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Wiki+ page: Bestiary

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Wiki+ page: Air Elemental

1. Basic Info

Type: Summon, Elemental

Alignment: neutral

Moral Points: 0

Build: N/A

Habitat: Free Air Elementals are drawn to windy places such as mountain tops, open plains, or gusty canyons.

Appearance: Whatever shape the summoner desires, only composed of air. Some are as invisible as the air in front of you, but more often than not they are composed of a dense, cloudy air.

Runic Element: Air

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the water element by +10. Decrease magical damage done to those of the earth element by -10.
  • Effects on Magic Defense: 20% chance for immunity to air an water magic attacks.
  • Supportive Effects: Ranges of your projectile or thrown attacks by automatically increased by +5.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 100 100  
 SA 100 100  
 EP 100 100  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 0 0 Natural PR: 25
 MR 0 0 Natural MR: 50
 Block      

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 50 95  
Speed 50 95  
Mental 50 95  
Strength 50 95  
Luck 50 95  
Will 2 10  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 2  
Perception 35  
Weight Limits Carry:  N/A
Lift 1H:  N/A
Lift 2H:  N/A
 
Success Points 6  
Failure Points 4  
Move Rates World:  5
Area:  50
Battle:  8
 
Area Ranges Throw:  5
Jump Up:  5
Jump Across:  7
 
Battle Ranges Throw:  10
Jump Up:  10
Jump Across:  14
 
Aim 25  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 5  
Evade 50  
Offense Melee:  5
Throw:  7
Bow:  3
Critical:  50
 
Magic Stats Magic Power:  5
Critical:  50
Magic Power: +10

6. 
Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Aeromancy Magic Able to cast any aeromancy spell with its mastery depending on the tier. Tier 1 = 90%, Tier 2 = 70%, Tier 3 = 50%, Tier 4 = 30%, Tier 5 = 10%, Tier 6 = 5% depends on spell depends on spell depends on spell N/A Tier 1: 90
Tier 2: 70
Tier 3: 50
Tier 4: 30
Tier 5: 10
Tier 6: 5
Magic Absorb Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action. 1 /3 rd damage to SA self instant 1 skill point =
2 skill mastery %
75
Magic Redirect This skill allows you to redirect either 25%, 50%, 75% or all of the stored magic damage into your magic spell attack, increasing your total damage by that amount. This is a free action. N/A spell's range instant 1 skill point =
2 skill mastery %
95
Magic Store This ability allows you to store your absorbed magical damage so that you can release it later with the Magic Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to SA per round.

7. Combat Notes

Free Air Elementals will often only approach other creatures if they are using a substantial amount of aeromancy. At first they may be interested in the individual, but are usually mistaken as being menacing beasts and are attacked, or tried to be tamed by the unwitting aeromancer. Air Elementals once attacked or when attempted to be controlled or tamed, will feel threatened and attack with all of their might.

It is just plain hard to hit something made of air, especially one as fast moving as an air elemental. Their attack is a fist-like blast of near solid air, and they use their flight and superior movement speed to attack then run out of range. They take spell casters out first, followed by any air aligned characters and then water aligned characters. The rest are attacked randomly. Air Elementals are typically encountered individual, but rarely there may be as many as three of them.

8. Spoils

1⁄4 pounds of Teal Glass: Make a luck check to see if the elemental leaves behind 0.25 pounds of teal glass.
1⁄4 pounds of Teal Ylem: Replaces Teal Glass if successful luck check is lower than 5.
1⁄4 pounds of Topaz: Replaces Teal Glass if successful luck check is 5 and greater but lower than 11.

There is no monetary or equipment reward.

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Wiki+ page: Bog Imp


 

1. Basic Info

Type: Moderate Size Xenic Creature, Imp

Alignment: neutral

Moral Points: -10

Build: small

Habitat: Bog Imps prefer bogs, swamps, marsh lands, and other wet lands, though will also be found living in river deltas.

Appearance: The bog imp is small, winged, and vaguely a humanoid creature. Their long tails are three to five feet long and are tipped by a sharp barb. They often keep their tails wound about their waist. Their skin is slightly blue tinted, but otherwise appears like normal flesh.

Runic Element: Water

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the fire element by +10. Decrease magical damage done against those of the air element by -10.
  • Effects on Magic Defense: 20% chance for immunity to water and fire magic attacks.
  • Supportive Effects: 20% chance for poison immunity.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 20 20  
 SA 6 6  
 EP 30 30  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 38 38  
 MR 0 0  
 Block 34 Spear 0 Armor  

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 10 50  
Speed 18 45  
Mental 3 30  
Strength 15 50  
Luck 10 60  
Will 5 20  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 5  
Perception 12  
Weight Limits Carry:  45
Lift 1H:  7.5
Lift 2H:  15
 
