Gargamel: Difference between revisions
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Hometowns - maybe have certain benefits to living in certain hometowns? | Hometowns - maybe have certain benefits to living in certain hometowns? | ||
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MONSTER RACE EXPLOSION. | |||
OGRE | |||
Max Stats for this race are: | |||
Int Wis Dex Con Cha Str | |||
12, 13, 17, 18, 12, 18 | |||
Ogres possess massive strength, supposedly that of 10 large men, | |||
however they lack in brains what they make up for in brawn. Ogres | |||
are tall, wide man like creatures that usually display a dark mop | |||
of hair that covers their entire body from head to toe. Remember | |||
let sleeping Ogres be, because a happy ogre is a happy township. | |||
Many think that Ogres were the offspring of a giant and a human, | |||
but scholars have deduced that this is next to impossible, due to | |||
the physical incompatibility between these two races. | |||
Special Traits: Dumb as dirt, slow, not so cuddly. | |||
racial affs :resist cold and paranoid | |||
PIXIE | |||
Little creatures whose minds are as fleeting as their wings, they | |||
exhibit extreme curiosity, almost to the point of suicide at times, | |||
and more often than not are annoying. Pixies are Faerie creatures, | |||
and can usually be found playing in dales and glades throughout the | |||
forest and mountains, where ever there is a Faerie ring, there is a | |||
Pixie. These small creatures were once hunted, and treasured as | |||
delicate pets by the wealthy, however, have recently been accepted as | |||
a sentient race by the high council. | |||
Str Cha Con Dex Wis Int | |||
Your Max Stats: 11 16 11 18 18 18 | |||
Racial Traits: Fly and hide . | |||
ELF | |||
Max Stats for this race are: | |||
Int Wis Dex Con Cha Str | |||
18, 15, 16, 13, 15, 13 | |||
A rude and standoffish people that prefer their trees to other elves | |||
much less other races. This race is famous for being excellent archers | |||
as well as magicians, however do not grow very strong due to their small | |||
and often times fine bone structure. Not much is known about the elves | |||
other than they have, over centuries divided and subdivided into sects | |||
that at times fight violently. | |||
Racial Traits: Can see in the dark. | |||
GOBLIN | |||
Max Stats for this race are: | |||
Int Wis Dex Con Cha Str | |||
12, 13, 18, 18, 14, 16 | |||
A reclusive race that prefer their own kind to other races, however | |||
goblins that have been raised in larger cities can work perfectly | |||
fine along side others. Goblins are constantly digging, and are | |||
known for their extensive mines, and tunnel homes. Goblins are | |||
mesmerized by jewels, and small intricate treasures made of fine | |||
precious metals. | |||
Racial Traits: Night vision.(not the spell infra) | |||
Hide, sneak and sense life | |||
DRACO | |||
Max Stats for this race are: | |||
Int Wis Dex Con Cha Str | |||
14, 14, 16, 16, 12, 18 | |||
The origin of this race is unknown, their current myths seem to relate | |||
them to the fire mountains far to the south. They have the ability | |||
to withstand EXTREME heat, and often times seem to glow in the dark, | |||
and emit heat. Vestiges of wings remain on their backs, and their skin | |||
is like that of a lizard or dragon, with scales, and a tough leather | |||
hide where scales do not cover. | |||
Racial Traits: Resistant to heat, nightvision and fly. | |||
HUMAN | |||
Max Stats for this race are: | |||
Int Wis Dex Con Cha Str | |||
15, 15, 15, 15, 15, 15 | |||
Humans are simple folk, that do nothing but toil their entire lives | |||
for a few scraps of food and clothing, they have the ability to | |||
endure extreme hardship, and maintain their calm demeanor, however | |||
once pressed beyond a certain point, tend to break. Humans were once | |||
quoted as being "an infestation upon the land", however have since | |||
been enslaved, and put to good use. Many "Free Men", or licensed | |||
humans roam the land, and a proposal is before the high council to | |||
let them join as an accepted race. | |||
Racial Traits: None. | |||
HOBBIT | |||
Max Stats for this race are: | |||
Int Wis Dex Con Cha Str | |||
15, 15, 15, 13, 12, 14 | |||
Hobbits are a semi-reclusive race, of small chubby people. Fur | |||
covers their toes, and they are so proud of this fact, it is | |||
difficult to get a hobbit to wear shoes! Hobbits are very sensitive | |||
to magic, although they are not very adept at this skill. Many | |||
hobbits are thieves, although they don't consider theft wrong, as | |||
another hobbit will simply take what they have from them as well. | |||
Racial Traits: Infra Vision and detect magic. | |||
DWARF | |||
Max Stats for this race are: | |||
Int Wis Dex Con Cha Str | |||
