Post by Liliana Vess on Nov 26, 2007 16:33:20 GMT -5
Nerul:[/u]
Elf - [/b]Elves think they are superior to every other race. They are the most "human-like" of all the Nerulleon races, and they seek to gain as much power as they can. They are excellent archers but don't really specialize in hand to hand combat.
Abilities
Command - Gain control of target non-elf unit for one round. (Once per battle)
Elves Advantage - All elf archers can now fire two arrows at a single time.
Elvish Decoy - Create an illusionary "decoy" elf unit. They unit will move, and act like a part of the elvish army. If one is struck by an arrow, it will look as if it has fallen. Only once the enemy is within striking range will the illusion dissappear. The decoy unit cannot do damage. (Once per battle)
Strength: 67
Magic: 72
Speed: 58
Marksmanship: 76
Mental Stability: 59
Exp: 0
Cat Warriors - Cat Warriors are prime figures of the Nerulleon state, their legendary abilities in warfare have been known for many years among its people. These creatures then are legendary fighters, experts with swords, spears pikes, you name it, they've mastered it. Their obvious weakness if with magic, but they make up for that with strength and agility.
Abilities
Diversion - When attacking a unit or player, you may play this ability to multiply yourself by the amount of people you're fighting. These [other] versions of you cannot attack or block. (once per battle/duel)
Rising above all - Caster's strength and speed is increased by 50 for 2 rounds. (Twice per battle/duel)
A Cats defiance - Target unit of your choice get -2 attack and -2 defence for 4 rounds. (Twice per battle, battle only)
Strength: 91
Magic: 36
Speed: 78
Marksmanship: 58
Mental Stability: 53
Exp: 0
The Helgor - [/b]People often associate the Helgerians with humans, merely because they have similar shaped bodies, but if you look closely, their also different. The helgor are a nomadic tribe, their hair styles are long and messy, their faces scarred and decorated in bazaar patterns, their strong individually and stronger united. They lack magic, being a more ambush/kick your ass type of creature. But beware, Helgerians are evil, their eyes are black and their teeth sharp, their also known for cannibalism.
Abilities
Helgerian Rage - Caster forms two orbs of solidified energy onto his or her weapons, and then shoots them by swining the weapon. The orbs are then attracted to the nearest enemy unit or player, if the hit is successful, destroy target unit, if it hits a player, it deals moderate damage. (Twice per battle, Once per duel)
Helgerian Strength - You may play this ability to raise all of the casters stats by 50, or to add +5 attack and +5 defence to a target unit you control. Lasts 2 rounds. (once per battle/duel)
The Calling - If somebody tries to steal or convert a unit under your control, you may instead play this ability to nullify it. (5 times per battle/duel)
Strength: 84
Magic: 14
Speed: 76
Marksmanship: 87
Mental Stability: 92
Exp: 0
Druid - Druids are sentimental creatures, their bodies being a mixture of human and death. They are strange minded, with extreme spelling abilities, in fact, they are the only real spell casters in all of Nerul, and they're feared because of it. Druids can look sometimes like dis-formed humans, the more powerful ones even looking like a pure human, but with a mis-colour that portrays them more of a purple/gray then the skin tone of a human.
Abilities
Eruption - The caster forces a meter of earth to erupt into fragments of rock, soil and stone, he then hurls it at a target unit of his or her choice. (Twice per battle/duel)
A Druids Dream - Caster summons a globe of magic around them, that acts as an impenetrable shield for 1 round. (Three times per battle, Twice per duel)
Plasma Blast - Caster hurls a ball of solidified energy at a target unit or play. (Three times per battle/duel)
Strength: 43
Magic: 89
Speed: 48
Marksmanship: 62
Mental Stability: 80
Exp: 0
Beast Handler - Beast Handlers have a double meaning. First, they are beasts, and they are able to “summon” different types of animals to do their bidding. These handlers resemble a werewolf closely, but are not as strong, fast or violent. Unlike their savage cousins, these beasts have a large supply of magic that they use to summon other creatures. Also, they have large wings on their backs, but have never really learned how to use them.
Abilities
Power of Flight - All Beast Handlers now know how to use their wings to fly.
Summon Saprolings - Summon five saprolings to your aid. (Once per battle/duel. These saporlings dissappear when the battle/duel is over.)
Saproling Sacrifice - Sacrifice a saproling to prevent all damage that would be dealt to you this turn, or, sacrifice two saporlings to deal moderate damage to target unit. If you have sacrificed a Saproling creature this turn, you cannot sacrifice another for 2 rounds. (Three times per battle, twice per duel, rp considerate.)