Success Points 1  
Failure Points 1  
Move Rates World:  1
Area:  10
Battle:  4
 
Area Ranges Throw:  1
Jump Up:  1
Jump Across:  3
 
Battle Ranges Throw:  2
Jump Up:  2
Jump Across:  6
 
Aim 2  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 1  
Evade 11 Small Target Bonus: +5
Offense Melee:  1
Throw:  3
Bow:  -1
Critical:  13
 
Magic Stats Magic Power:  0
Critical:  7
 

6. Equipped Weapons

 

Location Item Attack Block DP Range Weight Rune Stone or Enhantments
Right Hand Steel Trident 8 + 2d6 34 65 3 10 20% damage to HP

 

7. Equipped Armor

Location Item Block PR MR Weight Other Information
Torso Steel Chain Mail 0 18 0 20 Sneak Penalty of 20
Legs Steel Chausses 0 18 0 18 Sneak Penalty of 20
TOTAL ARMOR VALUES 0 36 0 38 Sneak Penalty of 40

8. Other Items

Location Item Descrption Space Taken Weight
Back Small Back Pack gives storage space of 30 0  

9. 
Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Claw Slash Slashes at target with claws doing 2d10 plus melee power damage 5 EP;
1 attack
1 hex affecting 1 target instant 1 skill point =
2 skill mastery %
50
Vertigo Blast Produces an invisible magical attack which makes the target dizzy, causing the target to lose 1⁄2 of their actions and movement rate. 4 SA;
1 support and 1 magic
5 hex affecting 1 target dizzyness for 1d3 rounds 2 skill points =
1 skill mastery %
30
Trained Strike With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%. 5 EP;
1 attack
weapon's range instant 1 skill point =
2 skill mastery %
95
2-Hit Combo This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending. 20 EP;
1 attack
weapon's range affecting 1 to 2 targets instant 1 skill point =
1 skill mastery %
20
Fly This skill allows for flying at triple movement rates. If the imp is carrying more than 50% of its weight limit, then the imp cannot fly. 5 EP per use.

10. 
Combat Notes

Unlike red imps, the Bog Imp prefers a solitary life. It survives by fishing and takes to the sky to avoid aquatic predators and to the water to avoid aerial and land predators. Bog Imps flee rather than fight, but often find themselves employed as spies for more powerful creatures. They are known for wry senses of humor and have, on occasion, been caught replacing an
adventurer’s gear with the remains of their latest meal. They are typically in large groups of five or more, and will only attack if cornered, and only enough to ensure their safe escape.


The bog imp has four natural attacks; a weak bite, a weak claw, a weak tail jab, and a magical attack. The magical attack deals little damage but makes the target dizzy. The attack is invisible and often used to cover an escape by the mischievous imp. Bog imps will wear weapons and armor, but may or may not use weapons efficiently. Bog imps can be encountered in groups of 5 to 20, and will try to flee any chance they get.

11. Spoils

2d% worth of Duram: You may loot the body for 2d% worth of duram. If you are trying to pick pocket or steal the money from a living target, you will first need to determine how much duram the target has by rolling 2d%. Then on a successful pick pocket or steal you will roll the percent dice again, getting a percentage of the target's money.
Any and All Available Loot: You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.

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Wiki+ page: Death Elemental

1. Basic Info

Type: Summon, Elemental

Alignment: neutral

Moral Points: 0

Build: N/A

Habitat: Free Death Elementals tend to live in graveyards, tombs, and other places of the dead. They can sometimes be found in dead swamps or other dieing lands and sometimes in villages or other locations where there are a lot of sick and dieing people.

Appearance: Death Elementals usually appear as robed figures carrying scythes. Some are skeletal, some are pale men, and some as nothingness under the cloak.

Runic Element: Death

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the time element by +10. Decrease magical damage done against those of the life element by -10.
  • Effects on Magic Defense: 20% chance for immunity to death and time magic attacks.
  • Supportive Effects: Automatically increase SA or EP (your choice) by 10. You can only choose one and it is a permanent effect.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 100 100  
 SA 100 100 +10 (runic element)
 EP 100 100  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 0 0 Natural PR: 25
 MR 0 0 Natural MR: 50
 Block      

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 50 95  
Speed 50 95  
Mental 50 95  
Strength 50 95  
Luck 50 95  
Will 2 10  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 2  
Perception 35  
Weight Limits Carry:  N/A
Lift 1H:  N/A
Lift 2H:  N/A
 
Success Points 6  
Failure Points 4  
Move Rates World:  5
Area:  50
Battle:  8
 
Area Ranges Throw:  5
Jump Up:  5
Jump Across:  7
 
Battle Ranges Throw:  10
Jump Up:  10
Jump Across:  14
 
Aim 25  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 5  
Evade 50  
Offense Melee:  5
Throw:  7
Bow:  3
Critical:  50
 
Magic Stats Magic Power:  5
Critical:  50
Magic Power: +10

6. 
Skills & Abilities

 

