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Races (By Name)

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Post  Mayo Wed Dec 03, 2008 10:22 pm


EARTH ANGELS
      The children of the Goddess of Earth, the earth angels are tough and strong. Fiercely protective of nature, the earth angels believe that they are honoring their grandmother by keeping the world as pristine and free of pollution as possible.

STATISTICS
   Minimum Attributes: Resistance 2, Swiftness 8
   Attribute Adjustments: +2 Endurance, +2 Magic, -4 Swiftness; earth angels are tough, and naturally magical, but slower to react than most races due to their bulk
   Pre-selected Abilities: Earth angels must take Burrow, Energy Immunity (earth), Earth Attack, and Flight
   Unique Abilities: None
   Pre-selected Weaknesses: None

~@~
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Post  Mayo Wed Dec 03, 2008 10:39 pm


ELDRITCH ANGELS
      The eldritch angels are undoubtedly connected to the Goddess of Magic. Because they share that goddess's carefree spirit, eldritch angels may at times be reckless, but it is their sacred duty to watch over magic, and this they do well.

STATISTICS
   Minimum Attributes: Attack 2, Defense 2, Magic 2, Swiftness 2
   Attribute Adjustments: +2 Magic, +2 Resistance, -2 Attack, -2 Defense; magic is such a part of these angels that it becomes natural for them to use it. Because they are so connected to the magical world, they are ill- equipped to deal wit the physical world.
   Pre-selected Abilities: Eldritch angels must take Eldritch Attack, Energy Immunity (eldritch), Enhance Magic, and Flight
   Unique Abilities: None
   Pre-selected Weaknesses: None

~@~
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Post  Mayo Wed Dec 03, 2008 10:42 pm


FIRE ANGELS
      The children of the God of Fire, the fire angels are a feisty, quick-tempered lot who believe that, just as their father was feared to have a short life span, they too might die any day, and must therefore live life to the fullest while they can. Bold and fearless, the fire angels are staunch allies to those they admire and deadly enemies to those who make the mistake of getting on their bad side.

STATISTICS
   Minimum Attributes: Endurance 2, Magic 2, Resistance 4, Swiftness 2
   Attribute Adjustments: +2 Attack, +2 Magic, -2 Endurance, -2 Resistance; fire angels are very powerful, but burn out quickly.
   Pre-selected Abilities: Fire angels must take Energy Immunity (fire), Enhance Weapons, Fire Attack, and Flight
   Unique Abilities: None
   Pre-selected Weaknesses: None

~@~
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Post  Mayo Wed Dec 03, 2008 10:43 pm


ICE ANGELS
The children of the God of Ice, ice angels are sometimes referred to as death angels because they have the unpleasant task of guiding mortals from one life into the next, and consequently must inform such mortals that their time to die has come. Ice angels see death as a necessary transition from one state to another, and encourage mortals to do

STATISTICS
   Minimum Attributes: Endurance 4, Resistance 2, Swiftness 2
   Attribute Adjustments: +2 Magic, +2 Resistance, -4 Endurance; ice angels are naturally in tune with the magic their grandmother gave them with her last breath, but remain somewhat weak of constitution.
   Pre-selected Abilities: Ice angels must take Death Attack, Death Attack Immunity, Flight, and Seal Soul
   Unique Abilities: None
   Pre-selected Weaknesses: None

~@~
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Post  Mayo Wed Dec 03, 2008 10:46 pm


LIGHT ANGELS

      The children of the Goddess of Light, light angels represent the clarity of light, and the life that it gives to mortals. Almost universally, light angels are benevolent entities who seek to protect the good and oppose evil where they find it.

STATISTICS
   Minimum Attributes::Attack 2, Endurance 2, Resistance 4
   Attribute Adjustments: +2 Magic, +2 Swiftness, -2 Attack, -2 Endurance; light angels are slow to anger, but quick to react. They are naturally magical creatures with delicate forms.
   Pre-selected Abilities: Light angels must take Light Attack, Heal Hit Points, Resurrection, and Flight
   Unique Abilities: None
   Pre-selected Weaknesses: None

~@~
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Post  Mayo Wed Dec 03, 2008 10:50 pm

LIGHTNING ANGELS
      The children of the God of Lightning, lightning angels tend to be flighty and quick- often charging forward heedless of the danger. They are related to the wind angels, who they find well-meaning but stuffy, and find kindred spirits in fire angels.

STATISTICS
   Minimum Attributes:: Defense 2, Resistance 4, Swiftness 2
   Attribute Adjustments:: +2 Magic, +2 Swiftness, -2 Defense, -2 Resistance; lightning angels are magical and fast, but often leap before they look, getting them in trouble.
   Pre-selected Abilities:: Lightning angels must take Climb, Energy Immunity (lightning), Flight, and Lightning Attack
   Unique Abilities: None
   Pre-selected Weaknesses: None

OPTIONAL RACIAL WEAKNESS
Earth Vulnerability; severe. (1 point gained; the remaining points go to +2 Swiftness, effectively paying for Lightning Angel’s second Movement Mode, and remove the penalties to Defense and Resistance.)

~@~
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Post  Mayo Wed Dec 03, 2008 10:53 pm


SHADOW ANGELS
      The children of the Goddess of Shadow, shadow angels are often put in direct opposition to light angels, but are not themselves evil. Theirs is a world of darkness; a reality that differs so substantially from the world of mortals that they, at times, seem to have a hard time understanding mortals. Like their creator, shadow angels have an extremely honest streak; it is said they cannot tell a lie.

STATISTICS
   Minimum Attributes:: Endurance 1, Magic 2, Swiftness 2
   Attribute Adjustments:: +2 Magic, +2 Swiftness, -1 Endurance; shadow angels are naturally magical, and very quick. However, the same lightweight forms that make them faster also make them more vulnerable.
   Pre-selected Abilities:: Shadow Angels must take Shadow Jump, Stealth, Silence, and Flight
   Unique Abilities: None
   Pre-selected Weaknesses: Honor Code (honesty); minor. Shadow angels must make a Resistance check versus the Magic of anyone they try to lie to or tell the truth by default. (No points gained; these points all reduce the shadow angel's Endurance penalty from -4 to -1).

~@~
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Post  Mayo Wed Dec 03, 2008 10:58 pm


WATER ANGELS
      The children of the Goddess of Water, water angels watch over the seas and those who sail them. They feel that the great power their mother possesses is a blessing and responsibility, and have made it their duty to keep the seas as clean as the earth angels keep the land. Normally calm, but easily disturbed, they sometimes take things too seriously.

STATISTICS
   Minimum Attributes:: Attack 2, Swiftness 6
   Attribute Adjustments:: +2 Magic, +2 Resistance, -2 Attack, -2 Swiftness; water angels have a knack for avoiding mishaps and a natural gift for magic, but their overly-rational mind set can make them slow to react.
   Pre-selected Abilities:: Water angels must take Energy Immunity (water), Swim, Water Attack, and Flight
   Unique Abilities: None
   Pre-selected Weaknesses: None

~@~
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Post  Mayo Wed Dec 03, 2008 10:59 pm


WIND ANGELS
      The children of the Goddess of Wind, wind angels live in great cloud cities from which they observe the world below with a distanced but caring perspective. They wish the lightning angels would take their duties a bit more seriously, but consider them a brother race as their mothers were rocked in the same cradle. Wind angels are always surrounded by a protective wind cloak; a gift from their mother.

STATISTICS
   Minimum Attributes:: Defense 2, Endurance 4, Resistance 2
   Attribute Adjustments:: +2 Magic, +2 Swiftness, -4 Endurance; wind angels are magical creatures with great speed, but they are naturally frail by design.
   Pre-selected Abilities:: Wind angels must take Enchanted Cloak, Energy Immunity (wind), Flight, and Wind Attack
   Unique Abilities: None
   Pre-selected Weaknesses: None

~@~
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Post  Mayo Wed Dec 03, 2008 11:01 pm


ANUBIANS
      Anubians are a race of jackal-like humanoids said to have been sired by the Egyptian goddess of death and mummification. They hail from the golden city of Neki-Seraph, which lies along the Az River. They are known to be staunch defenders of history; indeed, they worship their ancestors as divine, and through those spirits, gain great power.

