Monday, June 6, 2011

Wolverine



Name: Wolverine
Str: 4
Int: 2
Dex: 3
End: 4
Mag:
Exp worth: 10
$:
Power Points: 20
Head: 3/
R.leg: 2/
Chest: 3/
L.leg: 2/
R.leg: 2/
L.leg: 2/
R.wing: /
L.wing: /
Tail: 1/



Powers and Spells:


Tracking
Advanced Smell
Advanced Sight
Advanced Hearing
Night Vision
Bite 3 damage
Claw 3 damage
Charge skip an attack next attack does x2 damage.
R ush for a round can use an action to move x2 current movement rate.
Information:


The wolverine is in the same family as the weasel.
The wolverine is quite agressive and can defeat creatures selveral times its own size.
It is a hunter, scavenger.
Equipment:  

The wolverines pelt is worth approximately $10. The wolverine can also be used for food.

Wolf Spirit



Name: Wolf Spirit
Str: 3
Int: 5
Dex: 5
End: 4
Mag:
Exp worth: 25
$:
Power Points: 100
Head: 7/
R.leg: 5/
Chest: 7/
L.leg: 5/
R.leg: 5/
L.leg: 5/
R.wing: /
L.wing: /
Tail: 5/



Powers and Spells:


Tracking
Advanced Smell
Advanced Sight
Advanced Hearing
Night Vision
Bite 7 damage
Claw 5 damage
Leap 5 yards
Mothers Caress heals 2 damage for 5 power points can be done during combat
Call of the wild with this power enacted the wolf spirit can summon up to 4 wolves for 10 power points a piece.

Information:


This creature often talked about in myth and legend of several clans is very infrequent to be seen.
It is said that on a pure night when there is a lunar alignment with some unknown source that is often thought to be extradimensional.
Maybe its alignment has to do with the old earth in the other dimension.
It's ghost maybe this wolf is a symbol for that old earth.
Equipment:  

On occasion the wolf spirit will appear where there was once something that the spirit thinks should be found.

Wolf



Name: Wolf
Str: 4
Int: 2
Dex: 5
End: 6
Mag:
Exp worth: 10
$:
Power Points: 20
Head: 4/
R.leg: 4/
Chest: 4/
L.leg: 4/
R.leg: 4/
L.leg: 4/
R.wing: /
L.wing: /
Tail: /



Powers and Spells:


Tracking
Advanced Smell
Advanced Sight
Advanced Hearing
Night Vision
Bite 3 damage
Claw 3 damage
Leap 5 yards
Lick wounds heals 1 damage for 5 power points can not be done during combat
Information:


Lives in a temperate terrain.
Generally in surrounding forested areas.
The wolf is a nocturnal predator, its generally lives in packs of 4 to six.
Its gestation period is 4-6 months.
This animal can be tamed for human use.
Equipment:

The wolfs pelt is worth approximately $10. It can be used for food.

Water Zipper




Name: Water Zipper
Str: 1
Int:: Low
Spd:
End:
Mag: na
Exp worth: 5
PP:
$:

Head: 1/
R.arm: 1 /
Chest: 1/
L.arm: 1/
R.leg: 1 /
L.leg: 1/
R.wing: /
L.wing: /
Tail: 1 /



Powers and Spells:


Information:


These creatures are quite delicious, mmmmm.
They live in and around water, they are solitary predators.
Water zippers are insectivores.
Equipment






Water Drop



Name:WATERDrop
Str:0
Int: none
Spd: 20mph
End:
Mag:
Exp worth:2
$:
PP:

Head: /
R.arm: /
Body:8 /
L.arm: /
R.leg: /
L.leg: /
R.wing: /
L.wing: /
Tail: 3/



Powers and Spells:


Self destruct for 4 damage which is a radius attack within 1 meter, or dive bomb which does a concentrated six damage.
Information:


They come in groups of two.
They are created by abiogenisis some where in the sea, which is there habitat.
Equipment


 




Trex



Name: T rex
Str: 15
Int: low
Spd: 15 mph
End: 10
Mag: no
Exp worth:
$: 20
PP:

Head: 20/
R.arm: 10/
Chest: 30/
L.arm: 10/
R.leg: 20/
L.leg: 20/
R.wing: /
L.wing: /
Tail: 20/




Powers and Spells:


Bite 15 dmg
Jump this allows the t rex to jump 20 feet up or 20 feet over, when it hits the ground if small animals less than 6 feet tall where around they may be stunned for a round in the t rex rolls a six.