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Necromancy Magic Able to cast any necromancy spell with its mastery depending on the tier. Tier 1 = 90%, Tier 2 = 70%, Tier 3 = 50%, Tier 4 = 30%, Tier 5 = 10%, Tier 6 = 5% depends on spell depends on spell depends on spell N/A Tier 1: 90
Tier 2: 70
Tier 3: 50
Tier 4: 30
Tier 5: 10
Tier 6: 5
Magic Absorb Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action. 1 /3 rd damage to SA self instant 1 skill point =
2 skill mastery %
75
Magic Redirect This skill allows you to redirect either 25%, 50%, 75% or all of the stored magic damage into your magic spell attack, increasing your total damage by that amount. This is a free action. N/A spell's range instant 1 skill point =
2 skill mastery %
95
Magic Store This ability allows you to store your absorbed magical damage so that you can release it later with the Magic Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to SA per round.

7. 
Combat Notes

Death elementals roam the country-side seeking those that are about to die. As such, even those that are controlled are not a welcome sight anywhere. The elementals themselves do not do anything with the soul of the dead, despite belief in the contrary. They are merely fascinated by death in all of its aspects.


The death elemental attacks with it’s scythe. It’s gaze can paralyze creatures if it so desires. It can command the undead and spirits, and often raises a small skeleton force and steed to accompany it. Death Elementals are not aggressive, but will fight anything that attacks it or gets in its way. Usually you will only find one unless there is a lot of death in the area.


Death Elementals are equipped with a Spectral Scythe that deals an extra 50 points of damage and 1d20 HP poison damage per round. The scythe cannot be stolen or disarmed and disappears when the elemental is defeated.

 

8. Spoils

1⁄4 pounds of Black Glass: Make a luck check to see if the elemental leaves behind 0.25 pounds of black glass.
1⁄4 pounds of Black Ylem: Replaces Black Glass if successful luck check is lower than 5.
1⁄4 pounds of Onyx: Replaces Blac Glass if successful luck check is 5 and greater but lower than 11.

There is no monetary or equipment reward.

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Wiki+ page: Death Imp

1. Basic Info

Type: Moderate Size Xenic Creature, Imp

Alignment: dark

Moral Points: -15

Build: small

Habitat: Death Imps prefer dark places, whether they be caves, ruins, basements, sewers, or even castles. They can travel in sunlight, but they prefer not to.

Appearance: A death imp is a small, twisted humanoid about 4 feet tall. It’s skin is jet black, and so are it’s eyes. It has wicked claws, bat wings, and sharp, black teeth. It does not have a tail.

Runic Element: Death

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the time element by +10. Decrease magical damage done against those of the life element by -10.
  • Effects on Magic Defense: 20% chance for immunity to death and time magic attacks.
  • Supportive Effects: Automatically increase SA or EP (your choice) by 10. You can only choose one and it is a permanent effect.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 20 20  
 SA 6 6  
 EP 30 30 +10 (runic element)

3. Armor Stats

Stat Name Current Full Modifiers
 PR 40 40  
 MR 18 18  
 Block 0 Weapon 0 Armor  

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 10 50  
Speed 18 45  
Mental 3 30  
Strength 15 50  
Luck 10 60  
Will 5 20  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 5  
Perception 12  
Weight Limits Carry:  45
Lift 1H:  7.5
Lift 2H:  15
 
Success Points 1  
Failure Points 1  
Move Rates World:  1
Area:  10
Battle:  4
 
Area Ranges Throw:  1
Jump Up:  1
Jump Across:  3
 
Battle Ranges Throw:  2
Jump Up:  2
Jump Across:  6
 
Aim 2  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 1  
Evade 11 Small Target Bonus: +5
Offense Melee:  1
Throw:  3
Bow:  -1
Critical:  13
 
Magic Stats Magic Power:  0
Critical:  7
 

6. Equipped Weapons

 

Location Item Attack Block DP Range Weight Rune Stone or Enhantments
Right Hand Steel Small Scythe + bearded 7 + 2d6 0 50 1 9  

 

7. Equipped Armor

Location Item Block PR MR Weight Other Information
Helmet Silver Chain Coif 0 4 2 1.5  
Torso Silver Chain Mail 0 18 8 20 Sneak Penalty of 20
Legs Silver Chausses 0 18 8 18 Sneak Penalty of 20
TOTAL ARMOR VALUES 0 40 18 39.5 Sneak Penalty of 40

8. Other Items

Location Item Descrption Space Taken Weight
Back Small Back Pack gives storage space of 30 0  
Waist Sheath Belt 5 storage given 0  
Sheath Belt Scythe Sheath store small scythe 1 0.26

9. 
Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Crushing Grip Leaps up and grabs onto the target's neck, holding on and doing 4 x melee power damage per round. 5 EP;
1 attack and 1 support
1 hex affecting 1 target 1d4 rounds 2 skill points =
1 skill mastery %
30
Poison Blast Produces an invisible magical attack which poisons the target for 1d8 HP damage per round until cured. 4 SA;
1 support and 1 magic
5 hex affecting 1 target instant 2 skill points =
1 skill mastery %
30
Trained Strike With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%. 5 EP;
1 attack
weapon's range instant 1 skill point =
2 skill mastery %
95
2-Hit Combo This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending. 20 EP;
1 attack
weapon's range affecting 1 to 2 targets instant 1 skill point =
1 skill mastery %
20
Fly This skill allows for flying at triple movement rates. If the imp is carrying more than 50% of its weight limit, then the imp cannot fly. 5 EP per use.

