OTHER RACES (continued)


ANGELS

UNKNOWN

HP: 900

MP: 50

INTELLEGENCE ROLL: ??

ATTACK ROLL: ??

DEFENSE ROLL: ??

STEALTH ROLL: ??

SPECIAL ABILITY: Point manipulation. When you start out, you can rearrange your add ons with the above. You have a 8 points to give your rolls to add. You can switch them only during a non battle. This is good cause you have no penalties really and you choose your add ons before each battle. However, you can never initiate a fight.


DEVIL

UNKNOWN

HP: 900

MP: 50

INTELLEGENCE ROLL: ??

ATTACK ROLL: ??

DEFENSE ROLL: ??

STEALTH ROLL: ??

SPECIAL ABILITY: Point manipulation. When you start out, you can rearrange your add ons with the above. You have a 8 points to give your rolls to add. You can switch them only during a non battle. This is good cause you have no penalties really and you choose your add ons before each battle. You must initiate a fight with any angel present. You decide if you kill them or not after you win. Player chars do not count so you can have a truce if you want.


DESTROYERS

These guys are powerful and possess the ability to control the serpents of the swamps. They make good assassins because of their stealth and attack. Also their ability is pretty good.

HP: 900

MP: 50

INTELLEGENCE ROLL: -2

ATTACK ROLL: +2

DEFENSE ROLL: -3

STEALTH ROLL: +3

SPECIAL ABILITY: First strike attack: Can only be used if not in battle and fighting humanoids and if your level is greater than your target. Combine your add ons for attack and stealth and roll. If the total is greater than 20, you hit your target dealing damage equal to half their hp. Note: This does not count as your attack and you have to do a stealth roll in order to know if you can do this attack. If you succeed with it, they attack first. If you fail however, you get an additional -2 only to your very next attack roll but you attack first. You may choose not to use this ability.


MERMAIDS

Mermaids are passive and playful. They are very peaceful and would run from a battle than to fight. They can control water elements and split their fins to walk on land. They tend to stay in the shores of the south and never venture anywhere else.

HP: 900

MP: 50

INTELLEGENCE ROLL: Normal

ATTACK ROLL: Normal

DEFENSE ROLL: Normal

STEALTH ROLL: Normal

SPECIAL ABILITY: Heal: Heals one of your teammates to full. Counts as an attack roll. Costs 10 hp. Each turn, all teammembers including you gets 10 hp.


MINOTAURS

Minotaurs are half bull-half man for males, half cow-half woman for females. They both have same stats though. Minotaurs are taught how to fight when they are born. They have exceptional hand to hand combat, but lack the ability to fight at a distance. They make up for it by having exceptional evading moves. They dont have much intelligence though or stealth. They often are the ones causing wars and such. However, they can not use any weapons made by humans due to their large size. However, with their special ability, they wont need one.

HP: 900

MP: Not applicable

INTELLEGENCE ROLL: -3

ATTACK ROLL: +2

DEFENSE ROLL: +2

STEALTH ROLL: -3

SPECIAL ABILITY: Minotaurs have no weapons, but their ability is the charge. The charge can be used from a distance and it can be done twice. It automatically takes half the opponents life away if close and takes triple damage if at a distant. However, you cant use any add ons for this attack.


Normal Fairies

All fairies look the same, but there are 4 kinds of them. Depending on each, they have different attacks, but they have the same stats. Their stealth is exceptional, but their regular attacks not that good. They exist only with their own kind and no one else. However, they have a powerful magic attack starting out.

HP: 900

MP: 50

INTELLEGENCE ROLL: Normal

ATTACK ROLL: Normal

DEFENSE ROLL: Normal

STEALTH ROLL: +4

SPECIAL ABILITY: Heals entire party members to full. Uses 20 mp. Revives a fallen character too. Uses 30 mp for that.


SWAMP CREATURES

It is said that swamp creatures are demons that escaped to the land when Phillus made his pact with the devil. This is just rumors, but the swamp creatures are real. They resemble humans and make good spys because they can hide in any watery area as long as its deeper than 7'. Any person who peers into the water they are in would not even see them and think that the water is clear. They blend in with water to make them seem watery.

HP: 900

MP: 50

INTELLEGENCE ROLL: Normal

ATTACK ROLL: -1

DEFENSE ROLL: -1

STEALTH ROLL: +2

SPECIAL ABILITY: They can use a turn to transform into water. During their water state, they cant get hurt but they cant attack either. They can roll to escape a battle but they wont gain any exp doing so. The roll has to be greater than 13 and it counts as a stealth roll. In their regular state, they can only do a water attack that costs 10 mp and deals 300 damage.


UNDEAD

Remains of Lord Diemos's army of the undead that did not collapse during his defeat. They can be killed by normal means, but they lack the intellegence to try to invade. They just remain in the swamp searching for a purpose.

HP: 900

MP: Not applicable

INTELLEGENCE ROLL: -4

ATTACK ROLL: +2

DEFENSE ROLL: +2

STEALTH ROLL: Normal

SPECIAL ABILITY: Bone regeneration: They regenerate hp during every attack turn. The amount of hp depends on the lvl you are at. For example, lvl 1 = 10 hp, lvl 2 = 20 hp, etc.


WATER FAIRIES

All fairies look the same, but there are many kinds of them. Depending on each, they have different attacks, but they have the same stats. Their stealth is exceptional, but their regular attacks not that good. They exist only with their own kind and no one else. However, they have a powerful magic attack starting out.

HP: 900

MP: 50

INTELLEGENCE ROLL: Normal

ATTACK ROLL: -2

DEFENSE ROLL: -2

STEALTH ROLL: +4

SPECIAL ABILITY: Water attack doing 100*lvl damage. Its roll is a +2 than a -2 and costs 15 mp.


WIND FAIRIES

All fairies look the same, but there are many kinds of them. Depending on each, they have different attacks, but they have the same stats. Their stealth is exceptional, but their regular attacks not that good. They exist only with their own kind and no one else. However, they have a powerful magic attack starting out.

HP: 900

MP: 50

INTELLEGENCE ROLL: Normal

ATTACK ROLL: -2

DEFENSE ROLL: -2

STEALTH ROLL: +4

SPECIAL ABILITY: Wind attack doing 100*lvl damage. Its roll is a +2 than a -2 and costs 15 mp.


VAMPIRES

Vampires actually are very much like humans except that they can turn into bats. However, they can do anything out of the ordinary than a human in human form. Forget about crosses, garlic, sunlight, or stakes. None would work and they would laugh in your face. They die just like a human and bleed when wounded. However, they do have one advantage. Only in bat form, whenever they strike an opponent with vampiric bite, they gain hp equal to half the damage they inflict. They have a good all around stats.

HP: 900

MP: 50

INTELLEGENCE ROLL: +2

ATTACK ROLL: +2

DEFENSE ROLL: +2

STEALTH ROLL: +2

SPECIAL ABILITY: Transform into bat form. Takes one turn and costs 10 hp. Bat form: Vampiric bite: Does damage =Roll *10 damage. Gain hp equal to half the damage you inflict on it.

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