STATISTICS
   Minimum Attributes:: Resistance 2
   Attribute Adjustments:: Attack +2, Resistance +2, Magic -4; Anubians are strong, and their faith grants them supernatural power, but their culture distrusts arcane magic.
   Pre-selected Abilities:: Anubians must take Khopesh, Exorcise Spirit, and Seal Soul
   Unique Abilities: None
   Pre-selected Weaknesses: None

~@~
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Post  Mayo Wed Dec 03, 2008 11:03 pm


DEATHMAGES
      Innately perverse and wholly evil, the deathmage is an example of that most vile archetype among the undead; one who chooses it. Forsaking the pleasures of the living for eternal life, deathmages are calculating, emotionally distant individuals, to whom the prospect of death is far more troublesome than the curse of undeath. Every deathmage has in common that they were a powerful necromancer in life, for only such individuals have the ability to push past the boundary of death on the strength of their wills alone.

STATISTICS
   Minimum Attributes:: (if applicable) Endurance 2, Resistance 3
   Attribute Adjustments:: +6 Magic, +3 Resistance, -2 Endurance; though they gain eternal life, and incredible power, deathmages do so at the expense of their bodies. Note that every deathmage has a base race before they take this package.
   Pre-selected Abilities:: Deathmages must take Absorb Magic, Animate Pawn, Death Attack Immunity, Empowered, Strength of Ages (self), and be 7th level or above. If any of these abilities are taken in advance, they are not required a second time by this package.
   Unique Abilities:

   Ability: Eternal Life (Magical Resistance)
   Description: The ritual that grants unlife to a deathmage also grants them a perverse form of immortality.
   Mechanic: A deathmage is unable to be killed by attacks that would normally slay it outright, even if such attacks come from a character that has completed the Assassin ability path. Further, if the deathmage has managed to negate damage with its Absorb Magic ability, and is then slain, it will return to life a number of days later equal to 20 minus its Endurance modifier, rounded down.

   Pre-selected Weaknesses:Soul Tether (Locale); severe. The tether is an unmovable object, such as a building or other locale. The deathmage must return to this place for at least 6 turns a day or the it loses 1 point of Endurance per turn until the character spends 6 consecutive turns in the place. (0 Points gained; these points add +6 Magic and +1 Resistance)

~@~


Last edited by Mayo on Fri Dec 05, 2008 2:41 am; edited 2 times in total
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Post  Mayo Wed Dec 03, 2008 11:06 pm


DEMONS
      Denizens of a dark and twisted realm, demons are creatures of pure evil that seek to destroy the world and all mortals in it. They are gifted in this task, and attack good creatures such as angels on sight. The first demons, shown here, were terrible creatures seemingly drawn from a nightmare, but other demons have since evolved with appearances and abilities all their own.

STATISTICS
   Minimum Attributes:: Defense 2, Magic 5, Resistance 2, Swiftness 2
   Attribute Adjustments:: +2 Attack, +2 Magic, -2 Defense, -2 Resistance; demons excel at wreaking havoc, but in their rage they tend to leave their defenses open.
   Pre-selected Abilities:: Demons must take Death Attack, Stealth, Silence, and Flight
   Unique Abilities: None
   Pre-selected Weaknesses: None

~@~
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Post  Mayo Wed Dec 03, 2008 11:08 pm


DOLLS
      Dolls are artificially constructed entities made by mages around the world. Abilities differ widely from doll to doll, as does the amount of free will the doll possesses, but all dolls have the following traits in common.

STATISTICS
   Minimum Attributes:: Defense 2, Swiftness 2, Resistance 1
   Attribute Adjustments:: +2 Endurance, +5 Resistance, -2 Swiftness; dolls are tougher and more resilient than humans due to their harder bodies, but their extra weight cuts down on their mobility.
   Pre-selected Abilities:: Dolls must select Light Armor, Medium Armor, or Heavy Armor (creator's choice), Death Attack Immunity, and Energy Immunity (any two)
   Unique Abilities: None
   Pre-selected Weaknesses: Limited Free Will; moderate. Although they may have personalities and even something resembling feelings, dolls are always considered thralls of their creator, and must make a Resistance check against their creator's Magic to resist a direct order. Dolls receive a -4 penalty on such checks. (0 points gained; these points add +5 Resistance)

~@~
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Post  Mayo Wed Dec 03, 2008 11:10 pm


DRAGONS
      Magical creatures of myth and legend, some say the oldest dragons are as powerful as the gods. It's certainly true that they possess a wide range of special attacks and resistance. Dragons love treasure, and actively make hoards that they fiercely guard and are somehow connected to. Foolish adventurers sometimes try to steal these hoards, but few ever succeed.

STATISTICS
   Minimum Attributes:: Defense 2, Magic 6, Attack 4
   Attribute Adjustments:: +4 Magic, +2 Swiftness, -2 Defense; dragons spring from the essence of magic, and are extremely fast, but their large size can work against their defense.
   Pre-selected Abilities:: Dragons must take Bite, Claws, Eldritch Attack, Enhance Magic, Enhance Resistance, Fire Attack, and Flight
   Unique Abilities:

   Ability: Breath Weapon (Magical Attack)
   Description: Dragons can expel their magical attacks in a stunning burst of power from their throats.
   Mechanic: Any magical attack can be used on a number of opponents equal to the dragons Magic modifier. The opponents selected must be close enough to attack each other with weapons that require you to be in reach of your opponent. This ability can be used at a range, as long as you can see your opponent. This ability may be combined with one magical attack per turn, but not with any physical attacks in the same turn.

   Pre-selected Weaknesses:Soul Tether (hoard); moderate. Dragons must return to their hoards (mounds of treasure they collect) for at least 6 turns a day, or they lose 1 point of Endurance per 2 turns until they spend 6 consecutive turns near their hoard. (1 point gained; the other 4 points are represented by the +4 Magic)

~@~


Last edited by Mayo on Fri Dec 05, 2008 2:41 am; edited 2 times in total
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Post  Mayo Wed Dec 03, 2008 11:12 pm


DWARVES
      A sturdy, hard-working folk, the dwarves believe they were fashioned from stone, and keep that tradition alive by excelling as smiths and warriors.

STATISTICS
   Minimum Attributes:: Attack 2, Resistance 2, Swiftness 2
   Attribute Adjustments:: +2 Endurance, -2 Magic; Dwarves are tough, but they distrust magic.
   Pre-selected Abilities:: Dwarves must take Burrow, Great Sword or Warhammer (player's choice), and Energy Immunity (eldritch)
   Unique Abilities: None
   Pre-selected Weaknesses: None

~@~
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Post  Mayo Wed Dec 03, 2008 11:13 pm


ELVES
      Noble and immortal, the elves are the aloof guardians of the forest. They have a natural talent for swordplay, archery, and magic.

STATISTICS
   Minimum Attributes:: Attack 4, Endurance 2
   Attribute Adjustments:: +2 Magic, -2 Endurance; elves are magical creatures with delicate constitutions.
   Pre-selected Abilities:: Elves must take Awareness, Bow And Arrow, Long Sword or Rapier (player's choice), and Eldritch Attack
   Unique Abilities: None
   Pre-selected Weaknesses: None

~@~
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Post  Mayo Wed Dec 03, 2008 11:16 pm


FAIRIES
      Fairies are magical creatures connected to nature. There is a fairy for every season, and each season possesses an energy all its own; Spring (Earth), Summer (Fire), Fall (Wind), and Winter (Water). Fairies tend to convene in their own magical courts, from which they observe and sometimes pass judgment on mortals. Carefree and spirited by nature, fairies follow very different laws than mankind, and the two races sometimes come into conflict.