Information:


These creatures primarily exist in tropical or jungle like regions.
Although they also can exist on plains with high meat yeild.
They are carnivours.
They are generally solitary unless it is there mating season.
There gestastion period is six months.
They are also edible.
Equipment


They are worth 20 for there skulls and hides.

Toadstool



Name:Toadstool
Str:3
Int:low
Spd: 10 mph
End:3
Mag: None
Exp worth: 3
$:
PP:

Head: 6/
R.arm: /
Chest: 6/
L.arm: /
R.leg: /
L.leg: /
R.wing:6 /
L.wing: 6/
Tail: /



Powers and Spells:


Spore attack which does 4 damage to a ten cubic feet area.
Flight
Information:


These fungi.
Generally habitate the underground.
They often found hiding within other forms of fungi.
Equipment


 




Tike



Name:Tike
Str: 6
Int: Normal
Spd: 10m a minute
End: 10
Mag: No
Exp worth: 10
$:10
PP:

Head: 3/
R.arm: 2 /
Chest: 4 /
L.arm: 2/
R.leg: 3 /
L.leg: 3/
R.wing: /
L.wing: /
Tail: 4/



Powers and Spells:


Information:


Tikes have two attacks per round.
There claws do three damage per strike.
They can spit venom once per turn. it inflicts 5 points of damage if it strikes. If it struck then it also does an additional damage per round until either the victim has perished or it is cured.
large claw attack 3 damage.
Bite 6 points of damage.
Tail whip does three points of damage.
If there is ever another tike in area it will attack them.
There hides value is approximately 10$
Equipment


Thrasher



Name:Thrasher
Str: 20
Int: low
Spd: 15 mph
End: 15
Mag: None
Exp worth: 10
$:50
PP:

Thorn: 5 /
R.arm: /
Body: 15/
L.arm: /
R.leg: /
L.leg: /
R.wing: /
L.wing: /
Tail: /



Powers and Spells:


They travel through dirt they can dart out which does 10 points of damage if it strikes.
If they are in the earth it takes a roll of six to strike them.
There thrashing does 5 points of damage.
Feasting Frenzy when they get the taste of blood they continue to attack until they are dead or until there opponent is dead.
Information:


There thorn is there weakness.
If there thorn is destroyed they perish.
They have a queen.
They are generally solitary.
Until it is there mating season then two thrashers will be found with a queen.
Equipment


 




Stark



Name:Stark
Str: 2
Int: normal
Spd: swim 10mph
End:
Mag:
Exp worth:
$: 5
PP:

Head: 3/
R.arm: /
Chest: 4/
L.arm: /
R.fin: 2/
L.fin:2 /
R.wing: /
L.wing: /
Tail: /



Powers and Spells:


2 attacks per round
Information:


They are aquatic.
They are capable of blending with the sand.
They are carnivorous.
Equipment


 




Squid



Name:Squid
Str: 2
Int: Normal
Spd: 1 mile per minute
End: 5
Mag:
Exp worth: 2
$:
PP:

Head: 2/
Shell: 5/
Chest: /
L.arm: /
R.leg: /
L.leg: /
R.wing: /
L.wing: /
Tail: /





Powers and Spells:



Stabs for 6 damage.
Have to roll a 6 to hit.
Information:



 
Equipment



 

sponge



Name:Sponge
Str:0
Int:low
Spd:0
End:0
Mag:
Exp worth:1
$:
PP:

Head: /
R.arm: /
Body: 5/
L.arm: /
R.leg: /
L.leg: /
R.wing: /
L.wing: /
Tail: /



Powers and Spells:


If you touch it with your bare flesh you will take 3 damage to your whole body because of its neurotoxin.