10. 
Combat Notes

Death Imps are vicious little runts that prefer to attack those who are asleep or incapacitated. They make good use of poisons and are often employed by those with enough coin as assassins.


The death imp flees rather than directly confront and will beg for it’s life if cornered. It is immune to all forms of poison, and will seek out sprites to snack on where possible. It uses it’s poison immunity to coat it’s claws and teeth with thick, poisonous goo, and typically scratches it’s targets from hiding or while they are asleep. It uses it’s skin coloring to hide effectively in the shadows. If hired to kill a wealthy target, it may instead confront the target with an offer not to kill it for an equivalent sum of money offered for the assassination. Death imps can be found alone, but usually in groups of 4 to 10.

11. Spoils

3d% worth of Duram: You may loot the body for 3d% worth of duram. If you are trying to pick pocket or steal the money from a living target, you will first need to determine how much duram the target has by rolling 3d%. Then on a successful pick pocket or steal you will roll the percent dice again, getting a percentage of the target's money.
Any and All Available Loot: You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.

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Wiki+ page: Earth Elemental


 

1. Basic Info

Type: Summon, Elemental

Alignment: neutral

Moral Points: 0

Build: N/A

Habitat: Wild Earth Elementals are all over the place and most people don’t even recognize them. They range from ‘moving islands’ to ancient hills and mountains. It is uncommon to see one actually moving about.

Appearance: They appear however it’s creator wishes it to appear, although composed of whatever earth materials were available at the time. Earth Elementals tends to shift to a hillock kind of shape over time, eventually becoming low, almost flat and losing their limbs.

Runic Element: Earth

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the air element by +10. Decrease magical damage done against those of the fire element by -10.
  • Effects on Magic Defense: 20% chance for immunity to earth and air magic attacks.
  • Supportive Effects: 20% chance to decrease physical damages by half.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 100 100  
 SA 100 100  
 EP 100 100  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 0 0 Natural PR: 25
 MR 0 0 Natural MR: 50
 Block      

 50% chance of weapon getting stuck in elemental

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 50 95  
Speed 50 95  
Mental 50 95  
Strength 50 95  
Luck 50 95  
Will 2 10  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 2  
Perception 35  
Weight Limits Carry:  N/A
Lift 1H:  N/A
Lift 2H:  N/A
 
Success Points 6  
Failure Points 4  
Move Rates World:  5
Area:  50
Battle:  8
 
Area Ranges Throw:  5
Jump Up:  5
Jump Across:  7
 
Battle Ranges Throw:  10
Jump Up:  10
Jump Across:  14
 
Aim 25  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 5  
Evade 50 Slow Creature Penalty: -50
Offense Melee:  5
Throw:  7
Bow:  3
Critical:  50
 
Magic Stats Magic Power:  5
Critical:  50
Magic Power: +10

6. 
Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Geomancy Magic Able to cast any geomancy spell with its mastery depending on the tier. Tier 1 = 90%, Tier 2 = 70%, Tier 3 = 50%, Tier 4 = 30%, Tier 5 = 10%, Tier 6 = 5% depends on spell depends on spell depends on spell N/A Tier 1: 90
Tier 2: 70
Tier 3: 50
Tier 4: 30
Tier 5: 10
Tier 6: 5
Magic Absorb Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action. 1 /3 rd damage to SA self instant 1 skill point =
2 skill mastery %
75
Magic Redirect This skill allows you to redirect either 25%, 50%, 75% or all of the stored magic damage into your magic spell attack, increasing your total damage by that amount. This is a free action. N/A spell's range instant 1 skill point =
2 skill mastery %
95
Magic Store This ability allows you to store your absorbed magical damage so that you can release it later with the Magic Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to SA per round.

7. 
Combat Notes

Earth Elementals are stubborn beings that wish to rejoin with the world and often sleep themselves into oblivion to do just that.


They tend to wade into combat with their fists swinging. Those rare few built to resemble animals or to be holding weaponry are less dangerous than those who use their fists. Fully half the blows struck against them glance off their earthy forms harmlessly or pass through like passing through mud, with a 50% chance of getting stuck. Those hit by an Earth Elemental’s
fist must resist being stunned for three rounds. A slain Earth Elemental disintegrates into it’s component dirt.