STATISTICS
   Minimum Attributes:: Defense 2, Endurance 2, Magic 2, Resistance 2
   Attribute Adjustments:: +2 Magic, +2 Swiftness, -2 Defense, -2 Endurance; fairies are magical creatures of great agility, but their small size makes them easier to harm.
   Pre-selected Abilities:: Fairies must select Earth, Fire, Water, or Wind Attack (character's choice), Energy Immunity (must be same type as attack), and Flight
   Unique Abilities:

   Ability: Fairy Ring (Utility Power)
   Description: Fairies can create magical rings that enhance their magical powers.
   Mechanic: By spending two consecutive rounds, you create a fairy ring. Any creature friendly to you, including yourself, gains a +2 bonus on Magic checks within the fairy ring, and creatures unfriendly to you take a -2 penalty on Resistance checks.

   Pre-selected Weaknesses: None

~@~
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Post  Mayo Wed Dec 03, 2008 11:18 pm


GARGOYLES

      Gargoyles may be descended from dragons or demons, but the truth will probably never be known. Silent guardians of important locales, gargoyles live only at night, a powerful magic turning them to stone by day. They resemble statues even while alive, and can easily masquerade in this manner.

STATISTICS
   Minimum Attributes:: None
   Attribute Adjustments:: +2 Attack, +2 Magic, +3 Swiftness; gargoyles are strong, tough, magically powerful, and fast.
   Pre-selected Abilities:: Gargoyles must select Bite or Claws (character's choice), Stealth, and Flight
   Unique Abilities: None
   Pre-selected Weaknesses: Stone By Day; major. Every day, as the sun comes up, a gargoyle's body turns to solid stone. The gargoyle loses all turns until the sun sets that evening. If an opponent learns that a statue is secretly a gargoyle, it can attack to destroy the statue, forcing the gargoyle to make a Resistance check against the opponent's Attack or be slain instantly. (0 points gained; these points add +2 Attack, +2 Magic, +3 Swiftness)

~@~


Last edited by Mayo on Fri Dec 05, 2008 2:40 am; edited 2 times in total
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Post  Mayo Wed Dec 03, 2008 11:20 pm


GNOMES


      Gnomes are a diminutive forest folk known for their lively spirits and technical genius. Because they are a longer-lived race, gnomes often view ambitious races such as humans with reasonable suspicion, and thus are very good at hiding when they do not wish to be seen. Gnomes are imaginative enough to enjoy the artistic tastes of elves, but practical enough to put those ideas into action like the dwarves, and more than a few well-spoken gnomes have served as diplomats between the two races.

STATISTICS
   Minimum Attributes:: Magic 4, Endurance 2
   Attribute Adjustments:: +2 Magic, -2 Endurance; Gnomes have a gift for magic, but their small statures make them more vulnerable to damage.
   Pre-selected Abilities:: Gnomes must take Enchanting Presence and Stealth.
   Unique Abilities:

   Ability: Master Artificier (Utility Power)
   Description: Engineering magic items is second nature for you.
   Mechanic: You can spend a number of turns equal to your Magic modifier engineering a magic item. This item can replicate any magical attack or utility power for a number of turns equal to the amount of turns you spent making it. You may only have a number of magic items equal to 1/2 your Magic modifier at any time.

   Pre-selected Weaknesses: None

~@~
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Post  Mayo Wed Dec 03, 2008 11:21 pm


GOBLINS

      A goblin is an evil, crabby, or mischievous creature of folklore, often described as a grotesquely disfigured or gnome-like phantom, that may range in height from that of a dwarf to that of a human. They are attributed with various (sometimes conflicting) abilities, temperaments and appearances depending on the story and country of origin. In some cases goblins have been classified as constant annoying little creatures somewhat related with the celtic brownie.

STATISTICS
   Minimum Attributes:: Magic 2, Resistance 2
   Attribute Adjustments:: +2 Attack, +1 Defense, +1 Swiftness, -2 Magic, -2 Resistance
   Pre-selected Abilities:: Club, Knockout Punch, Strong Attack
   Unique Abilities: None
   Pre-selected Weaknesses: None

~@~
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Post  Mayo Wed Dec 03, 2008 11:22 pm


GRASSLANDERS

      The grasslanders are a race that owes their creation to the Goddess of the Earth. Traveling in clans across the grassy frontiers the world, the grasslanders make their living by hunting and gathering. Insular by nature, most grasslanders live out their entire lives with the clan, but a rare few strike out on their own, becoming legendary heroes.

STATISTICS
   Minimum Attributes:: Endurance 2
   Attribute Adjustments:: +2 Attack, +5 Resistance, -2 Endurance; grasslanders are natural healers, and capable hunters, but frail by design.
   Pre-selected Abilities:: Grasslanders must take Energy Immunity (Earth) and Staff.
   Unique Abilities:

   Ability: Photosynthesis (Magical Healing Ability)
   Description: Your plant-like body heals with the rays of the sun.
   Mechanic: When in natural sunlight, you gain 1 hit point every three turns. This ability can never take you above your normal hit point maximum.

   Pre-selected Weaknesses: Weakness: Fire Vulnerability: moderate. Grasslanders take +50% damage (8 would become 12) from fire attacks. You cannot take Energy Immunity (Fire) as an ability. (0 points gained; these points add +3 Resistance and +2 Attack).

~@~


Last edited by Mayo on Fri Dec 05, 2008 2:39 am; edited 1 time in total
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Post  Mayo Wed Dec 03, 2008 11:23 pm


GRAVEBORN


      Sometimes, when dark energies concentrate in what should be a place of eternal rest, the dead interred are awakened from their long sleep. Stripped of their memories, but retaining their talents, these pitiful abominations shamble forth into the world knowing only one thing for certain; they must eat the living or suffer forever.

STATISTICS
   Minimum Attributes:: Endurance 4
   Attribute Adjustments:: Attack +4, Magic +4, Resistance +2, Swiftness +4, Endurance -4; the transformation into fell creatures of the night makes the graveborn powerful and resilient, but their undead flesh is hard-pressed hold together under the weight of ages.
   Pre-selected Abilities:: Graveborn must take Bite, Burrow, Claws, Poison Attack, and Death Attack Immunity
   Unique Abilities:

   Ability: Propagate Curse (Magical Attack)
   Description: Graveborn can bring a terrible curse on their victims with a bite, turning them into graveborn as well.
   Mechanic: When you make a successful Attack with your bite, the opponent must make a Resistance check against your Magic or suffer the effects of your Poison Attack. If the opponent is killed by your Poison Attack, they will rise as graveborn on the next full moon. You have no control over graveborn created in this manner, but they will behave as any other graveborn, hungering for the flesh of the living.

   Pre-selected Weaknesses:

Weakness: Flashbacks; moderate. Whenever a graveborn encounters a person, thing, or situation that reminds them of their previous life, they must make a Resistance check against their own Magic or be stunned for their next turn, taking no actions. (0 points gained; these points add +2 Attack, +2 Magic, and +1 Swiftness).

Weakness: Hungry Dead; moderate. At each sunset, a graveborn must feed on the flesh of a living, sentient creature, or be wracked with unimaginable pain. Thereafter, each time the graveborn fails to feed for a number of turns equal to their current Endurance modifier, they take a cumulative damage of 1 hit point until they feed on their necessary prey. If a graveborn is reduced to 0 hit points in this manner, it loses control, becoming a storyteller-controlled NPC until it has managed to feed. If the graveborn reaches -10 hit points in this manner, it dies as normal. (2 points gained; the remaining points add +2 Resistance and +1 Swiftness).

~@~


Last edited by Mayo on Fri Dec 05, 2008 2:58 am; edited 2 times in total
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Post  Mayo Wed Dec 03, 2008 11:24 pm



HUMANS

      Humans are a daring race of explorers, adventures, and sages. The best and worst can be found among them, and no one trait really seems to define them as a group, save for their amazing ability to adapt to any situation. Perhaps it is this unshakeable resolve that causes so many great heroes and terrible villains to spring from humanity's stock. Human receive no racial package at 1st level. They are the baseline for all other races in terms of mechanics.


