Would you like to react to this message? Create an account in a few clicks or log in to continue.



 
HomeHome  SearchSearch  RegisterRegister  Latest images  Log inLog in  

 

 Master Race List

Go down 
2 posters
Go to page : Previous  1, 2
AuthorMessage
Lady Aensland
Noble
Noble
Lady Aensland


Posts : 68
Join date : 2008-11-12
Age : 36
Location : Warping your Reality...

Master Race List - Page 2 Empty
PostSubject: Re: Master Race List   Master Race List - Page 2 EmptyThu Nov 13, 2008 4:22 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)

~@~
Back to top Go down
http://www.myspace.com/mutant_rogue
Lady Aensland
Noble
Noble
Lady Aensland


Posts : 68
Join date : 2008-11-12
Age : 36
Location : Warping your Reality...

Master Race List - Page 2 Empty
PostSubject: Re: Master Race List   Master Race List - Page 2 EmptyThu Nov 13, 2008 4:29 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:: +5 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: 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 +3 Magic and negate -4 attribute modifier penalty).

~@~
Back to top Go down
http://www.myspace.com/mutant_rogue
Lady Aensland
Noble
Noble
Lady Aensland


Posts : 68
Join date : 2008-11-12
Age : 36
Location : Warping your Reality...

Master Race List - Page 2 Empty
PostSubject: Re: Master Race List   Master Race List - Page 2 EmptyThu Nov 13, 2008 4:34 pm

MERFOLK
      The beautiful merfolk are the children of the sea. 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); moderate. Merfolk can only use their shapechange ability to transform into a creature that is classified as a Humanoid in its template, such as humans, dwarves, kitsunemimi, and nekomimi. (4 points gained; the remaining point adds +1 Swiftness).

~@~
Back to top Go down
http://www.myspace.com/mutant_rogue
Lady Aensland
Noble
Noble
Lady Aensland


Posts : 68
Join date : 2008-11-12
Age : 36
Location : Warping your Reality...

Master Race List - Page 2 Empty
PostSubject: Re: Master Race List   Master Race List - Page 2 EmptyThu Nov 13, 2008 4:36 pm

MUTANT
      A being that was created by accident though perverse magical experimentation. They come in various shapes, sizes and forms. Because they were made this way due to unnatural tampering with their bodies, these beings are constantly in pain.

STATISTICS
   Minimum Attributes:: 2 Attack, 2 Defense, and 4 Endurance
   Attribute Adjustments:: Do to their pain they suffer a -2 Attack, -2 Defense, and -4 Endurance, but gain +4 Resistance and +4 Swiftness
   Pre-selected Abilities:: Absorb Magic and Energy Immunity (Eldritch)
   Unique Abilities: None
   Pre-selected Weaknesses: Severe Pain; severe. Because they are so horribly mutated, these beings suffer from constant pain. Every turn they must make a Resistance check against their own Magic or be stunned for a turn from their own pain.

~@~
Back to top Go down
http://www.myspace.com/mutant_rogue
Lady Aensland
Noble
Noble
Lady Aensland


Posts : 68
Join date : 2008-11-12
Age : 36
Location : Warping your Reality...

Master Race List - Page 2 Empty
PostSubject: Re: Master Race List   Master Race List - Page 2 EmptyThu Nov 13, 2008 4:40 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, Resistance 2
   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 Shapechange (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).

~@~
Back to top Go down
http://www.myspace.com/mutant_rogue
Lady Aensland
Noble
Noble
Lady Aensland


Posts : 68
Join date : 2008-11-12
Age : 36
Location : Warping your Reality...

Master Race List - Page 2 Empty
PostSubject: Re: Master Race List   Master Race List - Page 2 EmptyThu Nov 13, 2008 4:46 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 dependant on the lost slots. (0 points gained; these points add +2 Magic, +2 Resistence, +1 Swiftness)

~@~
Back to top Go down
http://www.myspace.com/mutant_rogue
Lady Aensland
Noble
Noble
Lady Aensland


Posts : 68
Join date : 2008-11-12
Age : 36
Location : Warping your Reality...

Master Race List - Page 2 Empty
PostSubject: Re: Master Race List   Master Race List - Page 2 EmptyThu Nov 13, 2008 4:51 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; severe. 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).

~@~
Back to top Go down
http://www.myspace.com/mutant_rogue
Lady Aensland
Noble
Noble
Lady Aensland


Posts : 68
Join date : 2008-11-12
Age : 36
Location : Warping your Reality...