 

8. Spoils

1⁄4 pounds of Green Glass: Make a luck check to see if the elemental leaves behind 0.25 pounds of green glass.
1⁄4 pounds of Black Ylem: Replaces Green Glass if successful luck check is lower than 5.
1⁄4 pounds of Jade: Replaces Green Glass if successful luck check is 5 and greater but lower than 11.

There is no monetary or equipment reward.

View

Wiki+ page: Echo Shiff


 

1. Basic Info

Type: Moderate Size Xenic Creature

Alignment: evil

Moral Points: -35

Build: small

Habitat: Most often found in dark caves, the Echo Shiff has also been spotted in deep forests and ancient ruins. If there are ruins along a roadside, the echo shiff may act as highway
men at night, robbing and murdering any hapless traveler.

Appearance: Echo Shiffs appear as humanoids with lanky, greasy hair that reaches to their knees. The eyes of the echo shiff are flat, reflection-less black, and their noses tiny. They have no visible orifices. Their hands and feet are clawed and they typically move in jerky manners.

Runic Element: Time

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the life element by +10 . Decrease magical damage done against those of the death element by -10.
  • Effects on Magic Defense: 20% chance for immunity to time and life magic attacks.
  • Supportive Effects: Able to sacrifice your magic actions for an extra non-skill attack, potion use, or evasion chance for that round.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 60 60  
 SA 30 30  
 EP 80 80  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 61 61  
 MR 77 77  
 Block 0 Weapon 0 Armor  

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 30 65  
Speed 60 95  
Mental 15 40  
Strength 40 50  
Luck 20 95  
Will 20 50  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 20  
Perception 18  
Weight Limits Carry:  120
Lift 1H:  20
Lift 2H:  40
 
Success Points 2  
Failure Points 1  
Move Rates World:  6
Area:  60
Battle:  9
move rates x 2
Area Ranges Throw:  4
Jump Up:  6
Jump Across:  8
 
Battle Ranges Throw:  8
Jump Up:  12
Jump Across:  16
 
Aim 8  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
attack 4 times with one attack (no skill use with this)
Initiative 6  +2
Evade 32  
Offense Melee:  4
Throw:  6
Bow:  2
Critical:  30
Melee: +10
Magic Stats Magic Power:  1
Critical:  18
 

6. Equipped Weapons

 

Location Item Attack Block DP Range Weight Rune Stone or Enhantments
Right Hand Echo Shiff Claws 5 + 2d8 0 N/A 1 N/A  
Left Hand Echo Shiff Claws 5 +2d8 0 N/A 1 N/A  

 

7. Equipped Armor

Location Item Block PR MR Weight Other Information
Over Garment Leather Cloak + cured, enchanted, cowl 0 9 13 2.6  
Torso Leather Brigandine + cured, enchanted, belted 0 27 35 19.5 no protection against axes
Legs Leather Greaves + cured, enchanted 0 25 29 13 no protection against axes
TOTAL ARMOR VALUES 0 61 77 35.1 no protection against axes
 

8. 
Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Powered Claw Slash Puts full strength into claw slash, doubling total damage: can't use the 4 attack with this skill. 15 EP;
1 attack
1 hex affecting 1 target instant 1 skill point =
2 skill mastery %
50
Latching Attack Leaps up and grabs onto the target's back, holding on and constantly gnawing on the target causing claw damage increased by melee power damage per round. This also decreases the target's actions by half and prevents the target from moving while the echo shiff is latched on. 20 EP;
1 support and 1 attack
jump range affecting 1 target 1d6 rounds 2 skill points =
1 skill mastery %
30
Frenzy With this skill the echo shiff flails claws madly at the target. The echo shiff has to roll a 1d10. The
number showed on the 1d10 represents how many claw slashes land onto the target, each doing claw
damage plus melee power damage but no critical hit chance. The target can try to evade each claw individually or defend against the entire attack, but cannot evade against the entire attack with one evade action.
25 EP;
1 attack
1 hex affecting 1 target instant 4 skill points =
1 skill mastery %
35
Counter Attack This skill allows you to counter an enemy's attack with a normal attack. No skills may be used. You must be able to reach the attacker. You can move to reach the attacker if you have any movement left. 15 EP;
1 defense
weapon's + movement range affecting 1 target instant 1 skill point =
1 skill mastery %
60

9. 
Combat Notes

Perhaps one of the most malicious beasts, Echo Shiffs are more than willing to kill for the sake of killing and enjoy torturing their victims. They attack without provocations, are thieves, and will lie without moral dilemma or delay.


Echo Shiffs are hard to hit. In addition, Echo Shiffs are able of attacking four times faster than most other races, giving them 4 attacks for one action. These extra attack actions can only be used for normal attacks however, and not skill usage. Their two major weaknesses is their ability to get distracted with the idea of torture and their inability to decide upon a group leader. Echo Shiffs are never alone and are always encountered in odd numbered groups from three to twenty three.

