wabaku
Junior Member
Posts: 86
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Post by wabaku on Jul 6, 2010 2:44:06 GMT -5
Name: Bodkin Body type: Humanoid Appearance: Commonly two to three feet tall, green, purple or orange scaly skin, usually wearing concealing cloaks and light cloth. Often seen with weapons drawn, very anti-social. Personality: Bodkin are among the craftiest woodland creatures, they would be regular members of society if it wasn't for their hostility towards everything not Bodkin. In extreme cases one will leave it's home and integrate into the magic nation for a living, though aside from finding work it's highly likely this Bodkin will do it's best to stay alone and never make eye contact when speaking in it's common broken english. Society: Nomadic tribes that stick to mountains and forests.
Common Bodkin weapons: Bow, arrows, smoke bombs and knives.
Bodkin racial traits: Enhanced speed, flexibility, lowered intelligence, very light prowess with magic, miraculous accuracy and dexterity with a bow and arrow, very low strength.
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wabaku
Junior Member
Posts: 86
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Post by wabaku on Jul 6, 2010 2:54:36 GMT -5
"Common Bodkin Archer"
Inventory: Bow, fifteen arrows, a small knife and two smoke bombs.
Skills
Lesser Blink (Illusion/Weak/5 uses) The youngest Bodkin learn from elders of the tribe how to Blink to get to safety. A secret art that they say only the Bodkin have completely mastered. Lesser Blink allows the Common Archer to vanish and reappear instantly within five feet of his previous location. Uses can stack so if the Bodkin wishes to be twenty five feet away than he can do it in one blink but all uses will be gone.
Specials
Grunt mind (Weak) In the presence of a Bodkin above it's own rank, the Common Archer gains a slight boost to strength and reflex time.
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wabaku
Junior Member
Posts: 86
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Post by wabaku on Jul 6, 2010 3:03:44 GMT -5
"Bodkin Guard"
Inventory: Two small scimitars (Forged for their size), Five throwing knives.
Skills
Lesser Blink (Illusion/Weak/5 uses) The youngest Bodkin learn from elders of the tribe how to Blink to get to safety. A secret art that they say only the Bodkin have completely mastered. Lesser Blink allows the Bodkin Guard to vanish and reappear instantly within five feet of his previous location. Uses can stack so if the Bodkin wishes to be twenty five feet away than he can do it in one blink but all uses will be gone.
Specials
Guard training (Medium) The Bodkin Guard has been tempered and trained to make up for the lack of bow and arrow prowess, thus it is naturally stronger and more durable than the Common Archers but still within grunt rank.
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wabaku
Junior Member
Posts: 86
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Post by wabaku on Jul 6, 2010 3:11:44 GMT -5
"Gifted Bodkin Archer"
Inventory: Bow, fifteen arrows, four smoke bombs, a small knife and five throwing knives.
Skills
Blink (Illusion/Medium/5 uses) Trained Bodkins know how to Blink more efficiently and with greater accuracy. Their reach is now ten feet per use meaning they can Blink to a maximum of fifty feet away if they wish to use up their Blinks for the day.
Specials
Sniper shot (Medium) The Gifted Archer is capable of hitting targets with dead on accuracy from a mile away.
Lesser rapid fire (Medium) The Gifted Archer can fire two arrows per second.
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wabaku
Junior Member
Posts: 86
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Post by wabaku on Jul 6, 2010 3:26:03 GMT -5
Bodkin Swordsman
Inventory: Two small scimitars (Forged for their size), Five throwing knives and a smoke bomb.
Skills
Deflect projectiles (Medium/3 uses) The Bodkin Swordsman may use his blades to deflect any magic or non magic projectile if it is Medium or weaker. If it is a rapid fire projectile (ex, machine gun) then it may deflect five seconds per use. This skill does not allow control of which direction the projectile is deflected towards.
Lesser Blink (Illusion/Weak/5 uses) The youngest Bodkin learn from elders of the tribe how to Blink to get to safety. A secret art that they say only the Bodkin have completely mastered. Lesser Blink allows the Bodkin Swordsman to vanish and reappear instantly within five feet of his previous location. Uses can stack so if the Bodkin wishes to be twenty five feet away than he can do it in one blink but all uses will be gone.
Specials
Swordsman training (Strong) Bodkin Swordsman are trained brutally, often being shot with arrows and forced to carry heavy goods for the tribes as grunts before obtaining their promotion. Even though most Bodkin civilians show extreme issues with discipline even some elves can appreciate the uncharacteristic honorable ways of the swordsman.