14, 16, 15, 15, 14, 16 | |||
Dwarves have a long history associated with their race, legend has it | |||
they sprang from the molten rocks at the bottom of their infinite | |||
mesh work of tunnels. If a dwarf is killed, its heart may still burn | |||
for days, and as such has always been a treasured item in many spells | |||
and incantations. | |||
Racial Traits: Resist Heat, Resist Cold. | |||
ORC | |||
Max Stats for this race are: | |||
Int Wis Dex Con Cha Str | |||
13, 14, 18, 16, 11, 18 | |||
Orcs are hairy creatures, a little larger than humans. As one of the | |||
oldest races in the land, Orcs hold a large amount of the explored | |||
world. Not much else is know about these people. | |||
Racial Traits: Resist Cold/heat, hide, and sneak. | |||
HALFLING | |||
Max Stats for this race are: | |||
Int Wis Dex Con Cha Str | |||
14, 15, 15, 14, 15, 16 | |||
Halflings are short generally plump people, very much like small | |||
humans. Their faces are round and broad and often quite florid. | |||
Their hair is typically curly and the tops of their feet are covered | |||
with coarse hair. Halflings are sturdy and industrious, generally | |||
quiet and peaceful. | |||
Racial Traits: Detect Magic | |||
GNOME | |||
Max Stats for this race are: | |||
Int Wis Dex Con Cha Str | |||
15, 16, 15, 16, 13, 15 | |||
Gnomes are kin to dwarves, but are noticeably smaller than their | |||
distant cousins. Gnomes, as they proudly maintain, are also | |||
less rotund than dwarves. Their noses, however, are | |||
signifigantly larger. Most gnomes have dark tan or brown skin | |||
and white hair. Gnomes have a lively and sly sense of humor, | |||
and love practical jokes. | |||
Gnomes have an inherent ability to hide from other people. | |||
Racial Traits: Not Trackable detect magic. | |||
HALFELF | |||
Max Stats for this race are: | |||
Int Wis Dex Con Cha Str | |||
16, 15, 16, 14, 16, 13 | |||
Half-Elves are the most common mixed race beings. The | |||
relationship between elf, human, and half-elf is defined as | |||
follows: | |||
1) Anyone with both elven and human ancestors is either a human | |||
or a half elf (elves only have elven ancestors). | |||
2) If there are more human ancestors than elven, the person is human; | |||
if there are equal numbers or more of elves, the person is half- | |||
elven. | |||
Half-elves are usually much like their elven ancestors in appearance. | |||
Racial Traits: Detect Magic | |||
GIANT | |||
Max Stats for this race are: | |||
Int Wis Dex Con Cha Str | |||
11, 12, 16, 18, 15, 18 | |||
Giants are extremely large folk, with a generally likeable demeanor, | |||
but due to their size, they are commonly feared. They are mountain | |||
dwellers, and very rarely come down to associate with the other | |||
more "civilized" races. They make excellent fighters but tend | |||
to be rather stupid so magic is beyond them. | |||
Racial Traits: Resist heat, resist cold. | |||
Ghost | |||
Max Stats for this race are: | |||
Int Wis Dex Con Cha Str | |||
16, 16, 18, 15, 9, 15 | |||
Ghosts are a race of supernatural entities, the spirits of the undead | |||
damned to walk the earth as mist-like beings. Ghosts are extremely | |||
evil beings, and are among the more intelligent of the undead. They are | |||
non-corporeal, appearing as only two glowing red eyes in the darkness. | |||
Racial Traits: Passdoor, notrack, infravision, fly and invis. | |||
Fairy | |||
Max Stats for this race are: | |||
Int Wis Dex Con Cha Str | |||
18, 18, 17, 10, 18, 9 | |||
Fairies are tiny humanoids, coming in all shapes and sizes they | |||
are inherently good, although they share the same love for pranks | |||
as their pixie cousins. Highly intelligent and dexterous, they | |||
make excellent thieves and oagic-users. | |||
Racial Traits: Fly, sneak and hide | |||
BROWNIES | |||
Max Stats for this race are: | |||
Int Wis Dex Con Cha Str | |||
16, 16, 18, 14, 13, 13 | |||
Brownies are small faerie beings, appearing as extremely wrinkled, | |||
brown-skinned old men and women. Having a generally sour demeanor | |||
they are very sensetive about their appearence. Being almost as wise | |||
as they think they are, Brownies excell in the religous classes. They | |||
also make good thieves. | |||
Racial Traits: Infravision, sneak, hide | |||
Tiefling | |||
Max Stats for this race are: | |||
Int Wis Dex Con Cha Str | |||
18, 18, 18, 12, 13, 11 | |||
Tieflings are a race of half-demons. No two Tieflings are exactly | |||
alike, some have tails, some claws, some horns or any number of | |||
physical deformities. Being generally scrawny they are highly | |||
intelligent and make some of the best thieves and magic users around. | |||
Racial Traits: Infravision, invisible, hide, fly, resist heat and nodisarm | |||
Djinn | |||
Max Stats for this race are: | |||
