HEROES FOR HIRE
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HEROES FOR HIRE

WE ARE A GROUP OF LIVE ACTION ROLEPLAYERS BASED IN PLYMOUTH WHO SPEND A FEW SUNDAYS RUNNING ROUND THE WOODS AND HAVING A GOOD LAUGH. WE GO TO PLYM WOODS, CANN WOODS, GOODAMEAVY, SHAUGH PRIOR AND BURRATOUR RESERVOIR
 
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Posts : 144
Join date : 2009-07-10
Age : 48
Location : Im lost........Help

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PostSubject: ...Races...   ...Races... Icon_minitimeMon Sep 14, 2009 4:41 am

All Races start with 3 skill points unless stated otherwise

Human
Life – 6 Money - £30
Special Abilities – Starting Skill Points + 2
Starting Languages – Speak & Read/Write Common

Dwarf
Life – 7 Money - £15
Special Abilities – Rock Meld (3)*
Immunity to Natural Diseases (5)
Immunity to Natural Poisons (6)
Starting Languages – Speak & Read/Write Dwarven, Speak Common
Death to the Greenies - Dwarfs have a racial hatred of Orcs/Goblins, they will attack them before all other enemy’s.
Rune Keepers - Only Dwarfs know how to cast the secretive Runic Magic.

# Rock Meld – As Wild Meld but only usable on rocks.

Kzinte (Costume required)
Life – 6 Money - £10
Special Abilities - Either Handed Unarmed Combat (FREE)
Sixth Sense (5)
Sprint (5)*
Paralysing Bite (6)
Pounce (7)*
Lick Wounds (4)
Starting Languages – Speak & Read/Write Kzinte, Speak Common
Undead must die…again! - Kzinte will try to destroy any undead they come across.

# Sixth Sense – Referees will warn you of dangerous situations/traps and such like.

# Sprint – You may call time freeze and take three steps in any direction you wish before calling time in.

# Paralysing Bite – You can paralyse you target but are unable to move while you use this ability. Will not work though armour.

# Pounce – You may call time freeze and take 5 steps towards your target, if you make contact with them you will inflict +1 damage with your claws. If you do not reach your target you fall prone on the floor for 5 seconds unable to defend yourself.

# Lick Wounds – You can stop wounds from bleeding. Only usable on yourself.


Halflings
Life – 6 Money - £15
Special Abilities - Dodge (Free)/ (5)*
Innate Defy (5)*
Escape Artist (5)*
Starting Languages – Speak & Read/Write Glinth, Speak Common
Short Stuff - Halflings cannot use standard Two Handed weapons due to height problems.

# Dodge – You may call “Dodge” to ignore any physical attack you are aware of.

# Escape Artist – Each use of this ability will allow you to break out of ropes, movement impairing traps and other such things. Ref discretion for some things.

Wood Elf
Life – 6 Money - £15
Special Abilities - Wild Meld (Free)/ (3)*
Pass Unknown (4)
Immunity to Entangle (5)
Woodcraft (3)*
Starting Languages – Speak & Read/Write Elven, Speak Common
Natures Defenders - Wood Elves will protect nature and its creatures to the best of their ability.

# Wild Meld – See spell description.

# Pass Unknown – You no longer leave tracks while in woodland areas, even the greatest tracker will have difficulty finding you.

# Immunity to Entangle – Natural and magical entangle effects no longer hinder you.

# Woodcraft – Over 2 encounters you can turn unworked wood in to a club or staff for free.

High Elf
Life – 5 Money - £15
Special Abilities - Innate Defy (Free)/ (4)*
Discern Lie (2)*
Remove Spell Vocals (3)*
Recognise Magic (4)
Starting Languages – Speak & Read/Write Elven, Speak Common
Magically Adept - High Elves start with less life points due to their pursuit of knowledge over physical prowess.
Cultured - High Elves cannot be Barbarians.

# Remove Spell Vocals – See spell description.

Half Elf
Life – 5 Money - £25
Special Abilities - Starting Skill Points +1
You must choose a dominant elf side and can choose ONE Elven innate ability to learn. Only one ability may be bought though if it is able to be bought multiple times then they may do so.
Starting Language – Speak & Read/write Common, Speak Elven
Weak Blood, Half Elves start with less life points due to their mixed blood.

Drow Elf (Costume Required)
Life – 6 Money - £15
Special Abilities - Innate Defy (Free)/ (4)*
Immunity to Natural Poisons (4)
Dark Missile 1 (3)*
Toxin Resistance (6) (Immunity to Natural Poisons must be bought first)
Starting Languages – Speak & Read/Write UnderCommon, Speak Common
Strict Upbringing - Centurys of enforced rules mean that males cannot be Priests and females cannot be Mages.
Untrustworthy - The distrust of drow has not changed even though they now have legal rights on the surface, as such all drow start at -2 on the reputation scale.
Faction Bound - 3 Factions also known as the Triad run the city of Esckar, you have to choose which one you are a member of before you start.

Corinsk - Female run house that keeps to much of the old ways of the underdark, though the males have more say and the females are not as dominant. Largest of the 3 and with the most priests, the males are still bound to follow the orders of the House Leaders. House sign is a whip with a snakes head.

Ragaterr - Male only run house that has taken full advantage of not being run by the cruel females of their race. Whilst they have no Priests they can boast of some powerful and numerous mages in their ranks. House sign is a spider with a dagger through it.

Dragomanth - Mixed sex run house that seems to have little interest in the running of Esckar and more in making money through its various legal and illegal dealings. All members are treated equally and out of the 3 factions it seems that Dragomanth values talent more inportantly than anything else. House sign a coin with a dragon head on it.

Once you start playing you can change or even leave Factions. Just be aware that you have to pay the price for doing so...
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