamiliar and somewhat frightened by them.&lt;br /&gt;
&lt;br /&gt;
Although indifferent to world politics, merfolk are sweet and timid in general. They try to help any newcomers, even if ignorant as to how. However, when in large groups, they become a school, and often times raze anything within their reach relentlessly. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Merfolk live in an area where they can move in all three dimensions easily, often resulting in unusual architecture: lack of stairs, entrances being above the &amp;#039;ground&amp;#039; floor, things like that. Merfolk are extremely territorial and will work together to destroy anything that upsets their balance, but they tend to be curious about non-hostile outsiders and indeed are largely responsible for the current state of the Undine.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
Due to their lack of contact with the terrestrial races, their sense of fashion tends to cling to the Early Race fashion, though a few have started to grasp New Race fashion with their loose contact. Piercings, subtle or extreme, aren&amp;#039;t uncommon, but tattoos are rare due to the body markings they have at birth anyway.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* [[Prehensile Tail]]: Large&lt;br /&gt;
* Size: Large (Long)&lt;br /&gt;
===Combat Abilities===&lt;br /&gt;
* [[Claws]]&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Merfolk tend to focus on Chakra and Agility, with Conviction usually being the lowest. They tend to be Brave and Empathetic, going out of their way to help others, even they don&amp;#039;t understand how.&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 3/2&lt;br /&gt;
*Intelligence 2/1&lt;br /&gt;
*Chakra 3/2&lt;br /&gt;
*Magic 3/2&lt;br /&gt;
*Conviction 1/1&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Mandragora&amp;diff=639</id>
		<title>Mandragora</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Mandragora&amp;diff=639"/>
				<updated>2011-09-26T23:52:03Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: /* Racial Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Earth (1/2), Plantlife (1/2)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Black&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Earth tones&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Earth tones&lt;br /&gt;
&lt;br /&gt;
Mandragora are one of more unusual demi-human races. Black beady eyes, thick organic claws, and two vine-like appendages. Also, a plant-like bulb out of their head.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Mandragoras are a sort of hybrid of gnomes and dryads, although they don&amp;#039;t sit at home with either. As they cannot fully envelop themselves in those elements, they became part of the socialization. Mandragora are generally well-received, as they are helpful and function well for development.&lt;br /&gt;
&lt;br /&gt;
Mandragora tend to be helpful for those they know. Generally, they are not aggressive, but if they feel like something is a threat to their work or lifestyle, they will work to drive it away.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Hm.&lt;br /&gt;
==Fashion==&lt;br /&gt;
I&amp;#039;ll come back to this. Right now it seems mostly old stylie?&lt;br /&gt;
&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Limited [[Phase]]: Earth&lt;br /&gt;
* Limited Phase: Plantlife&lt;br /&gt;
* [[Magic]]: Earth - Very Low&lt;br /&gt;
* Magic: Plantlife - Very Low&lt;br /&gt;
==Combat Abilities==&lt;br /&gt;
* [[Claws]]&lt;br /&gt;
&lt;br /&gt;
==Racial Norms==&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Inu&amp;diff=638</id>
		<title>Inu</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Inu&amp;diff=638"/>
				<updated>2011-09-26T23:50:45Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
Inu are dog-like demi-humans. Their fingers and toes are thick claws, and they have long tails.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Inus were one of the most aggressive later species that spawned the desire for the brainier ones. They were fast, powerful, and cunning; and although they could handle the early races and monsters, they mostly just replaced them in their ferocity. As with dragons, they treat most other things as merely food, but they moved in packs which made them even more dangerous. However, as society began to become the norm, the inus found it an entertaining toy. They found they could repress their bloodlust if they chewed on something. Chewing meats and bones are common in inu society, and are regularly carried on person for any civilized inu.&lt;br /&gt;
&lt;br /&gt;
Inus are generally good company, loyal and playful when they have their fix. However, they quickly revert to their feral state without it, where they are dangerous to all those around them, no matter their relation otherwise.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Hm.&lt;br /&gt;
==Fashion==&lt;br /&gt;
Inu fashion tends to be basic New Race, with wear and tear worn proud. Piercing and tattoos are rare due to the lack of focus on fashion.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* &lt;br /&gt;
===Combat===&lt;br /&gt;
* [[Claws]]&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
???&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Orc&amp;diff=637</id>
		<title>Orc</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Orc&amp;diff=637"/>
				<updated>2011-09-26T23:48:59Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard&lt;br /&gt;
&lt;br /&gt;
Slightly larger humans with particularly large hands and feet. They have large crystalline protrusions upon their head and toes as claws, with a ring around their neck and the back of their hands. The have two toes and four fingers.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The orcs were brutish, destructive monsters. As such, they had no place as society progressed, and were dying out. The cubus took interest in them, and granted them their intelligence and beauty. The orcs surprisingly surpassed the cubus in social interaction, and became one of the most prominent races in advancing the cause.&lt;br /&gt;
&lt;br /&gt;
Orcs are usually diplomatic and open-minded. Just remember that&amp;#039;s not always in one&amp;#039;s favor.&lt;br /&gt;
==Culture==&lt;br /&gt;
Being a vassal race of the Cubus, the orcs don&amp;#039;t have a particularly strong culture, and what there is is modified from the cubus. In general, though, they&amp;#039;ve largely integrated with humans and the other social races, and it is rare to find a pure orc settlement.&lt;br /&gt;
==Fashion==&lt;br /&gt;
However, orcs do keep their sense of fashion separate from the others. They have a very glam focused look. It focuses equally on covering and showing skin, but even moreso on drawing attention to their horns. Tribal tattoos and piercings are rare among the orcs, and if done at all are only done in moderation around their protrusions to accentuate them.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Talent: Manipulate - Very Low&lt;br /&gt;