Int Wis Dex Con Cha Str | |||
15, 15, 15, 13, 14, 13 | |||
Djinn are a race of genie that come from the elemental plane of | |||
air. Standing head an shoulders above even the tallest human, they | |||
are extremely powerful. They have bluish skin and eyes that | |||
glow like lightning. They are excellent magic users. | |||
Racial Traits: Fly, Infravision and Passdoor | |||
Mummy | |||
Max Stats for this race are: | |||
Int Wis Dex Con Cha Str | |||
14, 14, 17, 18, 8, 18 | |||
Mummies are the strongest of the undead races, unfortunately | |||
they are extremely stupid and clumsy. Evil by nature they are | |||
usually wrapped in the decaying garb of the dead they were | |||
resurrected from. | |||
---- | |||
City/Road Walking Movement through cities and on roads costs only one movement point per room. | |||
Detect Hidden Members of this race have heightened senses, and can detect anyone trying to sneak into their vicinity. | |||
Enhanced Kick Damage Members of this race do 120% of normal damage when kicking an opponent. | |||
Field Walking Movement through fields costs only one movement point per room. | |||
Forest Walking Walking through forests costs only two movement points per room, and flying through forests costs only one movement point per room. | |||
Immune to Cold Cold affects from spells, such as frostbite, do not have any affect on this race. | |||
Infravision Members of this race can see in the dark, and so will never need to use light sources such as torches or lanterns. | |||
Marsh Walking Walking through marshes costs only two movement points per room, and flying through marshes cost only one movement point per room. | |||
Mountain Walking Walking over hills costs only two movement points per room, and flying over hills costs only one movement point per room. | |||
Natural Swim The swim skill is given to this race from the start, at the highest possible skill level. | |||
Non-corporeal Form This race is harder to hit in battle, as their body can turn into mist to dodge otherwise striking blows. | |||
Resistant to Affects This race has a larger chance than normal to resist the harmful affects from spells. | |||
Sneaking Members of this race have a natural ability to walk silently, and therefore are always seen by others to be sneaking (if they are seen at all). | |||
Spell Resistance Damage dealt by attacking spells is lowered somewhat. | |||
Stronger Affects This race can cast negative affects as if they were 20 | |||
levels higher. | |||
Underwater Breath Members of this race can breathe as easily underwater as they do above water. | |||
Vulnerable to Fire Members of this race take extra damage from fire-based attacks. | |||
Latest revision as of 20:48, 11 November 2005
Just a place to throw down idea fragments that need more work...
- it would be very very cool if somehow there was the ability to have a mounted steed (only for transport, not for actual battle - would have to dismount to fight)
this could have either a spell (summon steed, high level, high mana ...) or we could install stables in the hometowns, have different horses, can't rent with one, but could pay to have a steed stabled until crash/reboot advantage of a steed, would be similar to fly, perhaps even no loss of movements regardless of terrain flying steeds could be purchased for In Flight areas, seahorses for water areas (maybe even negate the need for waterbreathe) and possibly combination horses for mucho gold i dont think it would be a good idea to have the ability to fight while mounted****
Hometowns - maybe have certain benefits to living in certain hometowns?
MONSTER RACE EXPLOSION.
OGRE
Max Stats for this race are:
Int Wis Dex Con Cha Str
12, 13, 17, 18, 12, 18
Ogres possess massive strength, supposedly that of 10 large men,
however they lack in brains what they make up for in brawn. Ogres
are tall, wide man like creatures that usually display a dark mop
of hair that covers their entire body from head to toe. Remember
let sleeping Ogres be, because a happy ogre is a happy township.
Many think that Ogres were the offspring of a giant and a human,
but scholars have deduced that this is next to impossible, due to
the physical incompatibility between these two races.
Special Traits: Dumb as dirt, slow, not so cuddly.
racial affs :resist cold and paranoid
PIXIE
Little creatures whose minds are as fleeting as their wings, they
exhibit extreme curiosity, almost to the point of suicide at times,
and more often than not are annoying. Pixies are Faerie creatures,
and can usually be found playing in dales and glades throughout the
forest and mountains, where ever there is a Faerie ring, there is a
Pixie. These small creatures were once hunted, and treasured as
delicate pets by the wealthy, however, have recently been accepted as
a sentient race by the high council.