 

10. Spoils

5d20 worth of Shillings: You may loot the body for 5d20 worth of shillings. If you are trying to pick pocket or steal the money from a living target, you will first need to determine how much shillings the target has by rolling 5d20. Then on a successful pick pocket or steal you will roll the percent dice, getting a percentage of the target's money.
Any and All Available Loot: You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.
Echo Shiff Claws: You may remove the claws of a dead Echo Shiff. Each claw weighs 0.5 pounds and has the same values as steel, except that its attack value is 5 + 2d8 and its worth is 9.00 (all values per pound), making each claw worth 4.50. Each echo shiff has a total of 8 claws. Claws cannot be used like other materials to make weapons however you can make a set of claw weapons with the claws, or attach the claws to your gloves or gauntlets to use them as a weapon.

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Wiki+ page: Falgaa Bird

1. Basic Info

Type: Small Fowl

Alignment: neutral

Moral Points: 0

Build: small

Habitat: Falgaa birds enjoy woodlands and large forests

Appearance: Coal black birds whose feathers appear almost more like fur than they do typical feathers, falgaa birds have nearly spherical bodies and razor sharp beaks that extend fully 3/4th of their body length from their tiny knob of a head. Their eyes are tiny and beady and their feathers greasy.

Runic Element: Fire

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the earth element by +10. Decrease magical damage done against those of the water element by -10.
  • Effects on Magic Defense: 20% chance for immunity to fire and earth magic attacks.
  • Supportive Effects: Automatically increase offensive powers (melee, bow, and throw) by 5.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 16 16  
 SA 6 6  
 EP 14 14  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 0 0 Natural PR: 25
 MR 0 0  
 Block      

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 8 40  
Speed 70 95  
Mental 3 20  
Strength 7 20  
Luck 1 50  
Will 1 25  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 1  
Perception 12  
Weight Limits Carry:  21
Lift 1H:  N/A
Lift 2H:  N/A
 
Success Points 1  
Failure Points 1  
Move Rates World:  7
Area:  70
Battle:  10
 
Area Ranges Throw:  N/A
Jump Up:  7
Jump Across:  9
 
Battle Ranges Throw:  N/A
Jump Up:  14
Jump Across:  18
 
Aim N/A  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
Defense: +1
Initiative 7  
Evade 25 Small Target Bonus: +10
Offense Melee:  0
Throw:  N/A
Bow:  N/A
Critical:  4
Melee: +5
Magic Stats Magic Power:  0
Critical:  2
 

6. 
Skills & Abilities

 

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Dive Bomb This skill allows the falgaa bird to fly up into the air and come down beak first at the target. This attack does double damage. 5 EP;
1 attack and 1 support
movement range affecting 1 target instant 1 skill point =
2 skill mastery %
75
Piercing Squawk This skill allows the falgaa bird to produce a loud squawk that causes any in range to go berserk. Any affected targets can make a will check to avoid being affected. 20 SA;
1 support
affecting a 4x4 hex area around self effect lasts for 5 rounds 2 skill points =
1 skill mastery %
50
Short Fly This ability allows the falgaa bird to fly at double movement rate. The falgaa bird must land between flight movement actions. Spend 1 EP per use.
Self Destruct This ability is attempted each time the falgaa bird is hit by rolling a 20% or below. If this is successful, the falgaa bird is destroyed as it explodes. Its explosion causes 5d12 damage to any within a 3x3 hex area. Falgaa birds who self destruct cannot resurrect as a phoenix.
Phoenix Resurrect This ability allows the falgaa bird to resurrect as a phoenix upon death. There is a 10% chance for the dead falgaa bird to resurrect into a phoenix upon death. All major stats are doubled, including racial maximums, but not to exceed 95. This is permanent as the falgaa bird is permanently transformed into a phoenix. All derived stats will change based on the new stats. Phoenixes also have this ability but their stats will not increase.

7. 
Combat Notes

Falgaa birds are foul tempered and easily angered. They tend to dive en mass, all making successive beak attacks against the same target until it is dead. While their diet typically consists of various seeds, nuts, and small rodents, they are more than willing to supplement their diet with a little carrion. Falgaa birds will overlook other creatures and not attack them if they are familiar with them, including man, however falgaa birds are not intimidated by size and are immune to fear. Falgaa birds are loud, making screeching loud chirps that can drive some beasts running and others into a frenzy.


Falgaa bird beaks can pierce steel, avoiding 20of the target's armor (20% damage is done to HP), but can also get stuck in the armor 25% of the time. They fight only with their beaks, and have a 20% chance of exploding when they are hit. There is also a 10% chance for dead falgaa birds to resurrect as a phoenix. Falgaa birds’ tempers cause them to attack any target in range, including other falgaa birds or allies. Trained falgaa birds do not share this trait. You can encounter anywhere from 1 to 30 or more.

 

8. Spoils

0.1 pounds of Falgaa Feathers: You can collect up to 0.1 pounds of Falgaa Bird feathers, which are valued at 1.50 per pound.