===Combat===&lt;br /&gt;
* [[Claws]]&lt;br /&gt;
* [[Horns]]&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Orcs innately have high Chakra, and now focus on Conviction as well. Magic and Intelligence are often focused as well, while Agility gets neglected. Orcs tend to be Rational and Empathetic, now trying to figure the best ways to benefit others.&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 1/1&lt;br /&gt;
*Intelligence 2/2&lt;br /&gt;
*Chakra 3/3&lt;br /&gt;
*Magic 1/2&lt;br /&gt;
*Conviction 3/3&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Dragon&amp;diff=636</id>
		<title>Dragon</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Dragon&amp;diff=636"/>
				<updated>2011-09-26T23:48:02Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Description===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Various (1/2)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any dark&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color (Demihuman):&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color (Demihuman):&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color (Dragon):&amp;#039;&amp;#039;&amp;#039; Any dark, any green&lt;br /&gt;
&lt;br /&gt;
Dragons are largely what you expect from dragons. However, many dragons have learned to transform into a demi-human form to work easier within society. These tend to also be what you&amp;#039;d expect: Humans with their dragon wings, tail, ears and whiskers, as well as some having scales on some other parts of their body and claws for fingers and toes. The amount is left to the creator of the character, but the character should be distinctly foremost human.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Dragons are a race created by Bahamut. Greedy and powerful, they were probably as much as a threat to the other races as any of the monsters. However, one flavor of food, the elves, had begun to explore magic. The dragons had to have it. Slowly they learned of its secrets. Eventually, they learned to take a humanoid shape and learned directly even faster. The dragons quickly diversified, but something unexpected happened. Many of them began to view their food as something more than consumables. Most dragons left for their own Plane, terrified of such thoughts. Others stayed behind and grew to treat the other races as something more than food, for various reasons.&lt;br /&gt;
&lt;br /&gt;
Social dragons are always a bit impatient and holier-than-thou, but will always listen when they could stand to profit. Wild dragons, however, treat other races as nuisances second and a source of food first.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
As with many Elder Races, dragons don&amp;#039;t really care for each other&amp;#039;s companies. But even dragons who embrace society tend to treat themselves as higher than others, and hunger to improve their standing in life at any cost.&lt;br /&gt;
==Fashion==&lt;br /&gt;
Dragons tend to favor traditional robes and vestments, although as they adapt to society they&amp;#039;ve come to borrow from others. Light piercing and perhaps tattooing is fine, but they rarely go to extremes.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
===Dragon Form===&lt;br /&gt;
* [[Natural Flight]]: Power&lt;br /&gt;
* [[Magic]]: (One Element)&lt;br /&gt;
* [[Shapeshifting]]: Humanoid&lt;br /&gt;
* [[Sense Magic]]: (One Element)&lt;br /&gt;
* Size: Very Large&lt;br /&gt;
====Combat====&lt;br /&gt;
* Large bonus to unarmed combat&lt;br /&gt;
&lt;br /&gt;
===Demihuman Form===&lt;br /&gt;
* [[Magic]]: (One Element)&lt;br /&gt;
* [[Natural Flight]]: Speed&lt;br /&gt;
* [[Shapeshifting]]: Dragon&lt;br /&gt;
* [[Sense Magic]]: (One Element)&lt;br /&gt;
* Size: Large (Wide)&lt;br /&gt;
====Combat====&lt;br /&gt;
* [[Claws]]&lt;br /&gt;
* [[Horns]] (optional)&lt;br /&gt;
&lt;br /&gt;
==Note: Here There Be Dragons==&lt;br /&gt;
Dragons, as is key for fantasy settings, come in many flavors, so each type will have different abilities and forms. This section will eventually detail some typical dragon designs, but right now is just a placeholder.&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Dragons nowadays focus most on their Chakra and Magic, their ability to affect the world around them, though they tend to dump Conviction because words are for the weak. However, their other stats are sometimes only slightly neglected, making them mostly well-rounded. Dragons are almost always Self-Oriented and Adrift, with Exploratory and Outspoken often coming up as well as/in place of those.&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 2/1&lt;br /&gt;
*Intelligence 1/2&lt;br /&gt;
*Chakra 3/3&lt;br /&gt;
*Magic 2/3&lt;br /&gt;
*Conviction 1/2&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Cubus&amp;diff=635</id>
		<title>Cubus</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Cubus&amp;diff=635"/>
				<updated>2011-09-26T23:45:03Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: /* Racial Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Air (1/4), Emotion (1/4)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any, often Red&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any, often Black&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Standard, plus Red&lt;br /&gt;
&lt;br /&gt;
Cubus look like demi-humans with goat-like legs, bat-like wings, and long, thin tails. As an early race, their bodies are generally designed largely for combat, with huge thick claws on their feet, long nails on their hands, and horns sticking out of their major joints on their arms, legs, and wings, as well as one on their tail. Some cubus have horns elsewhere on their body, it&amp;#039;s really open to expression of the creator of the character.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Another of the early races, the cubus were capable of withstanding the proto-world by their versatility. Large claws for attack, large wings for flight, and their unique tails allow them to draw energy from excess emotion. As the other races grew in power, the cubus in large part left the Tellurian Plane to form their own.&lt;br /&gt;
&lt;br /&gt;
The cubus are probably by definition the most social of the species, as they can be sustained on emotion. However, they are generally disliked by the other races and each other. Overall, they are the least threatening as they survive easiest when others are around, but they are dangerous foes if angered.&lt;br /&gt;
==Culture==&lt;br /&gt;