Information:


This creature is edible after it has been properly prepared.
Lives at the bottom of the sea, in tropical waters.

Equipment


 




Spirit



Name: Spirit
Str: 3
Int: 6
Dex: 4
End: 4
Mag:
Exp worth: 15
$:
Power Points: 110
Head: 3/
R.leg: 2/
Chest: 3/
L.leg: 2/
R.leg: 2/
L.leg: 2/
R.wing: /
L.wing: /
Tail: 1/



Powers and Spells:


Psychokinesis - the ability to affect most forces and objects in 4 dimensional space.
The activation of this ability is 10 power points
It can do 3 damage when used in a direct attack.
Information:


Spirits often find themselves hauting places of there most intense emotional exhaustion.
The modulation of the energy effect the area that the spirit often is found in.
Spirits on occasion can find themselves attached to people or things also.
Equipment:  

 

Spike



Name:SPIKE
Str: 5
Int:: Low
Spd:3 miles a minute
End: 10
Mag: Yes
Exp worth: 7
$: 50
PP: 25

Head: 10 /
R.arm: /
Chest: 20 /
L.arm: /
R.leg: /
L.leg: /
R.wing: /
L.wing: /
Tail: /



Powers and Spells:


Healing
Fireball
Information:


2 damage if it rams you with spikes.
It can bite for a damage.
Can shoot spikes at distance for 3 points of damage.
Equipment


 




Spider



Name: Spider
Str: 1
Int: 1
Dex: 6
End: 3
Mag:
Exp worth: 2
$:
Power Points: 20
Head: 1/
R.leg: 1/
Chest: 1/
L.leg: 1/
R.leg: 1/
L.leg: 1/
R.wing: /
L.wing: /
Tail: /
 



 
Powers and Spells:



Webbing
Poisonous bite 1 point of damage per round until antidote is found.

Information:



There is a variety of arachnids, there are jumping spiders that do not create nests, to underwater spiders to arachnids that burrow and strike at there pray.
Some arachnids can use there webs as a parachute.
Equipment:  


 

Reptilis



Name: Reptilis
Str: 4
Int: Normal
Spd: 5mph
End: 12
Mag: none
Exp worth:
$:
PP: 90

Head: 6/2
R.arm: 5/1
Chest: 8/2
L.arm: 5/1
R.leg: 5/1
L.leg: 5 /1
R.wing: /
L.wing: /
Tail: 5/2



Powers and Spells:


Bite for 3 damage
Tail Swing - 3 damage
Venomous spit - 1 damage a turn until water dilutes it.

Information:


They start of there existence in a clutch of regular alligators.
Then after about a year they find themselves growing more intelligent and walking up right.
They are carnivorous.
They also live in swampy marshy areas.
They can on occasion be found with alligators by there side.
Equipment


Ax - 4 damage




Quotaire



Name: Quotaire
Str: 20
Int: Normal
Spd: 10mph
End: 7
Mag: no
Exp worth: 6
$:
PP: 100

Head: 4/4
R.arm: 3/ 3
Chest: 5/5
L.arm: 3/3
R.leg: 3 /3
L.leg: 3/3
R.wing: /
L.wing: /
Tail: 4/4



Powers and Spells:


Flip kick - 3 damage
bear hug - 2 damage
tackle - 1 damage
Information:


These are burly wrestlers, some believe that they are related to dragons.
Equipment


a rusty weapon of any sort that does 1 to 2 damage.




Queen Thrasher


Name:Queen Thrasher
Str: 30
Int:Normal
Spd:10mph
End:20
Mag:N0
Exp worth:20
$:
PP:

Head: 20/
R.arm: /
Chest: 30/
L.arm: /
R.leg: /
L.leg: /
R.wing: /
L.wing: /
Tail: /



Powers and Spells:


They travel through dirt they can dart out which does 20 points of damage if it strikes.
If they are in the earth it takes a roll of six twice to strike her.
There thrashing does 15 points of damage.
Bite 10 damage
Information:


During mating season she is accompanied by two males.
After mating season the males leave the roost.
A brood of thrashers generally consists of 2-6 thrashers.

