Voon
From Rampedia
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"Living in an almost bliss-like fantasy world, the Voon are a people of questionable morals. I say that, however, realizing the direct contradiction that is the Voon's means and manner; you see, the Voon are some of the nicest people you'll hope to meet. However, that is oddly counterpointed by the fact that they have started practically every war on Hatrin over the last centuries. Their smile is enticing, but methinks there is something stirring behind those beady eyes... something darker." |
An average-heighted, tan race, then Voon are beach-dwelling Hatrin’s natives. Though plain in appearance, the Voon are known for their grace, acute hearing, and charm. Often blond-haired, the Voon stand at a plain five feet, eight inches (mostly), with long, slender hands and slightly pointed ears. The Voon maintain their teen-like appearance, their emotionless faces maintaining a firm elasticity throughout their 60-some year lifespan.
The Voon, surviving typhoon and hurricane for centuries, have grown extremely resistant to water and earth magics, as well as proficient in both.
The Voon are a peace-loving tribe of creatures, but they are easily swayed into dealing with war and fight. Over the past they are the spear that has been headed time and time again into separate tribes’ battlefields and homelands. Despite their many tries, their failure to learn from their mistakes has cost them every battle they have partaken in.
Contents |
[edit] Racial Abilities
- Spell Defense
- ADEF:-2
- EDEF:3
- FDEF:-2
- WDEF:3
- LDEF:0
- DDEF:-2
- Spring: If you are near a water source, you can instantly recharge 25% MN every 30 minutes.
- Sand Blur: Throw sand at your enemy, reducing his CTH by 1 for 1d3+1 turns. Does not effect foes higher than your level.
[edit] Classes
[edit] Minstrel
A debonair master of performance and entertainment, the Minstrel is renown for his skills of alluring, mesmerizing, siphoning, and assisting. The Voon's most powerful weapon in his arsenal is his Water Flute, which, when played with various ingredients, can result in terrible or wonderful effects, both beneficial and detrimental. All Voon Minstrels carry their Water Flutes around with them at all times.
[edit] Herbalist
The Herbalist is a alchemist of botanical specialty, who can turn everyday ingredients found all around him into powerful restoration, enhancement, and detrimental vials. The Herbalist has mastered the use of pheromones, using them to lure animals near him to do his bidding. With his animal companion and his creations, the Herbalist is a force to be reckoned with!
[edit] Beachcomber
The Beachcomber is known not only known for his ability to rest literally anywhere, but his amazing treasure-finding skills. The 'Comber is a drifter by reputation, living off the land, which has granted him inherent wilderness skills, being able to track enemies, friends, and others effortlessly. The Beachcomber is also an expert in controlling the earth to create traps, obstacles, and to clear interferences for his allies.
[edit] Tide Crasher
The Tide Crasher controls rain, storms, monsoons, tsunamis, typhoons, and other various water elements effortlessly. He can freeze blocks of ice and hurl them at his enemies, or melt icebergs and create floods, washing away his foes. The Crasher can purify water, creating healing elixirs for his allies to consume and even summon water elementals to protect him and do his bidding.
| RACES (Season 2) | ||
|---|---|---|
| Aviat - Geron - Ghoul - Velin - Voon | ||
| CLASSES (Season 2) | ||
| Bane Ghoul - Beachcomber - Bone Ghoul - Cavalier - Elemental - Evoker - Flametender - Flesh Ghoul - Gust - Herbalist - Huntress - Illuminist - Kindler - Minstrel - Mole - Pacifist - Raiser - Shadow Ghoul - Stonecrusher - Tide Crasher - Tinkerer | ||
| RACES (Season 1) | ||
|---|---|---|
| Balnorian - Drifter - Outcast - Woodsman - Yalekian | ||
| CLASSES (Season 1) | ||
| Archer - Bard - Cleric - Hexist - Mage - Marcist - Rogue - Templar - Warrior | ||