Cubus, like many Elder Races, don&amp;#039;t really care to be among their own kind, staking off to stake their own claim. However, all Cubus value emotion, from happiness to fear to adoration to despair, and respect those who command many from others. If it is not a Cubus, they tend to try to plant themselves near their target to work into their inner circle. If it is, they tend to be much more direct in their attempt to handle matters. &lt;br /&gt;
==Fashion==&lt;br /&gt;
Cubus fashion is heavily varied, often in a single wardrobe. They tend to go out to get an emotional response, and that starts with the first impression they leave. Piercings are excessively common, and tattoos are not rare although nowhere near as widespread.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* [[Natural Flight]]: Power&lt;br /&gt;
* [[Prehensile Tail]]: Spiked&lt;br /&gt;
* Size: Large (Wide)&lt;br /&gt;
* Talent: Manipulate - Low&lt;br /&gt;
===Combat===&lt;br /&gt;
* [[Claws]]&lt;br /&gt;
* [[Horns]]&lt;br /&gt;
&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Cubus tend to focus on mostly their Conviction, then Magic and Chakra, although their other stats aren&amp;#039;t far behind. They tend to rely more on their base Cunning than their Knowledge, using fast words and actions to overtake unfamiliar situations, augmented by their Conviction. Cubus are almost always Self-Oriented and Emotional, with Adrift and Outspoken also being common as well/in place of those.&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 2/1&lt;br /&gt;
*Intelligence 2/1&lt;br /&gt;
*Chakra 2/2&lt;br /&gt;
*Magic 2/2&lt;br /&gt;
*Conviction 3/3&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Claws&amp;diff=634</id>
		<title>Claws</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Claws&amp;diff=634"/>
				<updated>2011-09-26T23:32:43Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: Created page with &amp;quot;==Claws== &amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; 25  &amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General  &amp;#039;&amp;#039;&amp;#039;Requirement:&amp;#039;&amp;#039;&amp;#039; Physical counterpart  Claws add +1 damage to any unarmed attacks. If destroyed, the bonus is lost    ==...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Claws==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; 25&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Requirement:&amp;#039;&amp;#039;&amp;#039; Physical counterpart&lt;br /&gt;
&lt;br /&gt;
Claws add +1 damage to any unarmed attacks. If destroyed, the bonus is lost  &lt;br /&gt;
&lt;br /&gt;
==Sharp Claws==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; 50&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Requirement:&amp;#039;&amp;#039;&amp;#039; Claws, Physical counterpart&lt;br /&gt;
&lt;br /&gt;
Sharp Claws add +3 damage to any bare-handed attacks. Generally used by Feral&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Cubus&amp;diff=633</id>
		<title>Cubus</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Cubus&amp;diff=633"/>
				<updated>2011-09-20T00:37:20Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: /* Racial Norms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Air (1/4), Emotion (1/4)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any, often Red&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any, often Black&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Standard, plus Red&lt;br /&gt;
&lt;br /&gt;
Cubus look like demi-humans with goat-like legs, bat-like wings, and long, thin tails. As an early race, their bodies are generally designed largely for combat, with huge thick claws on their feet, long nails on their hands, and horns sticking out of their major joints on their arms, legs, and wings, as well as one on their tail. Some cubus have horns elsewhere on their body, it&amp;#039;s really open to expression of the creator of the character.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Another of the early races, the cubus were capable of withstanding the proto-world by their versatility. Large claws for attack, large wings for flight, and their unique tails allow them to draw energy from excess emotion. As the other races grew in power, the cubus in large part left the Tellurian Plane to form their own.&lt;br /&gt;
&lt;br /&gt;
The cubus are probably by definition the most social of the species, as they can be sustained on emotion. However, they are generally disliked by the other races and each other. Overall, they are the least threatening as they survive easiest when others are around, but they are dangerous foes if angered.&lt;br /&gt;
==Culture==&lt;br /&gt;
Cubus, like many Elder Races, don&amp;#039;t really care to be among their own kind, staking off to stake their own claim. However, all Cubus value emotion, from happiness to fear to adoration to despair, and respect those who command many from others. If it is not a Cubus, they tend to try to plant themselves near their target to work into their inner circle. If it is, they tend to be much more direct in their attempt to handle matters. &lt;br /&gt;
==Fashion==&lt;br /&gt;
Cubus fashion is heavily varied, often in a single wardrobe. They tend to go out to get an emotional response, and that starts with the first impression they leave. Piercings are excessively common, and tattoos are not rare although nowhere near as widespread.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* [[Natural Flight]]: Power&lt;br /&gt;
* [[Prehensile Tail]]: Spiked&lt;br /&gt;
* Size: Large (Wide)&lt;br /&gt;
* Talent: Manipulate - Low&lt;br /&gt;
===Combat===&lt;br /&gt;
* Small bonus to unarmed combat (horns to headbutt/charge, claws to unarmed melee/scratches, various if spikes elsewhere)&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Cubus tend to focus on mostly their Conviction, then Magic and Chakra, although their other stats aren&amp;#039;t far behind. They tend to rely more on their base Cunning than their Knowledge, using fast words and actions to overtake unfamiliar situations, augmented by their Conviction. Cubus are almost always Self-Oriented and Emotional, with Adrift and Outspoken also being common as well/in place of those.&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 2/1&lt;br /&gt;
*Intelligence 2/1&lt;br /&gt;
*Chakra 2/2&lt;br /&gt;
*Magic 2/2&lt;br /&gt;
*Conviction 3/3&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Cubus&amp;diff=632</id>
		<title>Cubus</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Cubus&amp;diff=632"/>
				<updated>2011-09-20T00:36:50Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: /* Racial Norms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Air (1/4), Emotion (1/4)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any, often Red&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any, often Black&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Standard, plus Red&lt;br /&gt;
&lt;br /&gt;
Cubus look like demi-humans with goat-like legs, bat-like wings, and long, thin tails. As an early race, their bodies are generally designed largely for combat, with huge thick claws on their feet, long nails on their hands, and horns sticking out of their major joints on their arms, legs, and wings, as well as one on their tail. Some cubus have horns elsewhere on their body, it&amp;#039;s really open to expression of the creator of the character.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Another of the early races, the cubus were capable of withstanding the proto-world by their versatility. Large claws for attack, large wings for flight, and their unique tails allow them to draw energy from excess emotion. As the other races grew in power, the cubus in large part left the Tellurian Plane to form their own.&lt;br /&gt;
&lt;br /&gt;
The cubus are probably by definition the most social of the species, as they can be sustained on emotion. However, they are generally disliked by the other races and each other. Overall, they are the least threatening as they survive easiest when others are around, but they are dangerous foes if angered.&lt;br /&gt;
==Culture==&lt;br /&gt;
Cubus, like many Elder Races, don&amp;#039;t really care to be among their own kind, staking off to stake their own claim. However, all Cubus value emotion, from happiness to fear to adoration to despair, and respect those who command many from others. If it is not a Cubus, they tend to try to plant themselves near their target to work into their inner circle. If it is, they tend to be much more direct in their attempt to handle matters. &lt;br /&gt;
==Fashion==&lt;br /&gt;
Cubus fashion is heavily varied, often in a single wardrobe. They tend to go out to get an emotional response, and that starts with the first impression they leave. Piercings are excessively common, and tattoos are not rare although nowhere near as widespread.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* [[Natural Flight]]: Power&lt;br /&gt;
* [[Prehensile Tail]]: Spiked&lt;br /&gt;
* Size: Large (Wide)&lt;br /&gt;
* Talent: Manipulate - Low&lt;br /&gt;
===Combat===&lt;br /&gt;
* Small bonus to unarmed combat (horns to headbutt/charge, claws to unarmed melee/scratches, various if spikes elsewhere)&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Cubus tend to focus on mostly their Conviction, then Magic and Chakra, although their other stats aren&amp;#039;t far behind. They tend to rely more on their base Cunning than their Knowledge, using fast words and actions to overtake unfamiliar situations, augmented by their Conviction. Cubus are almost always Self-Oriented and Emotional, with Adrift and Outspoken also being common as well/in place of those.&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 2/1&lt;br /&gt;
*Intelligence 3/1&lt;br /&gt;
*Chakra 2/2&lt;br /&gt;
*Magic 2/2&lt;br /&gt;
*Conviction 3/3&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Yuki&amp;diff=631</id>
		<title>Yuki</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Yuki&amp;diff=631"/>
				<updated>2011-09-10T18:49:25Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Ice&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any Blue or Purple&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any Blue to Purple&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Any White to Blue&lt;br /&gt;
&lt;br /&gt;
Yukis are humanoids with dull claws for digits and antlers on their head. They tend to be a bit heavy, but not .&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Yukis are another rare race that found their niche early on. They retreated up mountain rather than in them, and adapted themselves to their environment. However, like many of the other races, they kept their niche due to sheer brutality. Yukis often froze or shredded any of those foolish enough to enter their eyesight, which led to a problem when their caps started to fall to salamanders. After generations of pointless slaughter, a truce was reached between the two, mostly in the form of boundaries. However, they choose to remain isolated from both real relations with them or society at large.&lt;br /&gt;
&lt;br /&gt;
Most are still immensely territorial and kill any outsiders they meet. However, a growing number express some interest in society on some level, though they still tend to be excessively unsympathetic.&lt;br /&gt;
==Culture==&lt;br /&gt;
Yuki tend to carve their homes into the ice, and they rely on what little life they find for all aspects of survival: The sharp shard like plants and the wolf like creatues called &amp;#039;snows.&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Snows have been domesticated by Yukis, and at a young age most Yukis receive one to care for. They are used  as for food and clothing, as well.&lt;br /&gt;
==Fashion==&lt;br /&gt;
As mentioned, most fashion is based on snow fur. Tattoos and piercings are non-existent in their society, and rare even if they choose to interact with the world at large.&lt;br /&gt;
&lt;br /&gt;
Many Yukis typically take something from a kill as a trophy of sorts, causing a small but wide variation of fashion.&lt;br /&gt;
==Racial Abilities: Humanoid==&lt;br /&gt;
* Familiar: Snow&lt;br /&gt;
* [[Shapeshifting]]: Yeti&lt;br /&gt;
==Racial Abilities: Yeti==&lt;br /&gt;
* Shapeshifting: Humanoid&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
===Combat===&lt;br /&gt;
* Humanoid - [[Magic]]: Ice - Very Low&lt;br /&gt;
* Humanoid - Very small bonus to unarmed&lt;br /&gt;
* Yeti - Bonus to unarmed&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Yuki are another mostly physical race, prioritizing Chakra, Magic, and Agility. However, their innate Intelligence is not necessarily low, it&amp;#039;s just not exercised in a usual way due to their low Conviction. They tend to be Self-Oriented and Emotional, doing things to make them feel good.&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 3/2&lt;br /&gt;
*Intelligence 2/1&lt;br /&gt;
*Chakra 3/2&lt;br /&gt;
*Magic 3/2&lt;br /&gt;
*Conviction 1/1&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Usagi&amp;diff=630</id>
		<title>Usagi</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Usagi&amp;diff=630"/>
				<updated>2011-09-10T18:48:30Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: /* Racial Norms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
Humanoids with bunny ears, paws, and tails. However, they rarely stay that way for long.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Usagi are bunny-like humanoids. They were weak, but plentiful so they were able to stay in play, even with their overwhelming curiosity. Eventually their curiosity began to work to their favor as battles occurred. Raiding the deceased of their shinies, Usagi discovered that many of them had abilities. Usagi scavenged all they could from whatever they could. Over time, the changes from the cursed and blessed equipment had changed them all and the normal Usagi look became almost nonexistent.&lt;br /&gt;
