Elemental Races


If you would like to make a race for the realm, make it in the same fashion the rest of the races are, and send it to DrakeRCE2 and Sunspot Dragoon.

To allow a little bit of independance in the realm, and some individualism to each character, you will be allowed to make 2 special abilitys. Each Ability can only be used once per combat, unless otherwise stated.Send the specials in with your application to be approved. All specials are to be made with a relative likeness to what your race and occupation is.Each Should Also Contain a Name, Description, and Dice Roll(s).


Non-Elemental Races


(Will be stated in category's listing for light or dark)


Humans


Humans are known to be what they want to be. They have very little natural instinct. Most of their attitudes and ways come from what their culture/community and family made it. Most humans are good at heart, but not outweighting the share of evil humans by much. Light or dark alignment.

Paygrade:30 GP every Monday.
Power (AD) Enhancements: +2 per level.
Defense (BD) Enhancements: +1 per level.
Advantages: They are smart and strong. Humans also have a great imagination and are good at making things to make their lives easier.
Disadvantages: They are not very strong in defense, because they are known to get scared and freeze at times.

Vampire


Vampires are not of the most liked races of all. Most of the time they are hated and rejected by many. Most of the hatred brought to the face of the vampire is caused by fear of the unknown because they dont get around people that much. Many have short tempers, but some have self-control. Dark alignment only.

Paygrade: 30 GP every Monday.
Power (AD) Enhancements: +1 per level.
Defence (BD) Enhancements: +1 per level.
Advantages: Vampires have the capability to turn others into "secondary" vampires. Secondary vampires are people that are not of the vampire race but are still vampires because they were bit by a vampire. To do this, a vampire would roll a 1d20. 10 or higher, they feed on the person and turn them into a secondary vampire.
Disadvantages: Vampires can only use the spells of the levels below them. They cannot turn any race of spirit into a secondary vampire.

Elemental Races



Earth



Earth Elementals


Earth elementals are humans made of things of the earth. They have great power physically, but they aren't very intelligent. They are of average knowledge and can do just about anything anyone else can; they're just not too bright sometimes. Light or dark alignment.

Paygrade: 25 GP every Monday.
Power (AD) Enhancements: +2 per level.
Defense (BD)Enhancements: +2 per level.
Advantages: Earth elementals take -3 damage on elemental spells of water and wind, and they take no damage for spirit spells. Disadvantages: They take +3 damage on all fire Spells. Earth elementals can only use earth elemental spells, and non-elemental spells.

Tigers


Tigers are the protectors of the land. They have a love for the earth that is unbearable at times. They are also known for being very dosile, but tigers are also known to be very protective over the things they love, and become very blood thirsty when messed with. Light alignment only.

Paygrade: 30 GP every Monday.
Power (AD) Enhancements: +3 per level.
Defense (BD)Enhancements: +1 per level.
Advantages: Get +3 to all hand attacks.
Disadvantages: Cannot use weapons of any type.
Giants


Giants are known for their brute strength, and intimidating size, but yet, they are easy to get along with and are good natured. A giant's temper is nothing to mess with, but if you somehow manage to set it off, be prepared for a good fight. Dark or light alignment.

Paygrade: 25 GP every Monday.
Power (AD) Enhancements: +3 per level.
Defense (BD) Per Level: +3 per level.
Advantages: Pure brute strength.
Disadvantages: Giants cannot use magic.

Elf


Elfs are normally good at heart and take care of their own or anyone else who needs it. Elfs like small communities and are not known for loning, although a few do, and all of them can. Elfs are basically the normal people of the realm. Light Alignment Only.

Paygrade: 20 every Monday.
Power (AD) Enhancements: +2 per level.
Defense (BD) Enhancements: +1 per level.
Advantages: Elf's are great creators. Elf's can make a new modifier every mun month in place of their current modifier (all modifiers must be okayed through DrakeRCE2 and Sunspot Dragoon
Disadvantages: None.

