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Mystery Song
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"Ah, very well, you're belong to the Thorenald Explorer's League? And, just for the sake of the paper work, which species are you again?"
Nedynvor: Large, bird-like creatures native to the Sky Dragon Island. Somewhat rare on the lowerlands, but following in Anerassi of Thorenald’s footsteps, many have left the island in search of adventure.
Starting HP- 4
Racial Abilities: [i]Wing Assisted Jump- When making a move action, a Nedynvor may choose to make a Wing Assisted Jump. A Wing Assisted Jump ignores intervening enemies and terrain during the movement, but does not ignore any enemies or terrain in the space the movement ends. This movement ignores Free Strikes. A Wing assisted Jump costs 2AP.
Feet for Feet- Nedynvor feet are long and blade-like. As such, Nedynvor use D6’s when making Unarmed Attacks instead of D4’s.
Wing Mitts- Nedynvor hands are very large. They may wield Two-handed Melee weapons as One-handed Melee Weapons, but degrade the quality of the attack dice by 1 level (D10 becomes D8, D8 becomes D6 etc). This allows a Nedynvor character to treat Two-handed Melee Weapons as One-handed Melee Weapons for Weapon Specialization purposes. Nedynvor may never dual-wield Two-handed weapons.
Ploverlor: The most wide-spread sapient species in Layridin, originally native to the northern marshes of Sullan.
Starting HP- 5
Racial Abilities: Smoke Screen 2AP- The Ploverlor can unleash a thick cloud of smoke from the gas sack on the back of their head. Non-Ploverlor suffer –1 die on any attacks targeting a character adjacent to this character. The cloud lasts for 1D4 rounds.
Magic Research- Ploverlors have the highest birthrate of magically gifted children. A Ploverlor character may choose one spell to know regardless of what class they play. If they are a Wizard, they gain 1 additional spell to start.
Works Well With Others- A Ploverlor character gains a +1 to any attack action rolls when targeting an enemy that is adjacent to an ally.
Lazurek (River): Smallest of the Lazurek, River Lazureks are wide spread and live along freshwater bodies of water across Sullan and Toet.
Starting HP- 5
Racial Abilities: Amphibious- River Lazureks ignore the movement penalties for entering a space with water.
Slippery When Wet- When moving through any spaces with water, or during any movement action in which a River Lazurek passed through a space with Water, a River Lazurek does not provoke Free Strikes.
Sonar- Reduce the difficulty when Searching for Traps, Hidden Passages, or Secret Treasure by 1 when searching with this character.
Lazurek (Jungle): Lithe furry jungle folk known for their agility and physical prowess, native to the jungles of Sullan.
Starting HP- 5
Racial Abilities: Jungle Craft- Jungle Lazurek ignore the movement penalties for moving into a wooded space.
Bushwack- Jungle Lazurek may add an additional die to Attack Actions when striking from within a wooded tile.
Tree Climber- Jungle Lazureks may move into a space up to 3 levels higher than its current space, for no additional Movement Point cost, if this character is currently occupying a wooded tile.
Lazurek (Mountain): Large cousins of the Jungle Lazureks native to the mountains of Sullan and Toet.
Starting HP- 6
Racial Abilities: Mountain Strider- Mountain Lazurek may scale 2 level high cliffs at no additional cost to Movement Points, and may scale 3 level high cliffs at the cost of 1 extra Movement Point.
Huge Stature- Mountain Lazureks are hulking mountains of muscle. Add an additional die to any Melee or Thrown Weapon attacks this character makes.
Pit Organ- A Mountain Lazurek’s pit organ allows them to sense the heat of nearby lifeforms. Characters and creatures do not gain the benefits of Furtiveness within 3 spaces of a Mountain Lazurek.
Engsami: Reptilian people hailing from the Perche Archipelago or the Toet Desert.
Starting HP: 5
Racial Abilities: Breath Weapon- Choose one effect at character creation:
Sleep gas 3AP- roll 2D8 against the adjacent target’s Mind stat. If successful, target rolls 1D6 each time it acts for 1D3+1 rounds, on a 1-2, they are too drowsy to act and lose all action points for that round. On a 3+ they fight off the effects of the gas for the moment.
Hallucinogenic Gas 3AP- Roll 2D8 against the adjacent target’s Mind stat. If successful, target rolls 1D6 each time it makes an attack action for 1D3+1 rounds. On a 1-2, their attack action automatically misses as they swing at a hallucinated foe.
Tough- When an Engsami suffers damage, roll a D6 for each point suffered. On a 6, the damage is negated.
Engsami (Winged): A smaller breed of Engsami with large wings for arms. They wield weapons with their taloned feet.
Starting HP- 4
Racial abilities: Breath Weapon- Choose one effect at character creation:
Sleep gas 3AP- roll 2D8 against the adjacent target’s Mind stat. If successful, target rolls 1D6 each time it acts for 1D3+1 rounds, on a 1-2, they are too drowsy to act and lose all action points for that round. On a 3+ they fight off the effects of the gas for the moment.
Hallucinogenic Gas 3AP- Roll 2D8 against the adjacent target’s Mind stat. If successful, target rolls 1D6 each time it makes an attack action for 1D3+1 rounds. On a 1-2, their attack action automatically misses as they swing at a hallucinated foe.
Wings- When making a move action, a Winged Engsami may choose to either make a Wing Assisted Jump, or Take to the Air. A Wing Assisted Jump ignores intervening enemies and terrain during the movement, but does not ignore any enemies or terrain in the space the movement ends. This movement ignores Free Strikes. A Winged Engsami that Takes to the Air flies low to the ground in order to still engage with enemies and ignores all intervening enemies and terrain while moving and also ignores terrain in the space the movement ends, but not enemies. Any time a Winged Engsami that has Taken to the Air is hit by an attack, it must roll a D6, on a 1-3, they come crashing down to the ground a lose half of their AP on their next activation. A Wing Assisted Jump or Taking to the Air costs 2AP.
>Please vote on which species the main character will be. You will have opportunities to recruit other characters later on.
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