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Races

Beastmen

The fabled half human half beast. There are as many different types of these creatures as there are animals in the world. They can range in appearance and mentality from that of a rabid wolf to a civilized city dweller.

Claws...2xp-claws are bodily weaponry that count as blunt and edged weapons. base 1 damage phys repped by 2 dagger length black swords without coastguard.

Special - Plot will choose racials based on the type of beastman chosen.    

 

Human

The standard occupant of most cities. Humans are considered jack of all trades, as they are good at casting, fighting, and crafting.

Casting Bonus...5xp- -1 cost to all spell slots, to a minimum of 1.

Conditioning (1)...2xp- Physical conditioning to strengthen the body, gives 3 body per purchase.

Natural Combatant...1xp- A natural aptitude for using weapons. 1 free training in any weapon type.

Crafting Bonus...5xp- -1 to any production cost.


Elves

Archery Bonus...5xp-With bows only (not crossbows)

Natural Habitat…1 xp- Character is well versed in nature, they do not need to purchase Nature Lore, but gain the benefit.

Wood Elf

Solitary militant forest dwellers.

Spear Bonus…5 xp- Character does not need training with this weapon and receives +2 damage to the weapon when wielded.
Forest Prowess…3 xp- Character heals 2 hp per minute, has +1 damage, and can Conceal themselves at will in given condition.

Drow

Cunning and Ruthless, usually assassins.


Dagger Bonus…3 xp- Character does not need training with this weapon and receives +2 damage to the weapon when wielded. This works for thrown daggers also.
Shadow Prowess…3 xp- Character heals 2 hp per minute, has +1 damage, and can Conceal themselves at will in given condition.
Natural Assassin…3 xp- Character gains +1 damage when attacking from behind and may use poisons without Herblore.
 

High Elves

 Malevolent and wise, usually not intervening until necessary.


Long Sword Bonus…5 xp- Character does not need training with this weapon and receives +2 damage to the weapon when wielded.
Casting Bonus… 5 xp-  –1 xp cost to all spell slots, to a minimum of 1.
Natural Habitat…1 xp- Character is well versed in nature, they do not need to purchase Nature Lore, but gain the benefit.


Lizardmen
Much like beastmen, but possessing characteristics of lizards and amphibians. Little is really known about them, aside from their bad tempers.


Speak Lizard…1 xp- Allows the character to speak with any lizard or amphibian normally.
Strength (2)…4 xp- Allows the character to swing for more damage and apply strength to physical tasks.
Hide Armor (4)…1 xp- Gives character natural armor, for every purchase, the character gains 5 points of armor.
Thick Hide (4)…2 xp- Renders a character immune to damage of equal or lesser value than the character’s Thick Hide.
Breathe Water…3 xp- Allows character to breathe and endure any non magical aquatic environment as well as ignore movement penalties.
Poison resistance (5)…3 xp- Allows the character to call “Resist” to any poison effect/damage and remain unharmed.

 

 

Savant
Savants are beings that were presumably elves or humans who have become merged with an element, giving birth to a new race. Whether a fighter or a caster, their mastery of raw element is unequaled.


Elemental Pool (x)…1 xp- This is the ability to throw raw element by packet delivery. Each purchase gives the character 10 of their given element into a pool that they may deliver elemental attacks of any increment with.
Elemental Aura…3 xp- This allows a character to swing for their given element with any held or thrown weapons.
Elemental Shield (x)…1 xp- Each purchase of this ability gives the character 5 points of armor that will block elemental and magic damage, this will not work on attacks of damage, silver, death, etc.

 

Fire Savant
Affinity for Fire…5 xp- This gives the character and additional 50% to the effect of fire sphere spells.
Immune to Fire…6 xp- This renders the character immune to any and all fire damage or spells.
Explosive Attack (3)…5 xp- This allows the character to cause any non melee Fire related attack to effect a 5 foot radius.
 