&lt;br /&gt;
Usagi are are a race who are interested in acquiring new things, and are willing to do almost anything for gain.&lt;br /&gt;
==Culture==&lt;br /&gt;
Like other races, they&amp;#039;ve long ago abandoned their small underground hovels to join society to the fullest. However, they still carry some traditions with them, most notably when they die, they request their bodies to be liquefied and the result spread amongst their young, so they may always carry on.  &lt;br /&gt;
==Fashion==&lt;br /&gt;
Usagi probably have the most eccentric sense of fashion. Though tattoos, piercings are commonplace to hold on to their shinies. Likewise, their outfits are usually modified to carry as much of their shinies as possible. Belts and random pieces of cloth are added for the sole purpose of hanging more.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* One low level disability of choosing&lt;br /&gt;
* One low level ability of choosing&lt;br /&gt;
* One low level trait of choosing&lt;br /&gt;
===Combat===&lt;br /&gt;
* Various, depending on form&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Though they show great interest in the physical size of things, Usagi usually low have Intelligence and sometimes Conviction as the more cerebral aspects of cultures are unappealing to them. However, due to their traditions, they often have high physical stats, especially Magic, Chakra, and Agility. They tend to be Self-Oriented and Experimental, as their interest is solely to amuse themselves rather than true dedication.&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 3/2&lt;br /&gt;
*Intelligence 1/1&lt;br /&gt;
*Chakra 2/2&lt;br /&gt;
*Magic 3/3&lt;br /&gt;
*Conviction 2/1&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Usagi&amp;diff=629</id>
		<title>Usagi</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Usagi&amp;diff=629"/>
				<updated>2011-09-10T18:47:41Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
Humanoids with bunny ears, paws, and tails. However, they rarely stay that way for long.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Usagi are bunny-like humanoids. They were weak, but plentiful so they were able to stay in play, even with their overwhelming curiosity. Eventually their curiosity began to work to their favor as battles occurred. Raiding the deceased of their shinies, Usagi discovered that many of them had abilities. Usagi scavenged all they could from whatever they could. Over time, the changes from the cursed and blessed equipment had changed them all and the normal Usagi look became almost nonexistent.&lt;br /&gt;
&lt;br /&gt;
Usagi are are a race who are interested in acquiring new things, and are willing to do almost anything for gain.&lt;br /&gt;
==Culture==&lt;br /&gt;
Like other races, they&amp;#039;ve long ago abandoned their small underground hovels to join society to the fullest. However, they still carry some traditions with them, most notably when they die, they request their bodies to be liquefied and the result spread amongst their young, so they may always carry on.  &lt;br /&gt;
==Fashion==&lt;br /&gt;
Usagi probably have the most eccentric sense of fashion. Though tattoos, piercings are commonplace to hold on to their shinies. Likewise, their outfits are usually modified to carry as much of their shinies as possible. Belts and random pieces of cloth are added for the sole purpose of hanging more.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* One low level disability of choosing&lt;br /&gt;
* One low level ability of choosing&lt;br /&gt;
* One low level trait of choosing&lt;br /&gt;
===Combat===&lt;br /&gt;
* Various, depending on form&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Though they show great interest in the physical size of things, Usagi usually low have Intelligence and sometimes Conviction as the more cerebral aspects of cultures are unappealing to them. However, due to their traditions, they often have high physical stats, especially Magic, Chakra, and Agility. They tend to be Self-Oriented and Experimental, as their interest is solely to amuse themselves rather than true dedication.&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 3/2&lt;br /&gt;
*Intelligence 1/1&lt;br /&gt;
*Chakra 2/2&lt;br /&gt;
*Magic 3/2&lt;br /&gt;
*Conviction 2/1&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Undine&amp;diff=628</id>
		<title>Undine</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Undine&amp;diff=628"/>
				<updated>2011-09-10T18:44:49Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Water&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;Eye&amp;#039; Color:&amp;#039;&amp;#039;&amp;#039; Red&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fin Color:&amp;#039;&amp;#039;&amp;#039; Blue&lt;br /&gt;
&lt;br /&gt;
Undine have one of the most alien looks, with two eyes floating in water and four fins are the limb joints.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Undine are the coming together of two different water-based organisms. One was an oblong sphere like an eye, which could pull water around it. Another mimicked a fin in shape and could whip water near it. Eventually the two formed a bond, increasing both of their powers. Naturally, huge colonies of these emerged, and were essentially a deathtrap for any living thing. That was the problem, though, no intelligent living thing would come near it. Eventually, small groups departed and attempted to act as moving colonies. However, this time, they were the living thing walking into unknown territory. While they hungered, they proved no threat to any other water-based species on their own. Indeed, the other species tended to interpret their attacks as play, and many provided them food and protection. As time went on, undine adapted to this, and took on a shape more natural to the races. This resulted in the other races growing closer, but more importantly better food and protection. Over time, they began to understand more and more of their cultures, and as the benefits of being part of the underwater society increased, they heard wind of one above the waves. Though most were content with their new position, several set off to see what the world above offered.&lt;br /&gt;
&lt;br /&gt;
Being a race of two basic creatures, Undine are a bit simpler than most races. They are largely curious about the working of the new social machine, but they still have a basic animal hunger that many succumb to.&lt;br /&gt;
==Culture==&lt;br /&gt;
As a race that evolved from mooching from other societies, the Undine have no specific culture. Indeed, in most cases, Undine are content and perhaps even most comfortable sleeping and working outside.&lt;br /&gt;