Str Cha Con Dex Wis Int
Your Max Stats: 11 16 11 18 18 18
Racial Traits: Fly and hide .
ELF
Max Stats for this race are:
Int Wis Dex Con Cha Str
18, 15, 16, 13, 15, 13
A rude and standoffish people that prefer their trees to other elves
much less other races. This race is famous for being excellent archers
as well as magicians, however do not grow very strong due to their small
and often times fine bone structure. Not much is known about the elves
other than they have, over centuries divided and subdivided into sects
that at times fight violently.
Racial Traits: Can see in the dark.
GOBLIN
Max Stats for this race are:
Int Wis Dex Con Cha Str
12, 13, 18, 18, 14, 16
A reclusive race that prefer their own kind to other races, however
goblins that have been raised in larger cities can work perfectly
fine along side others. Goblins are constantly digging, and are
known for their extensive mines, and tunnel homes. Goblins are
mesmerized by jewels, and small intricate treasures made of fine
precious metals.
Racial Traits: Night vision.(not the spell infra)
Hide, sneak and sense life
DRACO
Max Stats for this race are:
Int Wis Dex Con Cha Str
14, 14, 16, 16, 12, 18
The origin of this race is unknown, their current myths seem to relate
them to the fire mountains far to the south. They have the ability
to withstand EXTREME heat, and often times seem to glow in the dark,
and emit heat. Vestiges of wings remain on their backs, and their skin
is like that of a lizard or dragon, with scales, and a tough leather
hide where scales do not cover.
Racial Traits: Resistant to heat, nightvision and fly.
HUMAN
Max Stats for this race are:
Int Wis Dex Con Cha Str
15, 15, 15, 15, 15, 15
Humans are simple folk, that do nothing but toil their entire lives
for a few scraps of food and clothing, they have the ability to
endure extreme hardship, and maintain their calm demeanor, however
once pressed beyond a certain point, tend to break. Humans were once
quoted as being "an infestation upon the land", however have since
been enslaved, and put to good use. Many "Free Men", or licensed
humans roam the land, and a proposal is before the high council to
let them join as an accepted race.
Racial Traits: None.
HOBBIT
Max Stats for this race are:
Int Wis Dex Con Cha Str
15, 15, 15, 13, 12, 14
Hobbits are a semi-reclusive race, of small chubby people. Fur
covers their toes, and they are so proud of this fact, it is
difficult to get a hobbit to wear shoes! Hobbits are very sensitive
to magic, although they are not very adept at this skill. Many
hobbits are thieves, although they don't consider theft wrong, as
another hobbit will simply take what they have from them as well.
Racial Traits: Infra Vision and detect magic.
DWARF
Max Stats for this race are:
Int Wis Dex Con Cha Str
14, 16, 15, 15, 14, 16
Dwarves have a long history associated with their race, legend has it
they sprang from the molten rocks at the bottom of their infinite
mesh work of tunnels. If a dwarf is killed, its heart may still burn
for days, and as such has always been a treasured item in many spells
and incantations.
Racial Traits: Resist Heat, Resist Cold.
ORC
Max Stats for this race are:
Int Wis Dex Con Cha Str
13, 14, 18, 16, 11, 18
Orcs are hairy creatures, a little larger than humans. As one of the
oldest races in the land, Orcs hold a large amount of the explored
world. Not much else is know about these people.
Racial Traits: Resist Cold/heat, hide, and sneak.
HALFLING
Max Stats for this race are:
Int Wis Dex Con Cha Str
14, 15, 15, 14, 15, 16
Halflings are short generally plump people, very much like small
humans. Their faces are round and broad and often quite florid.
Their hair is typically curly and the tops of their feet are covered
with coarse hair. Halflings are sturdy and industrious, generally
quiet and peaceful.
Racial Traits: Detect Magic
GNOME
Max Stats for this race are:
Int Wis Dex Con Cha Str
15, 16, 15, 16, 13, 15
Gnomes are kin to dwarves, but are noticeably smaller than their
distant cousins. Gnomes, as they proudly maintain, are also
less rotund than dwarves. Their noses, however, are
signifigantly larger. Most gnomes have dark tan or brown skin
and white hair. Gnomes have a lively and sly sense of humor,
and love practical jokes.
Gnomes have an inherent ability to hide from other people.
Racial Traits: Not Trackable detect magic.