Equipment


 




Praying Mantis



Name: Praying Mantis
Str: 15
Int: High
Spd: 60mph
End: 10
Mag: No
Exp worth: 15
$:
PP: 20

Head: 10/
R.arm:10 /
Chest:20 /
L.arm:10 /
2R.leg:10 /
2L.leg:10 /
R.wing: /
L.wing: /
Tail:10 /



Powers and Spells:


Infravision
Swipe - 10 damage
Poison sting - 3 damage until rose water or holy water is placed upon the wound.
Stomp - 20 damage
Mandible chomp - 5 damage
Ability to sense life.

Information:


They are mutant insects.
They really do not have a hive mentality, generally creatures with minds do not have this mind set.
If you had a giant praying mantis wouldn't you run in fear?
Equipment


 




Petrodactyl



Name: Petrodactyl
Str: 10
Int: normal
Spd: 40 mph
End: 10
Mag:
Exp worth: 10
$:
PP:

Head: 7/
R.arm: 10/
Chest: 10/
L.arm: 7/
R.leg: 7/
L.leg: 7/
R.wing: 15/
L.wing: 15/
Tail: 7/



Powers and Spells:


Dive bomb 15 damage
They can claw for 7 damage
They have the ability to fly

Information:


They often live in mountain crags. They also habitate tropical areas where they can put there roosts high above the ground.

Equipment


 




Ooze



Name:Ooze
Str: 4
Int: Very low
Spd: 1 mile 7 minutes
End: 1
Mag: none
Exp worth:
$: 1
PP:

Head: /
R.arm: /
Body: 2/
L.arm: /
R.leg: /
L.leg: /
R.wing: /
L.wing: /
Tail: /



Powers and Spells:


 
Information:


If you step on them they plaster themselves around your legs and you can not move until you break them.
Equipment


 




muly



Name: Muly
Str: 5
Int:: Normal
Spd: 5mph
End: 8
Mag: yes
Exp worth: 4
$: 5
PP: 90

Head: 3/
R.arm: 3/
Chest: 5/
L.arm: 3/
R.leg: 4/
L.leg: 4/
R.wing: /
L.wing: /
Tail: /



Powers and Spells:


Cellulite slap - 4 damage
Belly flopper - 2 damage to all parts of body + stunned for a round
Fat shot
Weight increase
Bad Gas
Information:


They attack on sight.
There first attack is generally a belly flopper from behind to immobilize an opponent.
If they miss the strike it takes them a turn to get up.
These creatures are fat psychos with mutant abilities.
Sometimes those of us who have lost our minds only have the ability to hurt.
If you open there bellies on occasion you can find treasure.
There habitation is any where stalking any time, you never know when the monster is going to get you.
Equipment


 




Mole


Name: Mole
Str: 2
Int: 2
Dex: 2
End: 4
Mag:
Exp worth: 7
$:
Power Points: 20
Head: 3/
R.leg: 2/
Chest: 3/
L.leg: 2/
R.leg: 2/
L.leg: 2/
R.wing: /
L.wing: /
Tail: 1/



Powers and Spells:


Tracking
Advanced Smell
Advanced Hearing
Night Vision
Bite 3 damage
Claw 3 damage
Burrowing
Information:


Moles generally live a few feet bellow the surface they create burrows that they live within.
These burrows are often connected to tunnels.
On occasion they create permanent tunnels.
Equipment:  

 

Mocapishue


Name: Mocapishue
Str: 1
Int:: normal
Spd: 10 mph
End: 3
Mag: yes
Exp worth: 5
$: 60
PP:

Head: 5/
R.arm: 5/
Chest: 5/
L.arm: 5/
R.leg:5 /
L.leg: 5/
R.wing: /
L.wing: /
Tail: /



Powers and Spells:


 
Information:


Shape Changing
Fist of fire

Equipment


gun
Invis Armor




Life Fairy


Name: Life Fairy
Str: 1
Int: High
Spd: 10 mph
End: 2
Mag: Yes
Exp worth: 3
$:
PP: 100

Head: 1/
R.arm: 1/
Chest: 1/
L.arm: 1/
R.leg: 1/
L.leg: 1 /
R.wing: 2 /
L.wing: 2 /
Tail: /



Powers and Spells:


5 spells of game masters choice
They can heal all damage to a body for 10 power points.
To themselves or another.
Blast for 10 damage with the cost of ten power points.
Information:


Females are the ones that leave there lairs.
Males stay in lairs.
They live where nature is close to spirit, generally places where allot of humans do not exist.
They are very helpful to animals and humans though when they encounter them.
They do not attack unless provoked.