Goblins


Goblins look like three inch minatures of orcs and act like orcs, except for a few aspects. When you look at a goblin that is by his/herself, you think that he/she is weak, and goblins by themselves are. Goblins stay in small packs from 3 to 6. When they are found in packs, they are known to cause a lot of trouble. Just keep an eye on your wallet. Dark Alignment Only.
Paygrades: 30 GP every Monday.
Power (AD) enhancements: None.
Defense (BD) Enhancements: None.
Advantages: Goblins can attack 2 goblins on one opponent if the opponent is two or more levels higher than the highest level goblin.
Disadvantages: Goblins are known to be weak power and defense wise.

Orc's


Orcs are known to be very careless for anyone, except their hords. The more you fear them, the more you feed them. The more you mess with their hord, the more you play with death. Orcs are extremely powerful physically, but mentally, they're nothing. Dark Alignment only.

Paygrade: 25 GP every Monday.
Power (AD) Enhancements: +2 AD per level.
Defense (BD) Enhancements: +1 BD per level.
Advantages: Since Orcs stay in hords, they can fight in hords. If a fighting Orc is scared he/she might be killed, they can have another hord member fight for them. Only one trade-off can be made per battle.
Disadvantages: Orcs can only use the spells from the levels below them, not the spells from their current level or above.

Fire



Pheonix


Pheonix are the protectors of fire. Fire is what they are spawned of, but they take the shape of a bird. Known to be very wise and knowladgeable, upon being very powerful, they are great help in times of need. Light or Dark Alignment.

Paygrade: 35 GP every Monday.
Power (AD) Enhancements: +2 per level. Defense (BD)Enhancements: None
Advantages: Phoenixes can use all spells of their level, the levels below them, and the 2 levels above them. Disadvantages: They take +2 to all water damage spells.

Fire Elemental


Fire elementals look like walking humans made of flames. They are the true spawn of fire. Fire is what they are born of and live with. They are not very powerful, but they are great defenders. Light or Dark Alignment

Paygrade: 20 GP every Monday.
Power (AD) Enhancements: None.
Defense (BD)Enhancements: +3 per level. Advantages: They recieve the following spell upon spawning:
Fire Wall- A ring of fire cirles the fire elemntal and 2 other people, protecting them from all damage for 1d5 rounds/mun minutes. Only the fire elemntal can break through the wall to attack outside of it.
Disadvantages: Take +5 to all water damage spells.

Dragon


Dragons are not known for being the fastest of creatures in combat, though they have a lot of brute strength and intelligence. Dragons can have a bad temper that can be controlled until pushed to a certain extent. Light or Dark Alignments.

Paygrade: 20 GP every Monday.
Power (AD) Enhancements: +2 every 2 levels.
Defense (BD) Enhancements: +3 every 2 levels.
Advantages: Dragons have strong scales for defense, making their defense higher than most creatures.
Disadvantages: Dragons learn things normally, but like to learn them thoroughly, so they end up taking longer to learn. Dragons only get their AD/BD enhancements and spells every 2 levels.

Demons


Demons are the most destructive spawns of fire. Taking on the form of an upright standing goat, they are not something to mess with. They range in size, from small to "Holy shit!", and they are a force not to be reckoned with. Evil Alignment Only.

Paygrade: 30 GP every Monday.
Power (AD) Enhancements: +2 per level.
Defense (BD) Enhancements: +1 per level.
Advantages: Take no damage from fire spells.
Disadvantages: Take +4 damage to water spells.

Wind



Hawks

Hawks are great in their nature. Very calm and collected about everything, they don't pay attention to that many agressive acts. Upon instinct, Hawks are known to be very vicious when irritated beyond the point of ignoring. Light Alignment.
Paygrade: 25 GP every Monday.
Power (AD) Enhancements: None.
Defense (BD)Enhancements: None.
Advantages: Hawks have great sight and speed, and they see things coming before they get to them and can get away sometimes. In battle, a Hawk can roll 1d10, if they roll a 9 or 10, they fly up, dodging an attack.
Disadvantages: Can only use wind spells.

