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. |
Monday, June 6, 2011
Wolverine
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
| 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. |
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