Master Race List - Page 2 Empty
PostSubject: Re: Master Race List   Master Race List - Page 2 EmptyThu Nov 13, 2008 4:53 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).

~@~
Back to top Go down
http://www.myspace.com/mutant_rogue
Lady Aensland
Noble
Noble
Lady Aensland


Posts : 68
Join date : 2008-11-12
Age : 36
Location : Warping your Reality...

Master Race List - Page 2 Empty
PostSubject: Re: Master Race List   Master Race List - Page 2 EmptyThu Nov 13, 2008 4:57 pm

VAMPIRES
      The first vampire was created when Nocturna cursed a mortal named Briensgia to forever wander the night for his sins, and his spawn have propagated the curse ever since. Immortal and powerful, vampires forever scheme to increase their legions of followers, and the most powerful may well have designs on godhood.

STATISTICS
   Minimum Attributes:: Attack 2, Endurance 2, Magic 2
   Attribute Adjustments:: +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:
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).

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).

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).

~@~
Back to top Go down
http://www.myspace.com/mutant_rogue
Lady Aensland
Noble
Noble
Lady Aensland


Posts : 68
Join date : 2008-11-12
Age : 36
Location : Warping your Reality...

Master Race List - Page 2 Empty
PostSubject: Re: Master Race List   Master Race List - Page 2 EmptyThu Nov 13, 2008 5:00 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:: Attack 2, Endurance 2
Attribute Adjustments: +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:

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)

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.)

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.)

~@~
Back to top Go down
http://www.myspace.com/mutant_rogue
Lady Aensland
Noble
Noble
Lady Aensland


Posts : 68
Join date : 2008-11-12
Age : 36
Location : Warping your Reality...

Master Race List - Page 2 Empty
PostSubject: Re: Master Race List   Master Race List - Page 2 EmptyThu Nov 13, 2008 5:03 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::

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).

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).

Power Restriction; 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).

~@~
Back to top Go down
http://www.myspace.com/mutant_rogue
Lady Aensland
Noble
Noble
Lady Aensland


Posts : 68
Join date : 2008-11-12
Age : 36
Location : Warping your Reality...

Master Race List - Page 2 Empty
PostSubject: Re: Master Race List   Master Race List - Page 2 EmptyThu Nov 13, 2008 5:09 pm

WOLF DEMONS
nbsp;nbsp;nbsp;nbsp;nbsp;nbsp;Unlike their dark brethren, wolf demons are more neutral and tend to keep to themselves or form small clans. The are powerful, but weak against the very power they carry.

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).
Back to top Go down
http://www.myspace.com/mutant_rogue
Lady Aensland
Noble
Noble
Lady Aensland


Posts : 68
Join date : 2008-11-12
Age : 36
Location : Warping your Reality...

Master Race List - Page 2 Empty
PostSubject: Re: Master Race List   Master Race List - Page 2 EmptyThu Nov 13, 2008 5:12 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, 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
Back to top Go down
http://www.myspace.com/mutant_rogue
Lady Aensland
Noble
Noble
Lady Aensland


Posts : 68
Join date : 2008-11-12
Age : 36
Location : Warping your Reality...

Master Race List - Page 2 Empty
PostSubject: Re: Master Race List   Master Race List - Page 2 EmptyThu Nov 13, 2008 5:14 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
   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

~@~
Back to top Go down
http://www.myspace.com/mutant_rogue
The Dark
Noble
Noble
The Dark


Posts : 311
Join date : 2008-11-12
Age : 114
Location : In the depths of every heart...

Master Race List - Page 2 Empty
PostSubject: Re: Master Race List   Master Race List - Page 2 EmptyWed Nov 19, 2008 10:39 pm

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, +2 Magic, and +2 Resistance).

~@~
Back to top Go down
https://dsrealm.rpg-board.net
The Dark
Noble
Noble
The Dark


Posts : 311
Join date : 2008-11-12
Age : 114
Location : In the depths of every heart...

Master Race List - Page 2 Empty
PostSubject: Re: Master Race List   Master Race List - Page 2 EmptyMon Dec 01, 2008 5:14 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).

~@~
Back to top Go down
https://dsrealm.rpg-board.net
Sponsored content





Master Race List - Page 2 Empty
PostSubject: Re: Master Race List   Master Race List - Page 2 Empty

Back to top Go down
 
Master Race List
Back to top 
Page 2 of 2Go to page : Previous  1, 2
 Similar topics
-
» Master Character List

Permissions in this forum:You cannot reply to topics in this forum
 :: Darkstalkers Realm :: AVA System :: Races-
Jump to: