Races of Myriador
Humans are the most prevalent race, but these other races will also
be found in this realm. Racial Modifiers are given, but you must look the
part to use them. Don�t expect a modifier if you don�t put anything into
it or do it only when you feel like it. Modifiers are given only to the
true diehards who really role-play their character & who put time &
effort into their costume. All spells outlined in this section are innate
abilities, therefore no written spell is needed, but spell components are.
If the innate ability in question is a �Basic Battle Spell� then it may
be used both during Basic & Advanced events; if the innate ability
in question is a �Advanced Battle Spell� then it may be used only during
Advanced events. If the innate ability in question is �Special� being neither
a Basic nor Advanced Battle Spell then it may be used only during Advanced
events. (pad=per adv day & rk=rank)
Race
Modifiers:
Race Descriptions:
Special Race Abilities:
- Blindness:
- (Adv. only) Is done by touching the victim intended
& telling them that they are blind. The victim is then blinded for a count of 100 by ones. The victim will not remember how they were blinded.
- Cause Fear:
- Allows for a 5� radius of protection. Cause Fear
will make even the most diehard of warriors run away in fear lasting for 1 minute. Once it wears off, it leaves the victim befuddled as to what exactly happen. Cause Fear does not affect certain classes, races, & those with the option from P & S.
- Cause Sleep:
- (Adv. only/not during melee/fighting) By touching the victim intended & telling them to sleep, the victim then falls
asleep for a count of 100 by ones. They do not remember anything that takes place after they are asleep.
- Charm Person:
- See Mage or Necromancer spell �Charm Person.�
- Energy Bolt:
- (Adv. only) A ball (white/blue/red 3�-4�) of energy doing 5 pts. of damage, this energy bolt affects all monsters, undead,
& demons.
- Flight:
- (Adv. only) If you are of a race that can fly, a require
part of your costume are wings. To take off you must be able to run (no light wounds to the legs nor arms), 5 steps & flapping your arms before you are airborne. You may not have anything in your hands at take-off nor during flight. You cannot take-off while engaged in melee. While in flight you cannot engage in combat. Green, Blue Weapons & Spellballs are the only weapons that can reach a player in flight. If struck by a weapon or
spell & a mortal wound is taken to any part of the body, you must crash land dying in the process. If within a fortification you may jump from the walls taking flight to get away. Any armor can be worn. Flying for all general game purposes is defensive in nature.
- Giant-kin:
- (Adv. only) In the days of lore Giant-kin were not common & could be a benefit as well as a bane. They were really, just large humans. The benefit of these races are that they do not have to get on their knees for Giant NPC Monsters or players enlarged by a Growth spell. In the same, other players do not have to get on their knees for them. Giant-kin must wear a yellow headband with a �G� in the center to represent their race.
- Immunity to Spells:
- Those races that have the bonus of this magic resistance know that it carries both benefit & bane. Attack & healing spells that are within the character�s immunity & are directed at the immune character have no affect. But �Protection Spells� such as StoneSkin, Sanctuary, Prot. from Ice, etc. are not effected by the immune character, because the immunity is not a �Dispel Magic� nor directed at the immune character.
- Levitate:
- Can levitate over walls only (no crawling/black headband w/yellow circle & �L�) Is done by standing next to a wall & counting
to 10 by ones, you can then step to the otherside of the wall. Weapons & items may be held in hand during the process. If jumping from a wall no damage is taken.
- Light Sphere:
- (Adv. only) 10� energy radius, lasting for 15 minutes, & cannot be done again for 1 hr. to recharge. It protects all within from demons except the one emitting it. Demons entering it take 3X normal base damage only from the one emitting it, normal damage from all others & are revealed for their true nature.
- Shrink:
- Allows the character to shrink to the size of 6� tall. The benefits are that while shrunken the character can pass under gates to open them, steal, or just go out a gate without opening it. It�s bane is that while shrunk, 1 hit from any weapon is death. To shrink one must get on their knees while shrunken.
- Stone Shape:
- Allows the character to shape stone, such as to shape a hole in a fortification�s wall. Even to reshape a wall that has been destroyed by the spell FireStrike. An Elder must be present to use this ability.
- Paralysis Cloud:
- (Adv. Only) A ball (green/white 3�-4�) of gas that causes the victim to be paralyzed for a count of 30 by ones.
- Teleport:
- (Adv. only) Teleport is primarily defensive & can be actuated at anytime excluding �TimeStop�, even during melee to escape. This is done by going to a fetal position on your feet & crossing your hands on top of your head while hollering �Teleport�. You are now �Out of Play�, & must go to an Elder or Hades. You may reenter play anytime thereafter from hades or at the Elder�s discretion, but you may not teleport back in. To teleport into a situation (not melee), you must go to an Elder & explain where you are teleporting to. Only an Elder may call a hold to allow you to teleport into a situation. In addition, you can only teleport to a place that you can see without error. A fortification has walls & cannot be seen into. If a player does attempt a teleportation to a place that cannot be seen, the Elder shall flip a coin allowing the player to call heads or tails. If the player�s call does not come up, then the teleport fails leaving it to the discretion of the Elder to render their demise.
(i.e. teleports into wall dying instantly) One must keep in mind that teleportation is instantaneous, & does not allow you to be in limbo until you decide to reappear. Therefore, you cannot teleport & stay in limbo to stalk a player.
- Water Breathing:
- Allows the race to breath under water through small gills behind the ears.
- BWCHome
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