==Fashion==&lt;br /&gt;
Again, Undine never developed on their own. However, as their bodies are solely water shaped to be body-like, they have no nudity taboo to begin with and indeed feel most natural with it. In societies that frown upon this, they tend to favor as little clothing as possible, uncomfortable with the feeling of it but willing to compromise for the benefits offered.&lt;br /&gt;
&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* [[Magic]]: Water - Low&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
&lt;br /&gt;
==Note: Plug and Play==&lt;br /&gt;
Most Undine will have two &amp;#039;eyes&amp;#039; and four &amp;#039;fins.&amp;#039; This is what caused other races to react most hospitably, and so this is what their relationships are maximized for. However, additional eyes and fins will make an Undine slightly stronger, but as a trade-off, make them more alien to most social races. Some may choose to try to hide these to interact, but it is difficult with the discomfort of clothing and a fully translucent body.&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Undine focus on Magic and Agility, especially Flexibility, dumping Intelligence and Conviction, with Chakra usually the middle ground. We&amp;#039;ll say Emotional and Adrift, following their base instincts for the most part right now?&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 3/3&lt;br /&gt;
*Intelligence 1/1&lt;br /&gt;
*Chakra 3/2&lt;br /&gt;
*Magic 3/2&lt;br /&gt;
*Conviction 1/1&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Tengu&amp;diff=627</id>
		<title>Tengu</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Tengu&amp;diff=627"/>
				<updated>2011-09-10T18:40:38Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Air&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Feather Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
Tengu are humanoid birds. Their wings are vaguely hand-like, and they have visible tear ducts.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Tengu were a New Race, but they were designed for the air. As such, they quickly passed the other races and dominated the skies. Unlike the other races capable of flight, however, society was heavily interesting to them. Tengu love blending into other cultures, and hardly exist on their own anymore.&lt;br /&gt;
&lt;br /&gt;
Tengu tend to be social creatures, frequenting nightlife. However, they might turn aggressive for the same reasons.&lt;br /&gt;
==Culture==&lt;br /&gt;
Though tengu hardly have a separate culture anymore, they dominate the nightlife in any city they&amp;#039;re involved with. They tend to avoid less populated areas, and focus on strengthening nightlife in any place they&amp;#039;re involved with.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
Tengu fashion, however, still stands out, focusing heavily on what we consider 80&amp;#039;s fashion. Leather and belts are king, the tighter the better. Animalprint will probably not have as large as a following for other reasons, but man, imagine the headbands and hairstyles!&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* [[Magic]]: Air - Low&lt;br /&gt;
* [[Natural Flight]]: Speed&lt;br /&gt;
* Size: Large (Wide)&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Tengu to focus on Conviction and Agility, with Magic, Intelligence, and Chakra tending to follow in that order. They tend to be Emotional and Outspoken, sharing what they love with those around them, whether they want it or not.&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 3/2&lt;br /&gt;
*Intelligence 2/1&lt;br /&gt;
*Chakra 2/1&lt;br /&gt;
*Magic 2/2&lt;br /&gt;
*Conviction 3/2&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Orc&amp;diff=626</id>
		<title>Orc</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Orc&amp;diff=626"/>
				<updated>2011-09-10T18:28:57Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard&lt;br /&gt;
&lt;br /&gt;
Slightly larger humans with particularly large hands and feet. They have large crystalline protrusions upon their head and toes as claws, with a ring around their neck and the back of their hands. The have two toes and four fingers.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The orcs were brutish, destructive monsters. As such, they had no place as society progressed, and were dying out. The cubus took interest in them, and granted them their intelligence and beauty. The orcs surprisingly surpassed the cubus in social interaction, and became one of the most prominent races in advancing the cause.&lt;br /&gt;
&lt;br /&gt;
Orcs are usually diplomatic and open-minded. Just remember that&amp;#039;s not always in one&amp;#039;s favor.&lt;br /&gt;
==Culture==&lt;br /&gt;
Being a vassal race of the Cubus, the orcs don&amp;#039;t have a particularly strong culture, and what there is is modified from the cubus. In general, though, they&amp;#039;ve largely integrated with humans and the other social races, and it is rare to find a pure orc settlement.&lt;br /&gt;
==Fashion==&lt;br /&gt;
However, orcs do keep their sense of fashion separate from the others. They have a very glam focused look. It focuses equally on covering and showing skin, but even moreso on drawing attention to their horns. Tribal tattoos and piercings are rare among the orcs, and if done at all are only done in moderation around their protrusions to accentuate them.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Talent: Manipulate - Very Low&lt;br /&gt;
===Combat===&lt;br /&gt;
* Small bonus to unarmed combat&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Orcs innately have high Chakra, and now focus on Conviction as well. Magic and Intelligence are often focused as well, while Agility gets neglected. Orcs tend to be Rational and Empathetic, now trying to figure the best ways to benefit others.&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 1/1&lt;br /&gt;
*Intelligence 2/2&lt;br /&gt;
*Chakra 3/3&lt;br /&gt;
*Magic 1/2&lt;br /&gt;
*Conviction 3/3&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Neko&amp;diff=625</id>
		<title>Neko</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Neko&amp;diff=625"/>
				<updated>2011-09-10T18:23:18Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
Nekos are feline demi-humans. They have paws for hands and feet, as well as sharpened canines and a forked tail for balance.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Nekos are a New Race. Originally a feral and violent race, they became interested in the rise of technology started by the humans. They quickly adopted the use and adapted their lifestyles. Although their understanding is not as instinctive, they are much more dedicated to it, designing every facet of their life around technology.&lt;br /&gt;
&lt;br /&gt;