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wabaku
Junior Member
Posts: 86
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Post by wabaku on Jul 6, 2010 3:40:33 GMT -5
"Bodkin Leader"
Inventory: Ornate Bow, twenty piercing arrows, five smoke bombs, two ornate small scimitars, ten shurikens, ten throwing knives and a net.
Skills
Greater Blink (Illusion/Strong/5 uses) Highly trained Bodkin can learn to Blink to great distances. The coveted Greater Blink technique can teleport a bodkin fifteen feet. Meaning they can use a combination of uses to reach a maximum of seventy five feet in a single blink.
Deflect projectiles (Medium/3 uses) The Bodkin Swordsman may use his blades to deflect any magic or non magic projectile if it is Medium or weaker. If it is a rapid fire projectile (ex, machine gun) then it may deflect five seconds per use. This skill does not allow control of which direction the projectile is deflected towards.
Specials
Sniper shot (Medium) The Bodkin Leader is capable of hitting targets with dead on accuracy from a mile away.
Rapid fire (Strong) The Bodkin Leader can fire four arrows per second.
Swordsman training (Strong) Bodkin Leaders endure the same punishing training and adhere to the same sense of honor as Bodkin Swordsman.
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wabaku
Junior Member
Posts: 86
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Post by wabaku on Jul 6, 2010 4:21:07 GMT -5
Boss character: "Fletcher the Legendary Bodkin"
History: Rumor has it that long ago, mere years after Pandora's box opened several inexperienced magi were testing spells to halt aging. Finding the first slightly human looking creature they could, they cast spells on the Bodkin and put it through horrible tests and exposed it to near deadly amounts of mana. One day it blinked from it's cage and used it's new found powers to escape it's captors. It is said that the Bodkin lived agelessly from then on, traveling the world and protecting tribes of Bodkin, learning and growing from contact with all of the outside world in his travels. Fletcher is now a lone bandit who fights for good, occasionally protecting an innocent group of people in a short lived alliance.
Appearance: Three feet tall, dark green skin, Brown cloak and bandanna covering the mouth, baggy brown pants and an arsenal of weapons hidden in the cloak, sheathed to his side, in his pockets or concealed on his back.
Inventory: A net, a whip, a masterful katana, ten shurikens, four flash bombs, four smoke bombs, two stun grenades and one bag of sleeping powder.
Relics
Fletcher's Magic bow: It is rumored that Fletcher was given this bow by Oberon himself after defending a troop of Magic soldiers in the Deadlands. The moment that the string is pulled a magic arrow forms immediately, meaning it never runs out of arrows.
Skills
Master Blink (Illusion/Powerful/20 uses) In the time Fletcher has been alive he has perfected the Blink technique. A single blink can now carry Fletcher fifty feet. By using a combination of uses, Fletcher can blink to a whopping total of a thousand feet in a single Blink, making Fletcher very illusive to would be pursuers.
Reflect projectiles (Wind/Powerful/10 uses) By using a combination of wind based magic and katana movements, Fletcher can reflect medium or lesser projectiles towards any target he wants. If it is a rapidfire projectile (ex. Machine gun) then Fletcher can reflect the continuous fire for twenty seconds per use.
Transmute (Alchemy/Powerful/3 uses) Fletcher has mastered the ability to change the density and size of his body for an hour per use. The Bodkin can grow twice in size or reduce to half and can change into gas or into stone.
Homing Arrow (Wind Relic/Strong/4 uses) Using a combination of wind magic and his magic bow, Fletcher's mana based arrows can be controlled to follow any target he wishes. Alternatively the arrows can follow a pattern to shoot into a specific place from miles away in order to deliver a message. This usually lands in a tree that Fletcher is aware of so no one gets hurt, if it's not a place he is familiar with and he still wants to send a message then he may use Far Sight to scout before doing so.
Far Sight (Telepathy/Strong/3 uses) In order to see ahead without being detected or to spy a target from a far distance, Fletcher can use Far Sight to see a location miles away. Fletcher can only see with Far Sight and not hear, is hearing, smell and all other senses are with his body meaning he can sense danger coming even while in Far Sight.
Specials
Blind Fight (Medium) Fletcher is capable of fighting completely blind or in the dark.
Greater Lockpick (Medium) Magical and normal locks can be picked by Fletcher, the effect does not work on electronic locks.