~@~
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Post  Mayo Wed Dec 03, 2008 11:26 pm

IMP


      Imps are the result of ancient human and demon breeding. They are now considered a race of their own. The demeanor of imps is as various as humans, some being good natured, others mischievous, and still others downright evil. They also come in various breeds, similar to angels.

STATISTICS
   Minimum Attributes:: Resistance 2
   Attribute Adjustments:: +6 Magic, +2 Swiftness; Imps aren't known for their strength, but they can be somewhat gifted with magic and very fast.
   Pre-selected Abilities:: Imps must take Absorb Magic, Flight, World of Illusion, Possession, and Suggestion.
Unique Abilities: None
   Pre-selected Weaknesses:

Weakness: Sustained By Magic; moderate. Imps must use their Absorb Magic ability once per day or suffer a -6 on all Magic checks. If no magic is absorbed within a month, the imp will die. (0 points gained; these points add +5 Magic)

Weakness: Planar Bound; minor. Imps are bound by their mortal blood to the body they were born with (it is said they possess others to escape this limitation). Imps can never use an ability, such as shapechange or etherealness, that changes the form of their own body. (0 points gained; these points add +1 Magic and +2 Swiftness)

~@~


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Post  Mayo Wed Dec 03, 2008 11:27 pm


KITSUNE

      It is said that, long before mankind rose to its current civilization, man and fox lived together in harmony. The oldest and wisest of these foxes, known as kitsune, still interact with humans, but often in the guise of other creatures themselves. Some are mischievous but well-meaning, and others are downright malicious. Whatever their motives, the long lives of the kitsune have given them wisdom and power beyond that of a normal human.

STATISTICS
   Minimum Attributes:: Endurance 1, Magic 2
   Attribute Adjustments:: +6 Magic, +2 Swiftness, -1 Endurance; a kitsune is an exceedingly magical creature with great speed, but small and therefore less tough than a human.
   Pre-selected Abilities:: Kitsune must take Awareness, Possession, Shapeshift, and Stealth
   Unique Abilities: None
   Pre-selected Weaknesses: Inconcealable Nature; severe. Kitsune always possess fox tails, regardless of the form they choose, and must actively hide this. If a kitsune's tail is ever discovered while in another form, the kitsune immediately reverts to its true form. (0 points gained; these points add +6 Magic and +1 Swiftness).

~@~


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Post  Mayo Wed Dec 03, 2008 11:28 pm

KITSUNEMIMI


      Kitsunemimi are likely a descendant race of the kitsune, for they possess fox-like features and the mystical ability to change their shape, but the supernatural blood in their veins has become more diluted over the generations, tying them more to the mortal realm.

STATISTICS
   Minimum Attributes:: None
   Attribute Adjustments:: +6 Magic, +2 Swiftness; kitsunemimi have magic in their blood, and also inherit the kitsune's speed.
   Pre-selected Abilities:: Kitsunemimi must select Awareness and Shapeshift.
   Unique Abilities: None
   Pre-selected Weaknesses:Weakness: Limited Shapechange (Fox-Like); moderate. kitsunemimi can only use the shapechange ability to transform into humanoids, foxes, or their natural human-fox hybrid forms. (0 points gained; these points grant +5 Magic).

   Weakness: Big Ears; minor. Kitsunemimi take a -2 penalty on all check to oppose sound-based abilities. (0 points gained; these points add +1 Magic and +2 Swiftness).

~@~


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Post  Mayo Wed Dec 03, 2008 11:33 pm


MERFOLK
      The beautiful merfolk are the children of the Goddess of Water and distant cousins to the water angels. Resembling elves with the lower body of a great fish, the merfolk are bound to the sea that spawned them. However, they are magical creatures that can change their shape, and legends tell of merfolk who took a humanoid form and married a land-dweller only to leave them for the inevitable call of the sea.

STATISTICS
   Minimum Attributes:: None
   Attribute Adjustments:: +2 Attack, +2 Magic, +2 Swiftness; Merfolk learn to throw the lance, which they call tridents, at an early age. Their magical nature and great speed serve them well.
   Pre-selected Abilities:: Merfolk must take Lance, Shapeshift, and Swim
   Unique Abilities: None
   Pre-selected Weaknesses:
Call of the Sea; moderate. Merfolk must be completely submersed in water at least once a day, or they begin to suffocate, losing 1 hp per 3 turns they remain without submersion after this time. (0 points gained; These points add +2 Attack, +2 Magic, and +1 Swiftness)

Limited Shapechange (Humanoid) severity; moderate. Merfolk can only use their shapechange ability to transform into a creature that is classified as a humanoid, such as humans, dwarves, kitsunemimi, and nekomimi. (4 points gained; the remaining point adds +1 Swiftness).

~@~


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Post  Mayo Wed Dec 03, 2008 11:36 pm


NEKOMIMI
      Nekomimi are a race of cat-like people. Naturally curious, and exceedingly fast, the nekomimi are technically supernatural creatures, but have somehow found their way into human society despite, or because of, their resemblances to felines.

STATISTICS
   Minimum Attributes:: Attack 2, Magic 3
   Attribute Adjustments:: +5 Magic, +2 Swiftness, -2 Resistance; nekomimi are very fast, but their curiosity gets them in trouble.
   Pre-selected Abilities:: Nekomimi must take Awareness, Claws, Shapeshift, Silence, and Stealth
   Unique Abilities: None
   Pre-selected Weaknesses:Limited Shapeshift (cat-Like); moderate. Nekomimi can only use the shapechange ability to transform into humanoids, cats, or their natural human-cat hybrid forms. (0 points gained; these points grant +5 Magic).

~@~


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Post  Mayo Wed Dec 03, 2008 11:38 pm


PHOENIX


      A phoenix is a mythical bird with beautiful gold and red plumage. At the end of its life-cycle the phoenix builds itself a nest of cinnamon twigs that it then ignites; both nest and bird burn fiercely and are reduced to ashes, from which a new, young phoenix arises. The new phoenix is destined to live, usually, as long as the old one. In some stories, the new phoenix embalms the ashes of the old phoenix in an egg made of myrrh and deposits it in the Egyptian city of Heliopolis (sun city in Greek). The bird was also said to regenerate when hurt or wounded by a foe, thus being almost immortal and invincible — a symbol of fire and divinity...

STATISTICS
   Minimum Attributes:: Magic 2, Swiftness 1
   Attribute Adjustments:: +2 Magic, +2 Resistance, +1 Swiftness
   Pre-selected Abilities:: A phoenix must take Contingency (combined with Resurrection; trigger is death), Fire Attack, Flight, and Resurrection.
   Unique Abilities: None
   Pre-selected Weaknesses: Reincarnation Weakness; moderate. When a phoenix is reborn with the Contingency/Resurrection abilities, he loses 2 points from every attribute. These points must be regained through experience, which is lowered by two levels worth, and the phoenix loses any abilities dependent on the lost slots. (0 points gained; these points add +2 Magic, +2 Resistance, +1 Swiftness)

~@~


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Post  Mayo Wed Dec 03, 2008 11:39 pm


SPIRITS


      Spirits are the spectral remains of those who have died but refuse to move on. Without a body, but not entirely devoid of their purpose in life, spirits try to interact with the living, and may even experience life against firsthand by taking over a mortal vessel. The attitudes of a spirit may be just as varied as the spirit itself, but every spirit has some sort of unfinished business they must attend to before they can rest in peace.

STATISTICS
   Minimum Attributes:: None
   Attribute Adjustments:: +6 Magic, +2 Swiftness, -2 Endurance; spirits are quick, and possess incredible personal power, but they are vulnerable in their spectral forms. Note that every spirit has a base race before they take this package
   Pre-selected Abilities:: Spirits must take Flight, Possession, and Stealth
   Unique Abilities: None
   Pre-selected Weaknesses: Unfinished Business; major. If another character ever learns what a spirit's purpose for existing in spectral form is and somehow causes that purpose to become null and void (such as bringing the person who murdered the spirit to justice, or returning a stolen item the spirit cherished in life), the spirit fades away, passing into the next life. (1 point gained; the remaining 6 grant +4 Magic and +2 Swiftness).


~@~


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Post  Mayo Wed Dec 03, 2008 11:43 pm


SUCCUBI


      Highly evolved compared to their lesser kin, succubi represent the seductive side of evil. They are easily as corrupt and malevolent as other Demons, but few mortals know that until it is far to late to resist, and most never try. Succubi are universally female, but male counterparts called incubi exist with the same rules presented here.

STATISTICS
   Minimum Attributes:: Defense 2, Magic 1
   Attribute Adjustments:: +5 Magic, +2 Swiftness, -2 Defense; succubi are supernaturally attractive and fast, but a little too eager at times to properly defend themselves.
   Pre-selected Abilities:: Succubi must take Enchanting Presence, Flight, and Shapeshift
   Unique Abilities:

   Ability: Deadly Beauty (Magical Attack)
   Description: The succubus can drain life with a kiss, sucking their victims dry before they know what hit them.
   Mechanic: A succubus who lures a mortal of the opposite sex into some erotic act with her can attempt to drain that mortal of life force. The mortal must make a Resistance check against her Magic or lose a number of hit points equal to 1/2 her Magic modifier each round until the two cease whatever activity made the mortal vulnerable in the first place. This ability cannot be combined with any physical or magical attack in the same turn. This ability can only be used if the opponent is within reach.

   Pre-selected Weaknesses: Need To Feed; moderate. Although she gains no special benefit from it, a succubus has an overwhelming need to drain energy from a member of the opposite sex while they are sexually excited. A succubus who does not use her Deadly Beauty ability on a male at least once a day becomes increasingly fatigued, taking a cumulative -2 penalty on Attack and Defense checks each day she goes without feeding in this manner. (0 points gained; these points add +5 Magic).

~@~


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Post  Mayo Wed Dec 03, 2008 11:44 pm


DHAMPIRS


      A dhampir is a creature born between the world of the living and the world of the dead. Spawned from a human and a vampire, dhampirs are said to be incredibly beautiful, but they carry the taint of undeath inside them, driving most to savagery. Those few who can resist their bloodlust often become tragic paladins seeking to end the blight of the undead upon the world.


STATISTICS
   Minimum Attributes:: Endurance 2, Magic 2
Attribute Adjustments: +2 Attack, +10 Magic, +2 Resistance, +2 Swiftness, -2 Endurance; vampires are supernaturally powerful, resilient, and fast, but their undead bodies are only tenuously connected to the world of the living. Note that every vampire has a base rack before they take this package.
   Pre-selected Abilities:: Vampires must take Death Attack Immunity, Flight, Mind Control, Silence, and Stealth
   Unique Abilities:

   Ability: Vampire Bite (Physical Attack)
   Description: The vampire's powerful fangs bite deep, leaving wounds that bleed excessively.
   Mechanic: +4 on all Attack rolls made with the bite. Upon making a successful attack, the opponent must make a Defense check against your attack or lose 1 hit point on each subsequent round until the Remove Disease ability has been applied to the afflicted character.

   Ability: Drain Life (Magical Attack)
   Description: Vampires drain life to sustain their own.
Mechanic: Whenever the vampire damages an opponent's hit points with a bite attack, it gains 1/2 the opponent's lost hit points as temporary hit points of its own until the end of combat.

   Ability: Animate Vampire (Magical Attack)
   Description: Vampires can make more of their kind from the bodies of their victims.
   Mechanic: You can animate a number of vampires equal to 1/2 your Magic modifier from any creature you kill with your vampire bite. These vampires remain in your service for a number of turns equal to your Magic modifier plus 1/2 your Endurance modifier, and function as they did in life, but with the vampire racial package added to them. You cannot have more vampire pawns than 1/2 your Magic modifier at any given time. This ability cannot be used in combination with any physical or magical attack in the same turn.

   Pre-selected Weaknesses: Weakness: Blood Hunger; Moderate; The character must drink blood every now and then. Every day they don't feed, they take a -2 Endurance per day. If thier Hp drops to 1/2 thier total, the character will go into a storyteller controlled rage. (0 points gained; these points are represented by the +2 Resistance, the +2 Swiftness, and removing 1 point of the vampire's -4 penalty to Endurance)

Weakness: Frailty in Sun; moderate. When in direct sunlight, the character suffers a -4 penalty on their Attack, Defense, Endurance, and Swiftness. ( 1 point gained; the remaining 4 points add a +4 bonus to the vampire's Magic.).

Weakness: Need to Feed; moderate. The character must drink blood every now and then. Every day they don't feed, they gain a -2 on their attack and defense rolls. (0 points gained; these points are represented by removing 1 point of the vampire's -4 penalty to Endurance, and add +4 to the vampire's Magic.).

~@~


Last edited by Mayo on Fri Dec 05, 2008 3:04 am; edited 3 times in total
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Post  Mayo Wed Dec 03, 2008 11:47 pm

VAMPIRES

      These undead abominations are said to be created from blasphemers and suicides who later rise from the grave to drink the blood of the living. They are also said to be the result of plagues, and indeed, they propagate their unholy curse like a disease, increasing their legions of followers. Powerful and immortal, the most advanced vampires may well have designs on godhood.

STATISTICS
   Minimum Attributes:: Endurance 2, Magic 2
   Attribute Adjustments:: +2 Attack, +10 Magic, +2 Resistance, +2 Swiftness, -2 Endurance; vampires are supernaturally powerful, resilient, and fast, but their undead bodies are only tenuously connected to the world of the living. Note that every vampire has a base race before they take this package.
   Pre-selected Abilities:: Vampires must take Death Attack Immunity, Flight, Mind Control, Silence, and Stealth
   Unique Abilities:

   Ability: Vampire Bite (Physical Attack)
   Description: The vampire's powerful fangs bite deep, leaving wounds that bleed excessively.
   Mechanic: +4 on all Attack rolls made with the bite. Upon making a successful attack, the opponent must make a Defense check against your attack or lose 1 hit point on each subsequent round until the Remove Disease ability has been applied to the afflicted character.

   Ability: Drain Life (Magical Attack)
   Description: Vampires drain life to sustain their own.
Mechanic: Whenever the vampire damages an opponent's hit points with a bite attack, it gains 1/2 the opponent's lost hit points as temporary hit points of its own until the end of combat.

   Ability: Animate Vampire (Magical Attack)
   Description: Vampires can make more of their kind from the bodies of their victims.
   Mechanic: You can animate a number of vampires equal to 1/2 your Magic modifier from any creature you kill with your vampire bite. These vampires remain in your service for a number of turns equal to your Magic modifier plus 1/2 your Endurance modifier, and function as they did in life, but with the vampire racial package added to them. You cannot have more vampire pawns than 1/2 your Magic modifier at any given time. This ability cannot be used in combination with any physical or magical attack in the same turn.

   Pre-selected Weaknesses: Weakness: Soul Tether (coffin); moderate. The vampire must be near a coffin filled with soil from their native land for at least 6 turns a day or the character loses 1 point of Endurance per 2 turns until the character spends 6 consecutive turns near the item (0 points gained; these points are represented by the +2 Resistance, the +2 Swiftness, and removing 1 point of the vampire's -4 penalty to Endurance).

Weakness: Achilles Heel (stake through the heart); moderate. If an opponent rolls 20 when making an attack with a weapon that is made of silver and can logically impale him, the vampire is run through the heart, and loses all subsequent rounds until the source of the impalement is removed. (0 points gained; these points are represented by removing 1 point of the vampire's -4 penalty to Endurance, and add +4 to the vampire's Magic).

Weakness: Sunlight Vulnerability; moderate. Vampires take 50% more damage than normal against fire-based attacks, such as Fire Attack. (1 point gained; the remaining 4 points add a +4 bonus to the vampire's Magic).

~@~


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Post  Mayo Wed Dec 03, 2008 11:49 pm


WEREWOLVES


      The curse of lycanthropy; few supernatural illnesses have terrified the mortal world more than the fear of becoming a raging beast by the light of the full moon. Indeed, while some lycanthropes possess the strength of will to control their behavior while transformed, most are pitiful creatures devoid of all but the ferocity of a rabid animal.

STATISTICS
   Minimum Attributes:: Attack 1
   Attribute Adjustments:: +5 Attack, +3 Endurance, +5 Magic.
   Pre-selected Abilities:: Werewolves must take Awareness, Bite, and Claws
   Unique Abilities:

   Ability: Strength of the Wolf (Physical Attack)
   Description: You transform into a mighty creature resembling a cross between a wolf and a man, gaining that form's many advantages.
   Mechanic: When you fall prey to the curse of lycanthropy, you gain a +4 bonus on Attack, Endurance, and Swiftness checks for the duration of the transformation. You also get access to your Bite and Claw abilities.

   Pre-selected Weaknesses:
Weakness: Curse of Lycanthropy; moderate. Every full moon, the werewolf must make a Resistance check against their own Magic as they transform into a creature resembling a hybrid of a wolf and a man. Success on this check indicates that the werewolf is able to control their actions, while failure means that the character becomes a temporary storyteller NPC, behaving as a raging monster until the next sunrise or until they are killed, at which point the werewolf returns to its natural form. (0 points gained; these points add +5 Attack).

Weakness: Silver Vulnerability; moderate. You take double damage from any weapon made of silver. If an opponent wielding a silver weapon rolls a natural 20 while attack you, you must make a Resistance check against their Magic or be slain instantly. (0 points gained; these points add +5 Magic).

Weakness: Power Restriction x2; minor. You can only use your Bite and Claw abilities in combination with your Strength of the Wolf ability. (0 points gained; these points add +3 Endurance).

~@~


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Post  Mayo Wed Dec 03, 2008 11:50 pm


WOLF DEMONS
Despite their name, wolf demons, known among themselves as Lycanians, are not true demons at all. They are a race of humanoids, the canine counterparts to nekomimi and kitsunemimi, and typically native to woodland areas where they live in packs, the alpha being their chief.

STATISTICS
   Minimum Attributes:: Magic 3, Resistance 4
   Attribute Adjustments:: +5 Magic, +4 Swiftness, -4 Resistance; wolf demons are brimming with power and speed, but vulnerable to special powers.
   Pre-selected Abilities:: Wolf demons must take Awareness, Climb, Shapeshift, Silence, and Stealth
   Unique Abilities: None
   Pre-selected Weaknesses: Limited Shapechange (Wolf-like); moderate. Wolf demons can only use the shapechange ability to transform into humanoids, wolves, or their natural human-wolf hybrid forms. (0 points gained; these points grant +5 Magic).


~@~


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Post  Mayo Wed Dec 03, 2008 11:52 pm


YAIPS


      Yaips (pronounced like "yaps") are a race of foul-tempered and inherently mischeivous creatures resembling a cross between a rat, a small dog, and a very small humanoid. Living in cave burrows dug by their own claws, they fancy themselves master trapmakers, and as such compete violently with other small and inventive races such as Gnomes. Yaips speak their own language, which sounds like the high pitched barking of a small dog, but sometimes learn other languages.

STATISTICS
   Minimum Attributes:: Attack 2, Defense 2, Endurance 2, Magic 2
   Attribute Adjustments:: +2 Attack, +2 Swiftness, -2 Endurance, -2 Magic; Yaips are vicious fighters, and very fast, but their small size makes them weaker, and their primitive culture distrusts magic with a religious fervor.
   Pre-selected Abilities:: Yaips must take Burrow, Claws, Disable Trap, Set Trap
   Unique Abilities: None
   Pre-selected Weaknesses: None

~@~
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Post  Mayo Wed Dec 03, 2008 11:53 pm


YETI


      Yeti are a mysterious and reclusive mountain folk resembling a great ape with snow white fur. Presumed to be the "missing link" by human scholars who trace their evolution back to fellow primates, the yeti are actually remarkably intelligent, but will viciously defend their territory against those who do not respect the laws of nature they hold sacred.

STATISTICS
   Minimum Attributes:: Attack 2, Swiftness 2, Defense 2, Magic 2
   Attribute Adjustments:: +2 Attack, +2 Endurance, -2 Defense, -2 Magic; yeti are very strong and tough, but their large size makes them easy targets, and their tribal culture fears magic.
   Pre-selected Abilities:: Yeti must take Claws, Climb, and Rage.
   Unique Abilities: None
   Pre-selected Weaknesses: None

~@~
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Post  Captain Peanut Butter Fri Dec 05, 2008 6:56 pm


MUMMIES


      Created by ancient desert cultures as a means to ensure the safe passage of great and important people to the afterlife, mummies sometimes animate to ensure that their rest is not disturbed.

STATISTICS
   Minimum Attributes: Endurance 2, Resistance 1, Swiftness 2
   Attribute Adjustments: +2 Attack, +2 Defense, +4 Magic, +1 Resistance, -2 Endruance, -2 Swiftness; mummies are strong and powerful, but their bodies are fragile and slow.
   Pre-selected Abilities: Mummies must take Fists of Fury, Earth Attack, Fire Attack, and Death Attack Immunity
   Unique Abilities: None
   Pre-selected Weaknesses: Slow Moving; moderate. The mummy can only take a single action every turn (never a combined action) and can't move from where it stands while attacking. (0 points gained; these points at +2 Defense, +2 Magic, and +1 Resistance).

~@~

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Post  Captain Peanut Butter Thu Jan 08, 2009 12:18 am


KHAMELE



The khamele are a mysterious, seafaring race that is occasionally seen inland,
often when they are most needed by the forces of good. They live in great, sea-cave cities near the shores of great kingdoms, and survive by fishing and trading goods with other races. Khamele work with crystal as men work with steel, and their language is a form of telepathic empathy poorly understood by other races, who cannot understand it.

Khamele hair colors range in eight different gem-colored shades. Their sages believe that the color of a khamele's hair reflects the "soul cycle" they are a part of.

According to their belief system, there were eight khamele warriors created by the gods to guard Circunima in the beginning, and their souls have been reincarnated, again and again, in multiple bodies. A soul cycle denotes which of the legendary eight warriors an individual shares a soul with, and by tradition, a khamele is given a cycle name (see preselected abilities) and an invidual name. Examples of individual names can be found here;

Male Names: Akael, Auren, Eneido, Fahrean, Gaebel, Maelek, Sehket, Taoken, Zeaken

Female Names: Aurellia, Calleah, Candera, Danehl, Eastia, Fellisea, Noudari, Rhudeal

   Minimum Attributes: None

   Attribute Adjustments: +2 Attack, +2 Defense, +2 Magic, +2 Swiftness;

Khamele carry crystal rapiers, which they can infuse with magical energy, and
are known to have almost precognitive reflexes.

   Preselected Abilities: Khamele must take Rapier, Sixth Sense, and Swim.

Additionally, they must take a magical attack dependant on their soul cycle, as shown here;

      Aundari Cycle (Pearl Hair): Light Attack

      Cureal Cycle (Sapphire Hair): Water Attack

      Eulunae Cycle (Silver Hair): Eldritch Attack

      Nulali Cycle (Amythest Hair): Wind Attack

      Nundabar Cycle (Onyx Hair): Animate Shadow

      Pyrek Cycle (Ruby Hair): Fire Attack

      Raustien Cycle (Gold Hair): Lightning Attack

      Venigo Cycle (Emerald Hair): Earth Attack

   Unique Abilities: None

   Preselected Weaknesses:

      Honor Code; moderate. A khamele must protect good creatures and oppose evil where they find it. They take a -3 penalty on Resistance checks against their own Magic to resist this knightly call. (0 points gained. These points add +2 Attack, +2 Defense, and +1 Magic).

      Power Restriction; minor. A khamele can only activate Rapier and the magical attack required by this racial package in defense of good creatures or opposition to evil creatures. (0 points gained. These points add +1 Magic and +2 Swiftness).