Equipment


 




Killnics


Name: Killnics
Str: 2
Int: Animal
Spd: 10mph
End: 3
Mag: None
Exp worth: 1
$: 10
PP: NA

Head: 2/
R.arm: 2/
Chest: 2/
L.arm: 2/
R.leg: 2/
L.leg: 2/
R.wing: /
L.wing: /
Tail: /



Powers and Spells:


 
Information:


These creatures are often found in the praries.
They graze alone.
On occasion they can be found playing with other killnics.
There fur can be used as clothing, and they are edible.
Equipment


 




Killem


Name: Killem
Str: 3
Int: Normal
Spd:
End: 6
Mag: Yes
Exp worth: 4
$: 60
PP: 60

Head: 4/
R.arm: 3/
Chest: 5/
L.arm: 3/
R.leg: 3/
L.leg: 3/
R.wing: /
L.wing: /
Tail: /



Powers and Spells:


Shoots lazers out of the eyes for 2 damage
Paralyzation
Hand of fire
Information:


They like to kill give them a chance and maybe it will be you who is dead.
Equipment


3 Shurikens
1 sword




Iron Fist


Name: Ironfist
Str:4
Int: Above Average
Spd: 20mph
End: 6
Mag: Yes
Exp worth:
$: 10
PP: 30

Head: 5/2
R.arm: 5/ 2
Chest: 5/2
L.arm: 5/ 2
R.leg: 5 /2
L.leg: 5/2
R.wing: /
L.wing: /
Tail: /



Powers and Spells:


Iron fist - 14 damage to whole body divided by number of parts.
each iron fist has 2 special moves
Information:


These peaceful monks are deadly fighters when provoked.
At peace with there minds there bodies follow.
They are often found doing amazing stunts.
Equipment


1 sword




Icy


Name: Icy
Str: 1
Int: Normal
Spd: 20 mph
End: 12
Mag:
Exp worth: 5
$:
PP: 60

Head: 3/
R.arm: 3/
Chest: 4/
L.arm:3 /
R.leg: 3/
L.leg: 3/
R.wing: /
L.wing: /
Tail: /



Powers and Spells:



4 attacks per turn
Ice blast 4 damage
Flight
Icerokiniesis the control of ice
Information:


Come in pairs

Equipment


1 piece of chillnight




Hydro Fiend


Name:Hydrofiend
Str:11
Int: Normal
Spd: 10 miles per minute
End: 4
Mag:
Exp worth: 15
$:
PP:

Head: /
R.arm: /
Chest: /
L.arm: /
R.leg: /
L.leg: /
R.wing: /
L.wing: /
Tail: /



Powers and Spells:


Blends with water.
Wraps around you to suffocate you.
Hydroblast 5 damage.
Information:


It can only be destroyed by freezing, Fire, or holy water.
Equipment


 




Grammelant


Name:Grammelant
Str: 5
Int: Normal
Spd: 1 mile 5 minutes
End: 10
Mag: No
Exp worth: 10
$:
PP:

Head: 5/
R.arm: 4/
Chest: 5/
L.arm: 4/
R.leg: 4/
L.leg: 4/
R.wing: /
L.wing: /
Tail: /



Powers and Spells:


Call upon 2 grammel ants per group.
Antenna Sensor.
Attack by ants which does two damage to you until your roll around on the ground crushing the little buggers.

Information:


Grammel ants live in a hive society.
Some where in the world of the scape is a hive, with a queen.