0.15 pounds of Falgaa Bird Meat: You can collect up to 0.15 pounds of Falgaa Bird meat, which is valued at 2.00 per pound. Falgaa Bird meat has the following alchemical effects…

  • Effect 1: Restores 10 HP
  • Effect 2: Restores 10 EP
  • Effect 3: Causes 2d4 fire damage
  • Effect 4: Inflicts Berserk for 5 rounds

There is no monetary or equipment reward.

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Wiki+ page: Fog Imp

1. Basic Info

Type: Moderate Size Xenic Creature, Imp

Alignment: neutral

Moral Points: -10

Build: small

Habitat: Fog imps like caves as well as sewers, river valleys, and woodland areas. They may also habitat ancient ruins.

Appearance: A fog imp is a small, thin humanoid that ranges from 2 feet to 3 feet in height. It has small claws, feathery wings, and small, sharp teeth with elongated canines. It has a 1 foot long, slender, almost rat-like tail.

Runic Element: Air

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the water element by +10. Decrease magical damage done to those of the earth element by -10.
  • Effects on Magic Defense: 20% chance for immunity to air an water magic attacks.
  • Supportive Effects: Ranges of your projectile or thrown attacks by automatically increased by +5.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 20 20  
 SA 6 6  
 EP 30 30  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 39 39  
 MR 26 26 +7 MR against life magic
 Block 0 Weapon 0 Armor  

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 10 50  
Speed 18 45  
Mental 3 30  
Strength 15 50  
Luck 10 60  
Will 5 20  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 5  
Perception 12  
Weight Limits Carry:  45
Lift 1H:  7.5
Lift 2H:  15
 
Success Points 1  
Failure Points 1  
Move Rates World:  1
Area:  10
Battle:  4
 
Area Ranges Throw:  1
Jump Up:  1
Jump Across:  3
 
Battle Ranges Throw:  2
Jump Up:  2
Jump Across:  6
 
Aim 2  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 1  
Evade 11 Small Target Bonus: +5
Offense Melee:  1
Throw:  3
Bow:  -1
Critical:  13
 
Magic Stats Magic Power:  0
Critical:  7
 

6. Equipped Weapons

 

Location Item Attack Block DP Range Weight Rune Stone or Enhantments
Right Hand Steel Chain Whip 10 + 1d8 0 90 5 4  

 

7. Equipped Armor

Location Item Block PR MR Weight Other Information
Helmet Gold Sallet 0 3 2 1 +1 MR against life magic
Torso Gold Chain Mail 0 18 12 20 Sneak Penalty of 20, +6 MR against life magic
Legs Gold Chausses 0 18 12 18 Sneak Penalty of 20, +6 MR against life magic
TOTAL ARMOR VALUES 0 39 26 39 Sneak Penalty of 40, +7 MR against life magic

8. Other Items

Location Item Descrption Space Taken Weight
Back Small Back Pack gives storage space of 30 0  
Waist Sheath Belt gives storage space of 5 0  
Sheath Belt Whip Holster store whip 1 0.26

9. 
Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Cat Scratch This skill allows the imp to scratch at its target repeatedly. The imp will roll a 1d6, with the number
shown on the dice indicating the number of attacks the imp does. The target can try to evade each individual attack or defend against the entire attack, but cannot evade the entire attack with one action.
5 EP;
1 attack
1 hex affecting 1 target instant 2 skill points =
1 skill mastery %
40
Transform into Fog This skill allows the imp to transform into fog. As fog, the imp can pass through anywhere that air can and is unaffected by physical weapons. While in a fog state the imp is still affected by magic. Unlike fog dragonians, the imp can only stay as a fog for one action. 5 SA;
1 support and 1 magic
self instant 2 skill points =
1 skill mastery %
35
Trained Strike With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%. 5 EP;
1 attack
weapon's range instant 1 skill point =
2 skill mastery %
95
2-Hit Combo This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending. 20 EP;
1 attack
weapon's range affecting 1 to 2 targets instant 1 skill point =
1 skill mastery %
20
Fly This skill allows for flying at triple movement rates. If the imp is carrying more than 50% of its weight limit, then the imp cannot fly. 5 EP per use.

10. 
Combat Notes

Fog imps are cowards who do not like to be seen but like to be known. They are tricksters, willing to play a trick on someone, such as swap out their gear for any odd item, including very rarely better gear, found within it’s domain, and then hide and watch the affected person’s reaction with amusement. Unlike some other imps, fog imps will not attack unless they feel corned and have no way out except to attack or if they feel like their tricks are being ignored or ridiculed and then do so just for the attention they so desire.


The fog imp will boldly attack once, each round and then try to flee. If the fog imp cannot try to flee by the end of it’s active round, and is near another enemy target, it may or may not decide to attack that target as well. The fog imp also may decide to attack it’s enemies enemy targets, just for their reaction. Fog imps have a natural ability to transition into fog to avoid a physical attack, thus magical attacks work best against them.

 

11. Spoils

2d% worth of Duram: You may loot the body for 2d% worth of duram. If you are trying to pick pocket or steal the money from a living target, you will first need to determine how much duram the target has by rolling 2d%. Then on a successful pick pocket or steal you will roll the percent dice again, getting a percentage of the target's money.
Any and All Available Loot: You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.

 

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Wiki+ page: Ghoul

1. Basic Info

Type: Undead

Alignment: evil

Moral Points: -50

Build: medium

Habitat: Ghouls can be found in cementaries, sewers, and ancient ruins. It is also common to find them traveling about at night. You will never find a ghoul out during the day as they fear the sunlight.

Appearance: A ghoul is a shapeshifting undead creature that can assume the guise of an animal. It lures unwary people into abandoned places to slay and devour them. The creature also preys on young children, drinks blood, steals coins, and eats the dead, then taking the form of the person most recently eaten.

Runic Element: Death

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the time element by +10. Decrease magical damage done against those of the life element by -10.
  • Effects on Magic Defense: 20% chance for immunity to death and time magic attacks.
  • Supportive Effects: Automatically increase SA or EP (your choice) by 10. You can only choose one and it is a permanent effect.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 100 100  
 SA 50 50  
 EP 160 160 +10 (runic element)

3. Armor Stats

Stat Name Current Full Modifiers
 PR 57 57 no protection against axes
 MR 60 60  
 Block 0 Weapon 15 Armor Does not block against axes or piercing weapons

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 50 95  
Speed 10 30  
Mental 25 50  
Strength 80 95  
Luck 20 40  
Will 50 95  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 50  
Perception 23  
Weight Limits Carry:  260
Lift 1H:  43.34
Lift 2H:  86.68
 
Success Points 3  
Failure Points 1  
Move Rates World:  1
Area:  10
Battle:  4
 
Area Ranges Throw:  8
Jump Up:  1
Jump Across:  3
 
Battle Ranges Throw:  16
Jump Up:  2
Jump Across:  6
 
Aim 13  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
Attack: +1
Initiative 1  
Evade 19  
Offense Melee:  8
Throw:  10
Bow:  6
Critical:  50
Melee: +20
Magic Stats Magic Power:  2
Critical:  23
 

 

6. Equipped Armor

Location Item Block PR MR Weight Other Information
Arms Lether Bracers + cured 15 3 3 1.3 Does not block against axes or piercing weapons; Does not protect against axes
Helmet Leather Cap 0 2 3 1.3  
Over Garment Leather Cape +cured 0 6 6 1.95  
Torso Leather Cuirass + cured 0 21 24 13 no protection against axes
Legs Leather Greaves + cured 0 25 24 13 no protection against axes
TOTAL ARMOR VALUES 15 57 60 30.55 no protection against axes
 

7. 
Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Punch With this skill you kick the target to the front of you doing Melee Power +7 damage. This skill also allows you to make a strength check to attempt to knock the target out for 1 round. 3 EP;
1 attack
1 hex forward affecting 1 target instant 1 skill point =
2 skill mastery %
75
Block This is a basic defensive skill which allows you to block a hit. You can only block a hit with a weapon, shield, or arm armor and must choose with which to block with. Then you will subtract the block value of what you blocked with from the attack. What is left from the attack is what affects your character and the shield or weapon's DP or the armor's PR decreases by 10% of the damage blocked. 5 EP;
1 defense
self instant 1 skill point =
2 skill mastery %
50
Hit Recovery 20% chance that the hit to the ghoul restores by the damage amount instead of damages, only works with physical attacks.
Shape Shift Take the appearance of whatever its facing by spending 10 SA and 1 support action. That form becomes its form until it shape shifts again.
Knowledge Absorb Gain all of the target's skills, spells, memories, and abilities upon eatting the target. Must be shape shifted into target for this to work. Once shape shifted into another target, those skills and abilities are lost.

8. 
Combat Notes

Ghouls were once zombies but were further twisted by dark death magic into a creature that craves the taste of flesh. The ghoul will lure its unsuspecting prey away from others into abandoned places where it will slay and devour them. The ghoul will then take that person or animal's form and learn all that its meal once knew while forgetting everything else. Ghouls seem inteligent, able to speak and act very much like the being that they have become, but the intelligence is not their own.

Ghouls prefer to prey on the weak and to lure their victims away from others. However if cornered or if hungry enough, ghouls will attack more powerful targets and groups. Once on the attack, the ghoul is very much like a wild animal and will attack until it has slain its target. While ghouls are typically loners, sometimes a pair or a few of them will be found together. Since they will look like their last meal, the only way to truly identify a ghoul is by its sunken eyes and its aversion to sunlight.

9. Spoils

Any and All Available Loot: You may loot the body of any weapons, armor, currency, and other goods. Only the holster and back pack can be stolen from a living target.

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