Master sniper shot (Epic) Fletcher can fire an arrow and it may land halfway across the earth, though this would only be useful if he used Far Sight and Homing Arrow ahead of time. Anything in Fletcher's field of vision can be accurately fired upon.
Fletcher's Secret (Epic) Fletcher is ageless and immune to poison or disease. Any wound inflicted upon Fletcher is healed within a day unless it is immediately lethal.
Master of the swift blade (Powerful) Fletcher is five times stronger and faster than the normal Bodkin, and his training with the Katana and whip is masterful. It is likely that he is one of the most skilled swordsman in the world.
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wabaku
Junior Member
Posts: 86
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Post by wabaku on Jul 6, 2010 17:03:06 GMT -5
Bodkin Player Characters
Due to their humanoid body type and intelligence, Bodkin can make slightly effective Player races. However, Bodkins with the will to travel away from their nomadic tribes and adventure are very scarce and the racial traits of Bodkins are not at all rounded.
With only slight ability for magic and little to no comprehension of technology, players who decide to play as a Bodkin will likely have to rely solely on weapon proficiency and the racial Blink spell.
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wabaku
Junior Member
Posts: 86
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Post by wabaku on Jul 7, 2010 23:53:30 GMT -5
"Rip tide/ Tad tide"
Due to exposure to mana, a bull dog sized frog was created with a skeleton much like a cat. On average "Rip tides" grow to three feet in height however there have been rumors of Rip tides and even rarer cases, Tad tides growing to monstrous proportions. Rip tides have a large mouth with several muscles at the bottom of the teeth, each time the mouth opens the fangs eject, each time the mouth closes they retract, ripping the flesh and earning Rip tides their name.
Tad tides are fierce and commonly only a foot tall. Tad tides are eyeless, sensing prey by vibration on the ground and unlike their green or brown elders commonly pitch black in color. Assassins use Tad tides to cause distractions as they can only be lethal if they go for the throat. The body type is different from their elders as well, much like a Tyrannosaurus with a big head, small vestigial arms and large legs.
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wabaku
Junior Member
Posts: 86
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Post by wabaku on Jul 8, 2010 0:47:26 GMT -5
Rip-tide
Hostility level: 7
Average size: 3 feet from head to feet, 5 feet from head to tail.
Society: "Wolf" packs or solitary if the Rip-tide has been cast out.
Plan of attack: Fit as much enemy flesh into it's mouth and shred it with specially designed serrated teeth.
Top speed: Twenty miles per hour.
Jump height: Seven feet.
Environment: Any, Rip-tides are often used as guards in cities, hunt in packs in plains, deserts, forests, mountains and coastal shores. Pirates use Rip-tides to tear holes in enemy vessels or even board the ship as the pirates themselves are at a safe distance.
Personality: Un-trained, the Rip-tide is vicious and unruly often lashing out at anything in it's territory. Intelligent though if it notices such dominance so far above it's own strength it will back down or even run. Rip-tides make loyal companions and because of their amphibious nature are often kept by aristocrats near lake homes or by sea faring people.
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wabaku
Junior Member
Posts: 86
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Post by wabaku on Jul 8, 2010 1:08:44 GMT -5
Tad-tide
Hostility level: 10
Average size: 1 foot from head to feet, 2 feet from head to tail.
Society: Swarms, packs and solitary.
Plan of attack: Go for throat, spine, eyes and the back of knees, shred as much flesh as possible with tooth lined sucker mouths.
Top speed: Fifteen miles per hour.
Jump height: Four feet.
Environment: Caves and lakes. Tad-tides are bred in dark damp places with their brethren and usually remain there unless driven out.
Personality: Tad-tides are near impossible to train with their insatiable appetite and their malicious cunning. Assassins gather them in cages and just release them on crowds which is the most common "training" they receive. In the caves where they are born they hunt every bit of organic matter in sight even each other. Cases have occurred where Tad-tides eat all of their siblings and grow to 6 feet tall not even entering their Rip-tide metamorphosis.
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wabaku
Junior Member
Posts: 86
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Post by wabaku on Jul 12, 2010 20:18:09 GMT -5
Name: Fungoids Body type: Humanoid Appearance: Appears to be a mushroom with a completely human shape and face. Commonly having pale "skin", glittering eyes and a mushroom cap on their head that comes in a variety of colors. Personality: Very simple, friendly, helpful and relaxed. Fungoids are considered to be the most peaceful race on the planet... They would be if they were not so scarce. Society: Most Fungoids live in what is considered a fairy tale city called "Lumofungoria" underground where the caves are lit up by bio-luminescent beetles and fungus. The city is massive and very few people have ever seen it and come out of there. Why? Because it is so very care free and peaceful even the most dark and evil man has trouble wanting to leave. In rare cases, people may find a Fungoid child growing in the wild or buy one from a specialized slave trader. The rare species is highly prized for their medicinal and psychic prowess.