Equipment


Bow
7 Normal arrows.
1 Dameonite arrow.
1 ant arrow that does 2 damage to you until you roll around on the ground.





Giant Squid


Name:Giant Squid
Str: 15
Int: Normal
Spd:
End:
Mag: None
Exp worth: 10
$:
PP: 90

Head: 10/
(4)R.arm: 6 /
Chest: 15/
(4)L.arm: 6 /
R.leg: /
L.leg: /
R.wing: /
L.wing: /
Tail: /




Powers and Spells:


4 attacks per round
ink squirt which blinds an opponent for 2 rounds and allows the squid a free escape.
Information:


These creatures can generally only be found in deep waters, or very cold waters.
It is very rare for them to be encountered.
They generally feed upon whales.
Equipment


 

Giant Rat


Name:Giantrat
Str:2
Int: None
Spd:10mph
End:3
Mag:None
Exp worth:2
$:
PP:

Head: 3/
R.leg:2 /
Chest: 3/
L.leg:2 /
R.leg: 2/
L.leg: 2/
R.wing: /
L.wing: /
Tail: 1/



Powers and Spells:


 
Information:


They come in packs of 1 to 4
They often live in cities where people habitate although cities are few and far apart.
They can often be found hiding in trash.
On a roll of 6 they can escape into a sewer or scurry away to safety.
Equipment


 




Gatinear


Name:Gatinear
Str:8
Int:High
Spd:10mph
End:18
Mag:Yes
Exp worth:8
$:20
PP: 100

Head:5 /
R.arm:4 /
Chest: 6/
L.arm:4 /
R.leg:4 /
L.leg: 4/
R.wing: /
L.wing: /
Tail:3 /



Powers and Spells:


3 first level spells
The calling is where this creature calls out to some one and if they here it they will follow the voice.
Tail attack for 3 damage.
Information:


These sea witches existed before the world changed they are anachronisms of the past.
There habitat is the water.
They can hold there breathe for three hours.
Often there roosts are in under water caves where they store air.

Equipment


 




Flicker


Name:Flicker
Str: 15
Int: High
Spd: 1 mile 5 minutes
End: 10
Mag: Yes
Exp worth: 15
$:
PP: 80

Head: 10/
R.arm: /
Chest: 10/
L.arm: /
R.leg: /
L.leg: /
R.wing: 15/
L.wing: 15/
Tail: /



Powers and Spells:


Goop
Mind Sword
Wing smack 15 damage and if it is a roll of six you will be dazed for a turn.
Thorn rush 5 damage.
Life drain 3 damage to each body part of nemesis it then heals there most hurt body part.
They have first strike.
Information:


Flickers are immune to goop.
Although these areal creatures are viewed as beautiful from afar, they are quite deadly in proximity.

Equipment


 




Flamers


Name: Flamers
Str: 3
Int: Normal
Spd: 10mph
End: 6
Mag:
Exp worth: 5
$: 1
PP:

Head: 2/
R.arm: 2/
Chest: 2/
L.arm: 2/
R.leg: 2/
L.leg: 2/
R.wing: /
L.wing: /
Tail: /



Powers and Spells:


3 attacks per turn
Shoot 3 fireballs 6 damage
flight
hot breathe - 4 damage
Body fireball - 6 damage
Wicked flame - blinds you for two rounds does you need to roll a six to hit them
Information:


Come in groups of four.
If the flamer touches flammable materials these materials will start ablaze.
They have a weakness to holy water, it snuffs there flame.
Equipment


1 piece of dameonight




Fire Fly


Name:Firefly
Str: 1
Int: Low
Spd: 5 mile a minute
End: 5
Mag: no
Exp worth: .5
$:
PP:

Head: .5/
R.arm: .5/
Chest: .5/
L.arm: .5/
R.leg: .5/
L.leg: .5/
R.wing: .5/
L.wing: .5/
Tail: .5/



Powers and Spells:


Shoot fireball 1 damage.
If they touch you they inflict 5 damage.
Information:


Come in swarms of 10 to 15.
Born in the atomic fires of the explosion of old earth.
Equipment