 

Water Savant
Affinity for Ice…5 xp- This gives the character and additional 50% to the effect of water sphere spells.
Immune to Ice…6 xp- This renders the character immune to any and all water/ice damage or spells.
Reflect Magic (3)…3 xp- This allows the character to call “Reflect (spell name)” to one magic spell and packet deliver the spell as though they were the caster. Bonuses do not apply to this ability.

 

Earth Savant
Affinity for Earth…5 xp- This gives the character and additional 50% to the effect of earth sphere spells.
Immune to Earth…6 xp- This renders the character immune to any and all Earth damage or spells.
Strength (4)…4 xp- Allows the character to swing for more damage and apply strength to physical tasks.
Thick Hide (4)…2 xp- Renders a character immune to damage of equal or lesser value than the character’s Thick Hide.

 

Air Savant
Affinity for Air…5 xp- This gives the character and additional 50% to the effect of air sphere spells.
Immune to Air…6 xp-
This renders the character immune to any and all air/lightning damage or spells.
Flight…10 xp- This allows a character to lift off on a 3 count and fly(phys rep is
blue headband). While in flight, only speedcast spells and truestrike attacks may effect you.
 

Gargoyles
Gargoyles are revered for their physical prowess and fortitude, as well as their ability to heal themselves by
turning to stone.

Long Claws…4 xp- same as claws but short sword length and base 2 damage.
Strength (6)…4 xp- Allows the character to swing for more damage and apply strength to physical tasks.
Armor Hide (8)…1 xp- Gives character natural armor, for every purchase, the character gains 5 points of armor.
Thick Hide (10)…2 xp- Renders a character immune to damage of equal or lesser value than the character’s Thick Hide.
Stoneform…5 xp- Allows the character to turn to stone on a 3 count and remain motionless. While in Stoneform, the character gains 50 Thick Hide, is immune to edged weapons, lower combat skills, is purged of all poisons and heals 5 hp per minute. To return to normal form simply begin to move.



 

Half Orc
These are Half Human, Half Orcs. They retain much of the intelligence of Humans while gaining some of the physical prowess Orcs possess. Because of this, they are accepted in many cultures both Human and Orc alike.

Strength (2)…4 xp- Allows the character to swing for more damage and apply strength to physical tasks.
Natural Combatant…1 xp- A natural aptitude for using weapons. 1 free training in any weapon type.
Natural Warrior…8 xp- Allows the character to purchase all weapon proficiencies and focus twice.
Conditioning (3)…2 xp- Physical conditioning to strengthen the body, gives 3 body per purchase.
Thick Hide (2)…2 xp- Renders a character immune to damage of equal or lesser value than the character’s Thick Hide.
Poison resistance (3)…3 xp- Allows the character to call “Resist” to any poison effect/damage and remain unharmed.

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Minotaur
The Tauren, or Minotaur are a fierce race of bull like humanoids. Minotaurs are often confused with beastmen, but their origins are actually magical in nature. The natural hatred for undead has lead
them to the kingdom of Harkenvail.


Strength (6)…4 xp- Allows the character to swing for more damage and apply strength to physical tasks.
Conditioning (5)…2 xp- Physical conditioning to strengthen the body, gives 3 body per purchase.
Axe Bonus…5 xp- Character does not need training with this weapon and receives +2 damage to the weapon when wielded.
Poison resistance (3)…3 xp- Allows the character to call “Resist” to any poison effect/damage and remain unharmed.
Horns…5 xp- Base 2 damage bodily weaponry that may be enhanced like normal weapons.
Charge (3)…5 xp- The character may declare “Minotaur Charge!” and run/jog in a straight line only. While charging, you may swing 10 times your base damage and strength is doubled for all tasks. If someone is in your direct path, you may attempt to knock them out of the way by declaring “Body Check (x) Strength” and stomping your foot in front of them. They will be knocked back 2 feet and take 2 force damage per strength you have. If they have strength, they may attempt to resist. They subtract their strength from yours and take the difference, if they have more than you, they are unharmed and your charge is stopped.