Common weapons: None
Racial traits: Medicinally beneficial spores, Enhanced strength, Low speed, Little experience in violence, psychic.
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wabaku
Junior Member
Posts: 86
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Post by wabaku on Jul 13, 2010 2:31:21 GMT -5
Fungoids as player characters Fungoids are more likely to be players than enemies unless the DMs want to utilize their buffing and healing prowess. Fungoids are spiritual and lean a little towards the magic realm but their offensive will power is very low. So their steady aim could make them gunmen if they are forced to battle offensively. Most of the Fungoids true power comes from building a psychic network between allies and healing them through magic and their biological agents. Co-dependency One may step foot in Lumofungoria and see a city of functioning individuals, however this view is false. All Fungoids are communicating telepathically all at once, psionic waves echo from one to the other. That is why Fungoids outside of Lumofungoria seek partner ship in another being, which could be mistaken for a romantic urge and often is but it is not. Those who allow a Fungoid to follow them share a psychic link and become what is known as a "Pahku". The reason for this co-dependence is that having another's thoughts shared and they're perspectives gained solidifies the Fungoid's place in the world, making them more comfortable. So for players to utilize a Fungoid character it is wise if you partner with another more offense prone player character. For the list of Fungorian spell abilities refer to this board: www.demonicaacademy.proboards.com/index.cgi?board=tutorials&action=display&thread=251
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wabaku
Junior Member
Posts: 86
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Post by wabaku on Jul 17, 2010 22:33:45 GMT -5
Name: Androids Body type: Humanoid Appearance:Commonly steel gray elastic skin over robotic body for protection against water. Hair and realistic features such as mouth, ears, nose and other things are all optional, Androids can have these senses without the visible features. Basic Androids are very plain only owning a set of mechanical eyes on their face. Personality:Androids carry a full range of personalities depending on how complex they are. Most are basic and made by tech military as front line soldiers and efficient snipers. Though a select few are made privately and usually more detailed. Some have broken away or have been bought from the army before so usually Androids are either pampered, servants or strict military soldiers with small tweaks. OCD is not uncommon. Society: Tension has rose in the tech nation regarding humanoid robots/Androids. A racial slur has been invented for highly detailed and prized Androids, "Dolls". The tension stems from Engineers and wealthy alike withdrawing into the companionship of their Androids and some moral debate about intelligent Androids replacing all biological races which may or may not be a legitimate fear.
Common weapons: Built in equipment or military issued weapons.
Racial traits: Humanity is variable but always starts at twenty five, enhanced strength, one quarter the jump height of an average human, great accuracy, reduced running speed, immunity to biological poisons or diseases, severely reduced class capability, high affinity for technology.
Class restrictions: Androids cannot be of any magic class nor any class that relies on biological ability (ex. Telepaths, Magna casters, etc.)
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ag
Newbie
Posts: 2
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Post by ag on Jul 18, 2010 1:22:48 GMT -5
T'sal Evaw
hostility level: 6 Average size: Colossal, can swallow islands when given the right storm, and possibly hold a small settlement on its back, taming this is near impossible.
Plan of attack: It is a over-sized sting-ray (no stinging capabilities) evolutionary designed to create and ride waves at will, it also has a big cirlce of eyes surrounding its small hump back to be able to see all around. This gigantic sea beast is known to devour ships and even islands whole with various horizontal rows of gill- like mouths underneath it to suck in the unfortunate pray.
Environment: Deep Seas personality: It is more than aware of it's size and feels its own godly presence. When it lunges to eat it swallows a ton of water and takes a while to get it out of its system, when it attacks, it is because it sees something of a fitting size to please it's stomach. Such as big ships or swarms of fish. It would not attack a few people, for example, because its not worth the effort- it would however circle around them hoping for more to come.
Society: They live Solitary lives unless of course they are being raised by their parent or when finding a mate. They usually are not violent towards each other, they usually are flexible with they territory they control and are willing to compromise and will only fight each other if it is absolutely necessary.
Top speed: Often move no faser than modern day whales. When lunging themselves for a kill create waves up to 70 meters high, going at a speed of about 46 meters/second. (sorry if math is off XP)
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