Strength: 30
Magic: 75
Speed: 40
Marksmanship: 45
Mental Stability: 90
Exp: 0
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Elf - [/b]Elves think they are superior to every other race. They are the most "human-like" of all the Nerulleon races, and they seek to gain as much power as they can. They are excellent archers but don't really specialize in hand to hand combat.
Abilities
Command - Gain control of target non-elf unit for one round. (Once per battle)
Elves Advantage - All elf archers can now fire two arrows at a single time.
Elvish Decoy - Create an illusionary "decoy" elf unit. They unit will move, and act like a part of the elvish army. If one is struck by an arrow, it will look as if it has fallen. Only once the enemy is within striking range will the illusion dissappear. The decoy unit cannot do damage. (Once per battle)
Strength: 67
Magic: 72
Speed: 58
Marksmanship: 76
Mental Stability: 59
Exp: 0
Cat Warriors - Cat Warriors are prime figures of the Nerulleon state, their legendary abilities in warfare have been known for many years among its people. These creatures then are legendary fighters, experts with swords, spears pikes, you name it, they've mastered it. Their obvious weakness if with magic, but they make up for that with strength and agility.
Abilities
Diversion - When attacking a unit or player, you may play this ability to multiply yourself by the amount of people you're fighting. These [other] versions of you cannot attack or block. (once per battle/duel)
Rising above all - Caster's strength and speed is increased by 50 for 2 rounds. (Twice per battle/duel)
A Cats defiance - Target unit of your choice get -2 attack and -2 defence for 4 rounds. (Twice per battle, battle only)
Strength: 91
Magic: 36
Speed: 78
Marksmanship: 58
Mental Stability: 53
Exp: 0
The Helgor - [/b]People often associate the Helgerians with humans, merely because they have similar shaped bodies, but if you look closely, their also different. The helgor are a nomadic tribe, their hair styles are long and messy, their faces scarred and decorated in bazaar patterns, their strong individually and stronger united. They lack magic, being a more ambush/kick your ass type of creature. But beware, Helgerians are evil, their eyes are black and their teeth sharp, their also known for cannibalism.
Abilities
Helgerian Rage - Caster forms two orbs of solidified energy onto his or her weapons, and then shoots them by swining the weapon. The orbs are then attracted to the nearest enemy unit or player, if the hit is successful, destroy target unit, if it hits a player, it deals moderate damage. (Twice per battle, Once per duel)
Helgerian Strength - You may play this ability to raise all of the casters stats by 50, or to add +5 attack and +5 defence to a target unit you control. Lasts 2 rounds. (once per battle/duel)
The Calling - If somebody tries to steal or convert a unit under your control, you may instead play this ability to nullify it. (5 times per battle/duel)
Strength: 84
Magic: 14
Speed: 76
Marksmanship: 87
Mental Stability: 92
Exp: 0
Druid - Druids are sentimental creatures, their bodies being a mixture of human and death. They are strange minded, with extreme spelling abilities, in fact, they are the only real spell casters in all of Nerul, and they're feared because of it. Druids can look sometimes like dis-formed humans, the more powerful ones even looking like a pure human, but with a mis-colour that portrays them more of a purple/gray then the skin tone of a human.
Abilities
Eruption - The caster forces a meter of earth to erupt into fragments of rock, soil and stone, he then hurls it at a target unit of his or her choice. (Twice per battle/duel)
A Druids Dream - Caster summons a globe of magic around them, that acts as an impenetrable shield for 1 round. (Three times per battle, Twice per duel)
Plasma Blast - Caster hurls a ball of solidified energy at a target unit or play. (Three times per battle/duel)
Strength: 43
Magic: 89
Speed: 48
Marksmanship: 62
Mental Stability: 80
Exp: 0
Beast Handler - Beast Handlers have a double meaning. First, they are beasts, and they are able to “summon” different types of animals to do their bidding. These handlers resemble a werewolf closely, but are not as strong, fast or violent. Unlike their savage cousins, these beasts have a large supply of magic that they use to summon other creatures. Also, they have large wings on their backs, but have never really learned how to use them.
Abilities
Power of Flight - All Beast Handlers now know how to use their wings to fly.
Summon Saprolings - Summon five saprolings to your aid. (Once per battle/duel. These saporlings dissappear when the battle/duel is over.)
Saproling Sacrifice - Sacrifice a saproling to prevent all damage that would be dealt to you this turn, or, sacrifice two saporlings to deal moderate damage to target unit. If you have sacrificed a Saproling creature this turn, you cannot sacrifice another for 2 rounds. (Three times per battle, twice per duel, rp considerate.)
Strength: 30
Magic: 75
Speed: 40
Marksmanship: 45
Mental Stability: 90
Exp: 0
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