Fairy


Name: Fairy
Str: 3
Int: 5
Dex: 3
End: 4
Mag:
Exp worth: 7
$:100
Power Points: 70
Head: 3/
R.leg: 2/
Chest: 3/
L.leg: 2/
R.leg: 2/
L.leg: 2/
R.wing:3 /
L.wing:3 /
Tail: 1/



Powers and Spells:


Get 2 special moves
and 1 spell of each level up until 4th
Information:


There are many types of fairy in the world, and they have a similarity to snowflakes not one of them is the same. Some of them are tricksters some of them are helpful others are the monsters under the bed that are spinning in your head.
Equipment:  

They have a host of equipment they are generally equiped at least as well as a normal man.

Elemental


Name: Elemental
Str: 6
Int: 5
Dex: 6
End: 4
Mag:
Exp worth: 25
$:
Power Points: 125
Head: 6/3
R.leg: 6/ 3
Chest: 6/3
L.leg: 6/ 3
R.leg: 6/3
L.leg: 6/3
R.wing: /
L.wing: /
Tail: 1/



Powers and Spells:


Depending on the type of elemental that is summoned.
The entity could have pyrokinesis, hydrokinesis, earthrokinesis, arieralkinesis.
So it could control one of the physical elements around you. 5 power points to activate for use to do non harmful actions 10 power points to perform violent actions.
25 power points to summon a form that is made up of the element that it is.
Information:


The elemental always speaks in hallow manner it always smacks you with the centricity of exactly what plane of existance it is from. The heat can be felt in the speech of a fire elemental. When a air elemental speaks you can feel the wind smattering up your cheeks.
Elementals must summon themselves to physical forms to encite violent acts.
When you destroy the form the elemental still exists it is just that its form has been temporarily removed.
Elementals are highly intelligent although there intelligence is not a human intelligence.
So although they may understand many of the denizens of the earth.
They may not agree with there ways, they also may not respond in ways that you expect them to.
Equipment:  

sometimes these beings protect wizards or other creatures hordes.
More often then not though they protect the world from the people and powers that exist in the world.

Earth Force


Name: Earthforce
Str: 3
Int: Normal
Spd: 10mph
End: 4
Mag: Yes
Exp worth: 5
$: 3
PP: 70

Head: 8/
R.arm: 4/
Chest: 5/
L.arm: 4/
R.leg: 4/
L.leg: 4/
R.wing: /
L.wing: /
Tail: /



Powers and Spells:


Finger slice 4 dmg
Mind sword
Goop
Hologram
Screaming Souls
Blends with forest need a six to detect.
Does not have to pick up feet to walk.
Information:


Spirits of the earth protectors of the forest.
These creatures are in touch with the force of nature, the power of gaia.
The love and destruction of her children.
Equipment


 




Dragadar


Name: Dragadar
Str: 9
Int: High
Spd: 20mph
End: 10
Mag: Yes
Exp worth: 50
$:
PP: 310

Head: 25/
R.arm: 15/
Chest: 35/
L.arm: 15/
R.leg: 15/
L.leg: 15/
R.wing: /
L.wing: /
Tail: /



Powers and Spells:


Reinstatement of life - what this ability allows them to do is to ressurect the dead about them for 20 power points per body.
7 spells of game masters choice.
Information:


The original dragadar was a master of magic, a lover of all that has perished.
He discovered many of the secrets of the skelatal race.
He then used that information to recreate himself in a form that could exist forever.

Equipment


 




Doll


Name: Doll
Str: 2
Int: 2
Dex: 2
End: 4
Mag:
Exp worth: 7
$:
Power Points: 20
Head: 3/
R.leg: 2/
Chest: 3/
L.leg: 2/
R.leg: 2/
L.leg: 2/
R.wing: /
L.wing: /
Tail: /



Powers and Spells:


telepathy
claw 1 damage
Information:


this summoned creature is under the control of its summoner or a permancy spell has been placed on the creature.
That is generally rare and the power of that type of doll is more considerable.
They can manipulate tools just as humans can as long as the tool is not to big for the doll.
Equipment:  

usually has a pin of some sort that it uses to stab for one damage.