~@~

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Post  Captain Peanut Butter Thu Jan 08, 2009 12:32 am



REVENANTS
      Nearly all mortals know from somewhere in their childhood that they will die someday; the only question is how and when. However, sometimes, death is not peaceful, and in particularly horrific instances, the deceased may even return to seek vengeance for wrongs real or perceived. Such is the birth of a revenant; an undead creature that rises from its grave for a specific purpose. Most are single-minded, relentlessly pursuing the source of their unrest, but some retain the noble characters they had in life, becoming undead avengers that strike down evil and protect the innocent.

STATISTICS
   Minimum Attributes: None
   Attribute Adjustments: +2 Attack, +2 Defense, +2 Magic, +2 Resistance, -2 Endurance; revenants are supernaturally empowered, but their undead state is fragile.
   Pre-selected Abilities: Revenants must take Death Attack and Death Attack Immunity
   Unique Abilities: None
   Pre-selected Weaknesses: Unfinished Business; severe. If a revenant ever accomplishes the goal that caused them to rise from the grave in the first place, it fades away, passing into the next life. (1 point gained; the remaining 6 grant +2 Attack, +2 Defense, and +2 Resistance).

~@~


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Post  Captain Peanut Butter Thu Jan 15, 2009 8:08 pm

MINOTAURS
      An impressive creature resembling a cross between a man and a bull, a minotaur is known for its strength and ferocity. The first minotaur is said to have been kept in a labyrinth watched over by the Greek gods, and was slain by the hero Heraclese. Since that time, minotaurs have been magically vulnerable to the sword, for it was a sword that cut down the progenitor of the race.

STATISTICS
   Minimum Attributes: None
   Attribute Adjustments: +2 Attack, +2 Magic, +2 Swiftness, +2 Luck; Minotaurs have impressive physical builds, and a supernatural ability to find their opponents.
   Pre-selected Abilities: Minotaurs must take Lance, Contingency (Speed Demon is counted as a charge), Speed Demon, and Reroll Attack.
   Unique Abilities: None
   Pre-selected Weaknesses:

Power Restriction; minor. The minotaur must use Speed Demon in order to use Lance. (0 points gained; these points add +1 Swiftness, +2 Luck).

Sword Vulnerability; moderate. A minotaur takes +50% damage from the Short Sword, Long Sword, Great Sword, Katana, or Zweihander abilities. (0 points gained; these points add +2 Attack, +2 Magic, and +1 Swiftness).

~@~
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Post  Master Relish Wed Feb 04, 2009 2:11 am


GUARDIAN BEAST
      Guardian beasts are strong and noble creatures that resemble large cats or wolves and are capable of speech. Little is known about these enigmatic creatures save that they are ferocious protectors of the natural world.

STATISTICS
   Minimum Attributes: Resistance 2, Magic 4
   Attribute Adjustments: +4 Attack, -2 Magic, +3 Swiftness; Guardian Beasts are strong and fast but don’t take to the ways of magic well.
   Pre-selected Abilities: Guardian Beasts must select Awareness, Claw, Bite, and Mental Barrier .

   Unique Abilities: None

   Pre-selected Weaknesses: Non-humanoid; moderate. Guardian beasts resemble large cats, as such they are incapable of using manufactured weapons and anything else that requires opposable thumbs and or standing errect (0 points gained; these points grant +2 Attack and +3 Swiftness).

~@~

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Post  Captain Peanut Butter Wed Feb 18, 2009 5:58 pm

TUSCENI
      The Tusceni evolved from an unknown race in a far off corner of the universe many eons ago. With their linked consciousness, radically high rate of adaptation, and ruthless demeanor, they quickly rose to dominate their own homeworld and spread into space, where they have been conquering other races ever since. To the Tusceni, that which is not useful to the hive is refuse meant only for destruction so that its raw material might service the greater whole in some way. Devoid of any emotion but pride, the Tusceni believe themselves to be the superior race in the universe, and so accordingly consider the will of the races they enslave to be of no consequence; indeed, they believe that, by mutating such races to be more like themselves, they are “perfecting” them.

STATISTICS
   Minimum Attributes: None
   Attribute Adjustments: +2 Attack, +2 Defense, +2 Magic, +2 Resistance, +2 Swiftness; through constant evolution, the tusceni have managed to keep an edge over most races.
   Pre-selected Abilities: Tusceni must take Flight
   Unique Abilities:

   Ability: Adaptive Attack (Physical Attack)
   Description: Through their link to the hive mind, Tusceni are capable of adapting their attack style to suit their opponents.
   Mechanic: You may replicate any one physical attack per turn that does not require any other ability. Changing your physical attack requires one turn, during which you may defend yourself as normal, but can take no other actions.

   Ability: Adaptive Defense (Physical Defense)
   Description: Through their link to the hive mind, Tusceni are capable of adapting their physical defenses to suit their opponents.
   Mechanic: You may replicate any one physical defense per turn that does not require any other ability. Changing your physical defense requires one turn, during which you may defend yourself as normal, but can take no other actions.

   Ability: Adaptive Magic (Magical Attack)
   Description: Through their link to the hive mind, Tusceni are capable of adapting their magic to suit their opponents.
   Mechanic: You may replicate any one magical attack per turn that does not require any other ability. Changing your magical attack requires one turn, during which you may defend yourself as normal, but can take no other actions.

   Ability: Adaptive Resistance (Magical Resistance)
   Description: Through their link to the hive mind, Tusceni are capable of adapting their resistances to suit their opponents.
   Mechanic: You may replicate any one magical resistance per turn that does not require any other ability. Changing your magical resistance requires one turn, during which you may defend yourself as normal, but can take no other actions.

   Pre-selected Weaknesses:Weakness: Honor Code (Perfection In All Things); severe. Tusceni strive endlessly to be the best at everything, and upon failing a task, will relentlessly improve upon that skill until they succeed at it. (0 points gained; these points add +2 Attack, +2 Defense, +2 Magic, and +1 Resistance).

Weakness: Power Restriction; minor. Tusceni may not use their Adaptive Defense or Adaptive Resistance to replicate an attack in combat until they are exposed to it during that combat by the enemy, either by directly being assaulted or witnessing the attack against someone else. (0 points gained; these points add +1 Resistance and +2 Swiftness).

~@~
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Post  Captain Peanut Butter Mon Mar 09, 2009 2:08 am

XETHER
The xether hail from a distant, frigid world of eternal winter, where the law of the land is survival of the fittest. Accordingly, they have adapted over the centuries to the ice that comprises their home. A xether is a cold, calculating individual to whom many human concepts seem very alien, and to those same humans, the xether may appear rather alien as well. Xether are known to be tall and lean, but as they wear survival suits off-world at all times, it is unknown what their faces really look like beyond their haunting, ice blue eyes, which give off a faint glow in darkness.

STATISTICS
   Minimum Attributes: None
   Attribute Adjustments: +2 Magic, +2 Resistance, +2 Swiftness; xether thrive in the harsh world they live on by their innate magical abilities
   Pre-selected Abilities: Xether must take Ice Projectile, Ice Wall, and Ice Walk
   Unique Abilities: None
   Pre-selected Weaknesses: Heat Intolerant (Severe): A xether does poorly in hot environments, such as deserts and volcanic areas. In such an area, the xether will begin losing 1 hp per turn until they pass out. If an ice-based ability is applied to the xether outside of battle, it will heal them of as much heat- related damage as it would have hurt them. There is otherwise no way to heal a xether of heat damage while in such an area; (1 point gained; the remaining points add +2 Magic, +2 Resistance, and +2 Swiftness)

~@~
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Post  Captain Peanut Butter Tue May 12, 2009 4:35 pm



ORORYU
      The ororyu are a mysterious race that lives in a world based on sound, where dance is the highest form of martial arts and music has a real and tangible magic all its own. They occasionally migrate onto our world, but never quite feel they belong anywhere, as they are driven by a nomadic and often conflict-ridden instinct. The ororyu are moderately tall, with silver-gray scales and hair that ranges from a light platinum to darker shades of blue and purple. Their eyes are pupiless, with a color like a full moon. Most are lithe and limber, but the soldier caste is known to be heavier.