HALFELF
Max Stats for this race are:
Int Wis Dex Con Cha Str
16, 15, 16, 14, 16, 13
Half-Elves are the most common mixed race beings. The
relationship between elf, human, and half-elf is defined as
follows:
1) Anyone with both elven and human ancestors is either a human
or a half elf (elves only have elven ancestors).
2) If there are more human ancestors than elven, the person is human;
if there are equal numbers or more of elves, the person is half-
elven.
Half-elves are usually much like their elven ancestors in appearance.
Racial Traits: Detect Magic
GIANT
Max Stats for this race are:
Int Wis Dex Con Cha Str
11, 12, 16, 18, 15, 18
Giants are extremely large folk, with a generally likeable demeanor,
but due to their size, they are commonly feared. They are mountain
dwellers, and very rarely come down to associate with the other
more "civilized" races. They make excellent fighters but tend
to be rather stupid so magic is beyond them.
Racial Traits: Resist heat, resist cold.
Ghost
Max Stats for this race are:
Int Wis Dex Con Cha Str
16, 16, 18, 15, 9, 15
Ghosts are a race of supernatural entities, the spirits of the undead
damned to walk the earth as mist-like beings. Ghosts are extremely
evil beings, and are among the more intelligent of the undead. They are
non-corporeal, appearing as only two glowing red eyes in the darkness.
Racial Traits: Passdoor, notrack, infravision, fly and invis.
Fairy
Max Stats for this race are:
Int Wis Dex Con Cha Str
18, 18, 17, 10, 18, 9
Fairies are tiny humanoids, coming in all shapes and sizes they
are inherently good, although they share the same love for pranks
as their pixie cousins. Highly intelligent and dexterous, they
make excellent thieves and oagic-users.
Racial Traits: Fly, sneak and hide
BROWNIES
Max Stats for this race are:
Int Wis Dex Con Cha Str
16, 16, 18, 14, 13, 13
Brownies are small faerie beings, appearing as extremely wrinkled,
brown-skinned old men and women. Having a generally sour demeanor
they are very sensetive about their appearence. Being almost as wise
as they think they are, Brownies excell in the religous classes. They
also make good thieves.
Racial Traits: Infravision, sneak, hide
Tiefling
Max Stats for this race are:
Int Wis Dex Con Cha Str
18, 18, 18, 12, 13, 11
Tieflings are a race of half-demons. No two Tieflings are exactly
alike, some have tails, some claws, some horns or any number of
physical deformities. Being generally scrawny they are highly
intelligent and make some of the best thieves and magic users around.
Racial Traits: Infravision, invisible, hide, fly, resist heat and nodisarm
Djinn
Max Stats for this race are:
Int Wis Dex Con Cha Str
15, 15, 15, 13, 14, 13
Djinn are a race of genie that come from the elemental plane of
air. Standing head an shoulders above even the tallest human, they
are extremely powerful. They have bluish skin and eyes that
glow like lightning. They are excellent magic users.
Racial Traits: Fly, Infravision and Passdoor
Mummy
Max Stats for this race are:
Int Wis Dex Con Cha Str
14, 14, 17, 18, 8, 18
Mummies are the strongest of the undead races, unfortunately
they are extremely stupid and clumsy. Evil by nature they are
usually wrapped in the decaying garb of the dead they were
resurrected from.
City/Road Walking Movement through cities and on roads costs only one movement point per room.
Detect Hidden Members of this race have heightened senses, and can detect anyone trying to sneak into their vicinity.
Enhanced Kick Damage Members of this race do 120% of normal damage when kicking an opponent.
Field Walking Movement through fields costs only one movement point per room.
Forest Walking Walking through forests costs only two movement points per room, and flying through forests costs only one movement point per room.
Immune to Cold Cold affects from spells, such as frostbite, do not have any affect on this race.
Infravision Members of this race can see in the dark, and so will never need to use light sources such as torches or lanterns.
Marsh Walking Walking through marshes costs only two movement points per room, and flying through marshes cost only one movement point per room.
Mountain Walking Walking over hills costs only two movement points per room, and flying over hills costs only one movement point per room.
Natural Swim The swim skill is given to this race from the start, at the highest possible skill level.
Non-corporeal Form This race is harder to hit in battle, as their body can turn into mist to dodge otherwise striking blows.
Resistant to Affects This race has a larger chance than normal to resist the harmful affects from spells.
Sneaking Members of this race have a natural ability to walk silently, and therefore are always seen by others to be sneaking (if they are seen at all).
Spell Resistance Damage dealt by attacking spells is lowered somewhat.
Stronger Affects This race can cast negative affects as if they were 20 levels higher.
Underwater Breath Members of this race can breathe as easily underwater as they do above water.
Vulnerable to Fire Members of this race take extra damage from fire-based attacks.