Wind Elemental


Wind Elementals look like humans, but they are made of clouds. They are extremely quick, and are good at getting out of rough situations by running. Light or Dark Alignment.

Paygrade: 25 GP every Monday.
Power (AD) Enhancements: None.
Defense (BD) Enhancements: None.
Advantages: Immune to all wind spells.
Disadvantages: None.

Raptors


Raptors are birds of pray. They are the rulers of the dark sky. Known for having no mercy, they attack fast, and get it over with. Dark Alignment only.

Paygrade: 20 GP every Monday.
Power (AD) Enhancements: +1 per level.
Defence (BD) Enhancements: None.
Advantages: Get +2 on all attacks using talons.
Disadvantages: Can not use weapons of any type.

Water



Water Elemental


Water Elementals, like every other elemental, are human forms of their element. They are extremely violent when they are under pressure, so they are not of the greatest choice to pick on. Light or Dark Alignment.

Paygrade: 30 GP every Monday.
Power (AD) Enhancements: +1 per level.
Defence (BD) Enhancements: +1 per level.
Advantages: Get +3 on all attacks when fighting a person of the fire element.
Disadvantages: None.

ShapeShifter


Shape Shifters are humans of a more evolved form. Being made of 99% water, they have the ability to morph into any shape they want to. Shape Shifters are of no certain nature because they take on the nature of what they are morphed into, though they do have a good or evil nature, all depending on the individual.

Paygrade: 35 GP every Monday.
Power (AD) Enhancements: +2 per level.
Defense (BD) Enhancements: +1 per level.
Advantages: They can shape-shift into anything they want just to disguise themselves. Shape Shifters can not be AAed, or KAed when morphed because the assassin can never be sure if its the right person.
Disadvantages: Shape Shifters get weak from the energy they use when they morph and can only be morphed for a max of 1 mun hour (this will be done on an honor system. If you do not hold up to it, I will require morph logs with time stating on it). Before the one hour is over, they either have to leave the room or show their identity.

Spirit



Angels/Arch Angels


Angels are good at heart naturally. They take on the looks of humans. Angels are not meant to be fighters and are more known to try and avoid fights at all cost until forced. Angels' only advantage is they have abilities beyond most creatures, and they have a great defense. Arch Angels are of dark alignment, angels are of light alignment.

Paygrade: 22 GP every Monday.
Power (AD) Enhancements: None.
Defense (BD) Enhancements: +3 per level.
Advantages: Angels learn spells one level above their current level.
Disadvantages: Due to their lack of willingness to fight, they don't get an AD bonus.

Ghost


Ghost are the light-aligned spirit elementals. They come from the souls of things that have died peacefully and want to return. They are whatever they came from. If the ghost is the spirit of a tiger, the ghost is in a tiger form, and the same goes for every other category. Light Alignment only.

Paygrade: 25 GP every Monday.
Power (AD) Enhancements: None.
Defence (BD) Enhancements: +1 Per Level.
Advantages: Can escape combat easily by disappearing. Roll 1d5, 3 or higher, and they escape. Disadvantages: Cannot use any type of armor or shield.

Poltergeist


Poltergeist are souls of people who have died and come seeking revenge for their death. (If a person in the realm is killed, and are resurrected, they are resurrected as a poltergeist at level 1). Poltergeists take on the form of whatever they came from, just like a ghost. If in their life they were a human, they would be in human form.

Paygrade: 20 GP every Monday.
Power (AD) Enhancements: +1 per level.
Defence (BD) Enhancements: None.
Advantages: Can easily escape combat by disappearing. Roll a 1d5, 3 or higher, and they escape.
Disadvantages: Cannot use any type of armor or shield.


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