Nekos tend to be loners and seek roles that require little dependence on teamwork. However, they love technology, and are willing to compromise which puts them near it.&lt;br /&gt;
==Culture==&lt;br /&gt;
As mentioned, Neko culture is built around technology. Their cities tend to be large and sleek, with a space age touch. Due to the material involved, their cities tend to be more permanent than most other races&amp;#039;, and as such they tend to have additions grafted onto existing buildings during expansions.&lt;br /&gt;
&lt;br /&gt;
As they used an expensive but resilient material, their weaponry tends to be less common but more powerful. They also are the leading designers of robotic limbs, which are common place in their culture.&lt;br /&gt;
==Fashion==&lt;br /&gt;
As with their buildings, the Nekos embrace a space age design in their fashion. Their clothing tends to be sleek and futuristic, and decorative neon and/or glowing baubles are not rare. Furthermore, robotic parts are common in Neko culture, and further modifications are not rare. While piercings and tribal tattoos are excessively rare, a particularly well-off Neko might have something ranging from internal weapon systems to an extra set of robotic arms.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* [[Scientific Method]] - Low&lt;br /&gt;
===Combat===&lt;br /&gt;
* Small bonus to unarmed combat&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Nekos focus on Intelligence and Agility, with other stats focused on varying degrees depending on the individual. They tend to be Brave and Emotional, doing what they enjoy regardless of the risks. And in their culture, risks are less risky.&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 3/2&lt;br /&gt;
*Intelligence 2/3&lt;br /&gt;
*Chakra 2/2&lt;br /&gt;
*Magic 2/1&lt;br /&gt;
*Conviction 1/2&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Neko&amp;diff=624</id>
		<title>Neko</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Neko&amp;diff=624"/>
				<updated>2011-09-10T18:22:43Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
Nekos are feline demi-humans. They have paws for hands and feet, as well as sharpened canines and a forked tail for balance.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Nekos are a New Race. Originally a feral and violent race, they became interested in the rise of technology started by the humans. They quickly adopted the use and adapted their lifestyles. Although their understanding is not as instinctive, they are much more dedicated to it, designing every facet of their life around technology.&lt;br /&gt;
&lt;br /&gt;
Nekos tend to be loners and seek roles that require little dependence on teamwork. However, they love technology, and are willing to compromise which puts them near it.&lt;br /&gt;
==Culture==&lt;br /&gt;
As mentioned, neko culture is built around technology. Their cities tend to be large and sleek, with a space age touch. Due to the material involved, their cities tend to be more permanent than most other races&amp;#039;, and as such they tend to have additions grafted onto existing buildings during expansions.&lt;br /&gt;
&lt;br /&gt;
As they used an expensive but resilient material, their weaponry tends to be less common but more powerful. They also are the leading designers of robotic limbs, which are common place in their culture.&lt;br /&gt;
==Fashion==&lt;br /&gt;
As with their buildings, the nekos embrace a space age design in their fashion. Their clothing tends to be sleek and futuristic, and decorative neon and/or glowing baubles are not rare. Furthermore, robotic parts are common in neko culture, and further modifications are not rare. While piercings and tribal tattoos are excessively rare, a particularly well-off neko might have something ranging from internal weapon systems to an extra set of robotic arms.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* [[Scientific Method]] - Low&lt;br /&gt;
===Combat===&lt;br /&gt;
* Small bonus to unarmed combat&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Nekos focus on Intelligence and Agility, with other stats focused on varying degrees depending on the individual. They tend to be Brave and Emotional, doing what they enjoy regardless of the risks. And in their culture, risks are less risky.&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 3/2&lt;br /&gt;
*Intelligence 2/3&lt;br /&gt;
*Chakra 2/2&lt;br /&gt;
*Magic 2/1&lt;br /&gt;
*Conviction 1/2&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Naga&amp;diff=623</id>
		<title>Naga</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Naga&amp;diff=623"/>
				<updated>2011-09-10T18:21:34Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Water&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
Nagas are snake-like demi-humans. Their lowerhalf is like a snake-tail, and they have a forked tongue. Their entire body also has a liquid sheen to it, that reflects light and makes it hard for dirt (or anything else) to stick to it. They also have long claws.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Nagas are one of the few races to be able to live on both land and in water, but they don&amp;#039;t really feel at home in either. The race in general was very submissive, and they were heavily enslaved or wiped out by elvish supremacists. Due to their versatility, they were used to soften up attack targets before the higher ups moved in for the kill. Although they were freed when the movement was stopped, all current-day naga are descendants of these, and the race in general is lamentful of this fact. They found no immediate place among the other civilized races, and tend to stick to their own villages.&lt;br /&gt;
&lt;br /&gt;
Nagas are withdrawn, but more in a shy than xenophobic sense. In general, they are saddened individuals, unsure of anything or anyone. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Naga culture was originally very tribal, as they stayed by coasts to hunt in forests and swallow water. However, this left them disconnected from other social races, and soon all Naga were either enslaved or killed by OO. &lt;br /&gt;
==Fashion==&lt;br /&gt;
In their isolation, Nagas stuck with the traditional Early Race fashion, but as they immerse themselves back into society they&amp;#039;ve come to embrace modern New Race fashion just as much. Piercings and tattoos are especially rare, largely in part to their skin.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* [[Natural Emotional State]]: Sorrow&lt;br /&gt;
* [[Prehensile Tail]]: Small&lt;br /&gt;
* Smooth Skin&lt;br /&gt;
===Combat===&lt;br /&gt;
* Small bonus to unarmed combat&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Nagas focus on Agility, Intelligence, and Chakra, being quick, smart, and deadly. They rarely invest much in Magic or Conviction, however, especially Will. They tend to be Withdrawn and Emotional, choosing to follow anything that makes them feel good.&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 3/3&lt;br /&gt;