STATISTICS
   Minimum Attributes:: None
   Attribute Adjustments:: +5 Magic, +2 Swiftness, -2 Resistance; Ororyu are magical creatures attuned to sound, and its speed, but this attunement makes them vulnerable to sound as well.
   Pre-selected Abilities:: Ororyu must take Psychic Attack and Flight
   Unique Abilities:

   Ability: Breath Weapon (Magical Attack)
   Description: Ororyu can expel their magical attacks in a stunning burst of power from their throats.
   Mechanic: Any magical attack can be used on a number of opponents equal to the ororyu's Magic modifier. The opponents selected must be close enough to attack each other with weapons that require you to be in reach of your opponent. This ability can be used at a range, as long as you can see your opponent. This ability may be combined with one magical attack per turn, but not with any physical attacks in the same turn.

   Pre-selected Weaknesses: Sound Vulnerability; moderate. Ororyu take +50% damage from any sound-based or psi-based ability. (0 points gained; these points add +5 Magic)

~@~


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Post  Captain Peanut Butter Tue Jun 30, 2009 3:15 am

COGS
      The Church of Mechanical Transcendence is the largest single organization in Phoenix City, perhaps the world, and if its doctrine is the foundation upon which it stands, the cogs are the pillars that hold it up. Numerous, anonymous, and zealously dedicated to the cause, each cog has in common that it was once a member of another race before it was indoctrinated, willingly or unwillingly, into the cult it now serves as a cyber-organic hybrid. Cogs are most often placed as sleeper agents within important organizations in the area they inhabit and, when the time to overtake an area finally comes, they are the first wave of foot soldiers in the Church’s unyielding assault.

STATISTICS
   Minimum Attributes: None
   Attribute Adjustments: +2 Attack, +2 Defense, +2 Endurance, +2 Magic, +2 Resistance, +2 Swiftness, +2 Technosavvy; Through the wonders of magic and science enhancing their already peak physical bodies, cogs are a well-rounded upgrade on the average human.
   Pre-selected Abilities: Cogs must take Shadow Jump and Repair Technology.
   Unique Abilities:

   Ability: Adaptive Attack (Physical Attack)
   Description: Your body can adapt itself to replicate any basic attack.
   Mechanic: You may replicate any one physical attack per turn that does not require any other ability. Changing your physical attack requires one turn, during which you may defend yourself as normal, but can take no other actions.

   Ability: Adaptive Defense (Physical Defense)
   Description: Your body can adapt itself to block many attacks.
   Mechanic: You may replicate any one physical defense per turn that does not require any other ability. Changing your physical defense requires one turn, during which you may defend yourself as normal, but can take no other actions.

   Ability: Adaptive Magic (Magical Attack)
   Description: Your programming includes knowledge of any basic supernatural ability.
   Mechanic: You may replicate any one magical attack per turn that does not require any other ability. Changing your magical attack requires one turn, during which you may defend yourself as normal, but can take no other actions.

   Ability: Adaptive Resistance (Magical Resistance)
   Description: Your programming includes methods of defense against most supernatural abilities.
   Mechanic: You may replicate any one magical resistance per turn that does not require any other ability. Changing your magical resistance requires one turn, during which you may defend yourself as normal, but can take no other actions.

   Pre-selected Weaknesses:Weakness: Limited Free Will; severe. Although they may have personalities and even something resembling feelings, cogs are always considered thralls of their creator, the Church of Mechanical Transcendence, and must make a Resistance check against the Magic of church officials to resist a direct order. Cogs receive a -6 penalty on such checks. (0 points gained; these points add +2 Attack, +2 Defense, +2 Endurance, and +1 Magic)

Weakness: Honor Code (church doctrine); severe. Cogs are almost mindlessly dedicated to the cult that spawned them, perpetuating its doctrine of advancing the ideal of cyber-organic perfection by convincing the world to adapt to this philosophy, willingly if possible, but by force if need be. In order to go against this principle, cogs must make a Resistance check against their own Magic, on which they take a -6 penalty. The direct order of a superior to stand down or otherwise show restraint supersedes this check. (0 points gained; these points add +1 Magic, +2 Resistance, +2 Swiftness, and +2 Technosavvy)

ROGUE COGS
Occasionally, the process of transcendence is not as smooth as it should be, and fails to squash the individuality of the cog. Other times, a glitch in the system will severe its mind from the collective consciousness of the church. Either results in a rogue cog.

A the moment a cog becomes a rogue, it regains its sense of individuality, for better or for worse, and loses the weaknesses it had gained from this racial package, gaining instead Flashbacks (severe) and Nemesis; The Church of Mechanical Transcendence (severe), which grant the same points their predecessors did.



Last edited by Captain Peanut Butter on Fri Aug 07, 2009 2:21 am; edited 1 time in total
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Post  Captain Peanut Butter Thu Aug 06, 2009 5:24 pm

SHADOWFOLK
       There is a place that overlaps our reality, yet it just beyond its reach. A dark world that is the opposite of our own, and yet a reflection of it. This is the home to the shadowfolk, a race of living shadows that occasionally interacts with the world as we know it. Theories abound on the exact origins of these mysterious creatures, and what their motives might be, but rarely does a shadowfolk stay in one place long enough to answer questions, so the truth may never be known.

STATISTICS
   Minimum Attributes:: None
   Attribute Adjustments:: +6 Magic, +1 Swiftness; shadowfolk have an inborn connection to the darkness, and they are naturally quick.
   Pre-selected Abilities:: Shadowfolk must take Silence, Stealth, and Animate Shadow.
   Unique Abilities: None
   Pre-selected Weaknesses: Light Vulnerability; severe. Shadowfolk are extremely vulnerable to light. Light Attack always affects them as if they were evil creatures, even if engaged in a good act at the time, meaning that even with Death Attack Immunity they are not immune to its effects. (0 points gained; these points add +6 Magic and +1 Swiftness)

~@~
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Post  Master Relish Sat Aug 08, 2009 5:22 am


EIDOLON

An Eidolon is a form of goblin-kin that has been born with psychic abilities. Generally weaker then their brutish cousins, they are exceedingly smart and manipulative while still retaining the foul temperament that their kin are known for. Resembling their cousins in general physical appearance save for being scrawnier, there is one distinctive feature they all share; blue tinged skin.

STATISTICS
Minimum Attributes:: Attack 4
Attribute Adjustments:: -4 Attack, +2 Magic, +2 Resistance
Pre-selected Abilities:: Psychic Attack, Mental Barrier
Unique Abilities: None
Pre-selected Weaknesses: None

~@~
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Post  Captain Peanut Butter Mon Sep 21, 2009 9:02 am



WRAITH
       When the souls of the departed cannot lie peacefully in their graves, restless spirits may form. When those born of darkness, or who give themselves to it, do not go quietly into the night, something far more dangerous rises to haunt the living. Precious little is known of these deadly shadows, though it is said they drain from the soul just as a vampire draws blood. As those unlucky few who encounter them and live to tell of it are typically driven mad, the truth may never be known.

STATISTICS
   Minimum Attributes:: None
   Attribute Adjustments:: -2 Endurance, +8 Magic, +2 Resistance, +4 Swiftness; though weakened in their undead state, wraiths are possessed of incredible personal power and supernaturally quick reflexes.
   Pre-selected Abilities:: Wraiths must take Silence, Stealth, Death Attack, Veil Of Madness, Etherealness, Flight, and Shadow Jump.
   Unique Abilities: None
   Pre-selected Weaknesses: Light Vulnerability; severe. As beings of darkness and evil, wraiths are extremely vulnerable to light. Light Attack always affects them as if they were evil creatures, even if engaged in a good act at the time, meaning that even with Death Attack Immunity they are not immune to its effects. (0 points gained; these points add +6 Magic and +1 Swiftness)

Weakness: Intangible; moderate. Though a wraith can manipulate physical objects, this comes with great effort to their phantasmal bodies. Accordingly, a wraith takes a -4 penalty on all physical attacks. (0 points gained; these points add +2 Magic and +3 Swiftness)

~@~


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