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The Dark
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PostSubject: Master Race List   Thu Nov 13, 2008 1:55 pm



Last edited by The Dark on Mon Dec 01, 2008 5:15 pm; edited 20 times in total
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PostSubject: Re: Master Race List   Thu Nov 13, 2008 2:09 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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PostSubject: Re: Master Race List   Thu Nov 13, 2008 2:10 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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PostSubject: Re: Master Race List   Thu Nov 13, 2008 2:11 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:es: None

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PostSubject: Re: Master Race List   Thu Nov 13, 2008 2:12 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:es: None

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PostSubject: Re: Master Race List   Thu Nov 13, 2008 2:13 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:es: None

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PostSubject: Re: Master Race List   Thu Nov 13, 2008 2:14 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

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PostSubject: Re: Master Race List   Thu Nov 13, 2008 2:23 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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PostSubject: Re: Master Race List   Thu Nov 13, 2008 2:25 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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PostSubject: Re: Master Race List   Thu Nov 13, 2008 2:26 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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PostSubject: Re: Master Race List   Thu Nov 13, 2008 2:28 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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PostSubject: Re: Master Race List   Thu Nov 13, 2008 2:32 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. (0 Points Gained; these points add +6 Magic and +1 Resistance)

~@~


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PostSubject: Re: Master Race List   Thu Nov 13, 2008 2:34 pm

DEMONS
      Denizens of the dark world of Makai, 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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PostSubject: Re: Master Race List   Thu Nov 13, 2008 2:39 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
   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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PostSubject: Re: Master Race List   Thu Nov 13, 2008 2:43 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 5
   Attribute Adjustments:: +5 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. (0 points gained; these points add +5 Magic)

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PostSubject: Re: Master Race List   Thu Nov 13, 2008 2:44 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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PostSubject: Re: Master Race List   Thu Nov 13, 2008 2:46 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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PostSubject: Re: Master Race List   Thu Nov 13, 2008 2:49 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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PostSubject: Re: Master Race List   Thu Nov 13, 2008 3:34 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, +3 Defense, +2 Magic, +2 Swiftness; gargoyles are strong, tough, magically powerful, and fast.
   Pre-selected Abilities:: Gargoyles must select Bite or Claws (character's choice), Medium Armor, Stealth, and Flight
   Unique Abilities: None
   Pre-selected Weaknesses: Weakness: 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, +3 Defense, +2 Magic, +2 Swiftness)

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PostSubject: Re: Master Race List   Thu Nov 13, 2008 3:56 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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PostSubject: Re: Master Race List   Thu Nov 13, 2008 4:01 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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PostSubject: Re: Master Race List   Thu Nov 13, 2008 4:07 pm

GRASSLANDERS
      The grasslanders are a race that owes their creation to Maledia, Goddess of the Earth. Traveling in clans across the grassy frontiers of Velardia, 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: Energy Vulnerability (Fire); moderate. 0 points gained; these points add +5 Resistance.

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PostSubject: Re: Master Race List   Thu Nov 13, 2008 4:10 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 (MAGIC)
   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:

Flashbacks; moderate (0 points gained; these points add +2 Attack, +2 Magic, and +1 Swiftness)

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).

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PostSubject: Re: Master Race List   Thu Nov 13, 2008 4:14 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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Join date : 2008-11-12
Age : 30
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PostSubject: Re: Master Race List   Thu Nov 13, 2008 4:17 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:: 4 Attack, 1 Resistance
   Attribute Adjustments:: -4 Attack, +6 Magic, +1 Resistance, +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:

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).

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. (3 points gained)

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PostSubject: Re: Master Race List   

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