*Intelligence 2/2&lt;br /&gt;
*Chakra 2/2&lt;br /&gt;
*Magic 2/1&lt;br /&gt;
*Conviction 2/1&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Minotaur&amp;diff=622</id>
		<title>Minotaur</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Minotaur&amp;diff=622"/>
				<updated>2011-09-10T18:19:17Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Description===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Black, Brown&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
Minotaurs are cattle-like demi-humans. They have cattle-like legs, horns on their heads, and long thick tails. They also tend to be far hairier than other species, tending to have longer hair and patches on their shoulders and/or chest.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
For many later races, the days before socialization were hell. However, minotaurs reveled in it. Your token warrior race, minotaurs live for fighting. In their early days, battles were pretty much both the currency and diplomacy of their culture. However, they were able to recognize the changes, and came to accept other ways as they integrated.  Minotaurs loved the promise of a fight, which made them valuable in keeping the muck out while the other races grew in socialization. However, in time it became clear they were second-class citizens, and they began to work on their own inner socialization.&lt;br /&gt;
&lt;br /&gt;
Nowadays, minotaurs seem to prefer to avoid physical conflict. They will often threaten or intimidate, but if they must fight the younger ones do so from a distance and quickly. As they age, however, they realize they have to keep the blood fresh, and start fighting longer and closer. Eventually, most minotaurs look for one last challenge to bring them to death.&lt;br /&gt;
==Culture==&lt;br /&gt;
Minotaurs value a physical challenge over anything else, and fights and tests of endurance were often used in lieu in place of currency. Their houses tended to be makeshift and shoddy, as the most sturdy something was, the more likely someone would try to prove themselves against it. Over time they have come to recognize other races appreciate currency more and their durable stuff destroyed less, so they&amp;#039;ve come to respect culture&amp;#039;s differences, though young minotaurs are usually still held to the traditions.&lt;br /&gt;
==Fashion==&lt;br /&gt;
Minotaurs tend to use the bare minimum of fashion: Cloth draped over anything questionable and that&amp;#039;s pretty much it, although some delve into fashion more. Tattoos and piercings are very common, but not an extreme.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Adrenaline Boost&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Minotaurs are naturally strong, with high Chakra stats. Recently, they&amp;#039;ve been focused on educating themselves and bringing themselves more into society to reap the full benefits, meaning many of them have equally high Conviction, Intelligence, or Magic. Agility is often a dump stat, especially in the Flexibility department. They tend to be Brave and Conventional, willing to do anything the way they believe it should be done, especially fight.&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 2/1&lt;br /&gt;
*Intelligence 1/3&lt;br /&gt;
*Chakra 3/2&lt;br /&gt;
*Magic 2/2&lt;br /&gt;
*Conviction 1/3&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Minotaur&amp;diff=621</id>
		<title>Minotaur</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Minotaur&amp;diff=621"/>
				<updated>2011-09-10T18:18:30Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===MINOTAUR===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Black, Brown&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
Minotaurs are cattle-like demi-humans. They have cattle-like legs, horns on their heads, and long thick tails. They also tend to be far hairer than other species, tending to have longer hair and patches on their shoulders and/or chest.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
For many later races, the days before socialization were hell. However, minotaurs reveled in it. Your token warrior race, minotaurs live for fighting. In their early days, battles were pretty much both the currency and diplomacy of their culture. However, they were able to recognize the changes, and came to accept other ways as they integrated.  Minotaurs loved the promise of a fight, which made them valuable in keeping the muck out while the other races grew in socialization. However, in time it became clear they were second-class citizens, and they began to work on their own inner socialization.&lt;br /&gt;
&lt;br /&gt;
Nowadays, minotaurs seem to prefer to avoid physical conflict. They will often threaten or intimidate, but if they must fight the younger ones do so from a distance and quickly. As they age, however, they realize they have to keep the blood fresh, and start fighting longer and closer. Eventually, most minotaurs look for one last challenge to bring them to death.&lt;br /&gt;
==Culture==&lt;br /&gt;
Minotaurs value a physical challenge over anything else, and fights and tests of endurance were often used in lieu in place of currency. Their houses tended to be makeshift and shoddy, as the most sturdy something was, the more likely someone would try to prove themselves against it. Over time they have come to recognize other races appreciate currency more and their durable stuff destroyed less, so they&amp;#039;ve come to respect culture&amp;#039;s differences, though young minotaurs are usually still held to the traditions.&lt;br /&gt;
==Fashion==&lt;br /&gt;
Minotaurs tend to use the bare minimum of fashion: Cloth draped over anything questionable and that&amp;#039;s pretty much it, although some delve into fashion more. Tattoos and piercings are very common, but not an extreme.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Adrenaline Boost&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Minotaurs are naturally strong, with high Chakra stats. Recently, they&amp;#039;ve been focused on educating themselves and bringing themselves more into society to reap the full benefits, meaning many of them have equally high Conviction, Intelligence, or Magic. Agility is often a dump stat, especially in the Flexibility department. They tend to be Brave and Conventional, willing to do anything the way they believe it should be done, especially fight.&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 2/1&lt;br /&gt;
*Intelligence 1/3&lt;br /&gt;
*Chakra 3/2&lt;br /&gt;
*Magic 2/2&lt;br /&gt;
*Conviction 1/3&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

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