 

Ogre
These are mountain brutes that have come down to venture. Their physical strength and love for violence make up for the lack of mental prowess.


Im. Poison and Disease…10 xp
This renders the character immune to all poisons and diseases.
Strength (8)…4 xp- Allows the character to swing for more damage and apply strength to physical tasks.
Club Bonus…5 xp- Character does not need training with this weapon and receives +2 damage to the weapon when wielded.
Conditioning (5)…2 xp- Physical conditioning to strengthen the body, gives 3 body per purchase.
Natural Warrior…8 xp- Allows the character to purchase all weapon proficiencies and focus twice.
 

 

Karin
The Karin are a beastman like race with origins magical in nature. When they mature they inherit a birthmark resembling the sphere they are alligned with, giving them abilities dependant on the sphere.
Tail…3 xp- This is base 3 bodily weaponry. Long sword length.
Forest Prowess…3 xp- Character heals 2 hp per minute, has +1 damage, and can Conceal themselves at will in given condition.
Natural Habitat…1 xp- Character is well versed in nature, they do not need to purchase Nature Lore, but gain the benefit.
Paralysis Poison Strikes (3)…2 xp- Allows the character to swing (x) paralysis poison with their tail.
Affinity…5 xp- gives the character +50% to the effect of spells of the chosen sphere.

Dwarfs
The small but stalwart mountain dwellers have just recently made their way in force to the castle Faydun. Deciding to come to the aid of their human allies, they bring a fierce combatant with vast knowledge in the arts of crafting.
Strength(2)…4 xp- Allows the character to swing for more damage and apply strength to physical tasks.
Conditioning(2)…2 xp-Physical conditioning to strengthen the body, gives 3 body per purchase.
Natural Combatant…1 xp- A natural aptitude for using weapons. 1 free training in any weapon type.
Crafting Bonus…5 xp- -1 to any production cost.
Poison resistance(3)…3 xp- Allows the character to call “Resist” to any poison effect/damage and remain unharmed.
Dwarven Fighter…8xp- Learning this skill provides the character with a hammer bonus and axe bonus.


Skeleton

After the Treaty of Harkenvail with Samuel Murvanya and the establishment of his undead city within the kingdom,  many rogue undead no longer under the control of their former masters have come to take refuge within its gates. Though most undead are not generally accepted by the public, they are free to travel and interact with whom they choose.

Undead Metabolism- The character is now healed by death, hurt by life, immune to poison and disease, waylay, ice, and when their hp reaches 0 or below they crumble as if they were already dead for 10 minutes. A Death Ward spell will still delay this effect.

Natural Combatant...1xp- A natural aptitude for using weapons. 1 free training in any weapon type.

Casting Bonus...5xp- -1 cost to all spell slots, to a minimum of 1.

Sword Bonus…5 xp- Character does not need training with this weapon and receives +2 damage to the weapon when wielded.

Half Damage from Edged…5xp- The character now takes half damage from all edged weapons, rounded down.

 

Wight

These undead are different from most, as their plate armor is actually animated with the corpse itself when they are created. The frail remains inside relies on the cold steel its essence now inhabits. This does make them strong and durable however, mostly noticeable by the glowing green eyes behind the helm’s visor.

Undead Metabolism- The character is now healed by death, hurt by life, immune to poison and disease, waylay, ice, and when their hp reaches 0 or below they crumble as if they were already dead for 10 minutes. A Death Ward spell will still delay this effect.

Strength (4)…4 xp- Allows the character to swing for more damage and apply strength to physical tasks.

Natural Combatant...1xp- A natural aptitude for using weapons. 1 free training in any weapon type.

Animated Armor…15xp- The character starts with plate armor and needs no armor proficiencies. This armor now is considered Natural Armor.

Always Armored…+10xp- The character may never take their armor off or wear less than plate armor. In addition, any Shatter Strike that effects the armor also inflicts direct hp equal to the amount of armor destroyed.