Sunday, March 31, 2013
Read All The Things #5 - Cowbow Ninja Viking
Saturday, March 24, 2012
Pigs, Monkeys, Squid and Nightmares
Protoforms
A protoform animal has had its DNA altered to artificially advance a species to higher intelligence levels. The protoform project first began within Syberian bunker-labs during the Ice. Some of the attempts were a success, while most others were failures. The lab was later found by Asian agents and the data recovered. Within a short time, during 2aw, protoform primates were successfully created. Most corperations treat protoforms equally, but they unerve society at a moral level. The majority are employed in Nearspace projects such as the Lunar Ring and Titan.
Subrace: All protoforms must select one of the following subraces; Ape, Chimp or Hog.
Stats:
Ape; d10, +5 Str, -2 Wis, -2 Int.
Chimp; +5 Dex, +2 Str, -2 Chr, -2 Man.
Hog; +2 Str, +2 Per, -2 Int.
Size/Mortality: Normal, mortal.
Starting Languages: Wild, one regional.
Cephilym
The Cephilym race resides in a system near Earth with a colony within Jupiter. They are squid-like in appearance with a triangular body/head assisted by many tenticles. Some of these limbs are used for movement and manipulation and others are more specialized for sensory imput. Their bodies are extremely resilient and can live in human conditions with only a rebreather. Cephilym cannot speak, other than telepathically, but do have a written language.
Stats: d10, +5 Stm, +2 Per.
Bonuses: Telepathy, Pressurized skin (mutation)
Size/Mortality: Small, mortal.
CL Adjustment: +1.
Starting Languages: Cephilym.
Blessedm'n
When a mortal visits Quiddity it can result in a hybrid of dream and flesh. These beings are known as blessedm'n, for they have many unique and unusual qualities. When a blessedm'n reaches maturity they are given a choice between staying in Quiddity or to travel the dominions.
Stats: 2d10
Bonuses: Ten mutation points during victim creation.
Restrections: May only purchase Rahk, the Art or nature as a priest source. May not purchase mutation points after victim creation.
Mortality: Immortal.
Starting Languages: Any two.
Terrors
Very rarely, a child is born from a nightmare. The Dark Blessedm'n, or Terrors, are very simular to their kin, but deviate in their theological cores. These are the blighted childeren of fear, the tormented tourmenters.
Stats: 2d10
Bonuses: When purchasing a level, Dark Blessedm'n gain 5 mutation points. Five bonus mutation points during victim creation.
Restrictions: May only select Chaos, Rakh or Denial as a priest source.
XP Pen: +10.
Mortality: Immortal.
Starting Languages: Any two.
Griffons
Griffons are a combination of large feline and eagle. They are usually quite intelligent and social creatures while spending time outside settlements in the wilds.
Stats: d10, Fl Dex, +2 Int.
Bonuses: Darkvision, +1 to any one stat each level, changeform (humanoid).
Size/Mortality: Big, mortal.
XP Penalty: +5.
Starting Languages: One regional, Wild, one other.
Nosferatu
A nosferatu is a type of vampire who feeds upon the will and resolve of thier victims. With the gift of immortality, they are cursed with a weakness to fire. They are uncommon in undead society, with members of the bloodline placed in each population. Due to not consuming material, they take on a gaunt and emaciated appearance.
Becoming Nosferatu:
Upon the death of a mortal, a nosferatu can transfer thier prayer into the deceased. The target will replenish one wound for each prayer transferred this way. If the target's wound pool is full they gain the nosferatu subrace.
Bonuses: Appitite; faith, wraithtouch, (see 'Other Powers, Book of Tools', Zero Terminus). A nosferatu meets any requirement regarding undying.
Wound Pool: A nosferatu does not replenish wounds when resting.
Weakness (Fire): A nosferatu may never buy elemenal immunity (fire). All burning, fire and flame based damage (including unsoakable) is doubled against a nosferatu. May not select fire as a talent or use flame as a discipline.
Mortality: Immortal.
Thursday, January 12, 2012
Of Ridden Dragons
Through various means like necromancy and technology, the dragon may be re-animated, this will require the creation of a new body to inhabit. Through some powers, like telepathy and scrying, the dragon may be conversed with, (this will allow a Dragon Rider access to the dragon's mana pool). If the dragon was bonded to a Rider, then the Rider will not succumb to Lunacy at the death of their dragons physical body.
Monday, February 1, 2010
Some (Kinda) New Stuff
Subrace:
Fate-Touched
There are some who wander the dominions incomplete. A fate-touched' soul is split in two, and they usually live out their lives separately. Although, when one corpus dies, the fate-touched is awakened to the missing element of the other. Most of the time, the fate-touched has no clear idea of the reason for the path they take to the joining. When the two essences meet, they join to become whole once more.
Base Race: Any.
Bonuses: The joining; when the two victims meet they will spend one hour per CL joining into a single form. Add all like stats together and divide by two, add like pools and knowledges together, and combine all abilities, gear and penalties (including xp penalties and CL adjustments). The victim's new base race becomes the base race of the victim with highest CL, the subrace becomes the other victim's. The joining is a combining of the two victims, in all ways, and will be combined on a single victim sheet. The two minds share the knowledge and memory of the other in a completely natural way.
Restrictions: The victim must begin as a fate-touched, and only if the player has a recently dead victim. The fate-touched must have the same sources and disposition as the diseased victim. The victim must be CL12 to attempt the joining.
Parries:
-In order to attempt a parry, the victim must have one action (war) remaining in their turn, such as a saved attack. Or a victim can use a "free" parry given by the dueling weapon use.
-Declare what attack roll the victim attempts to parry.
-Roll as if the victim was attacking with the parrying weapon.
-If the attacker wins, they hit, roll to wound as normal.
-If the parry is higher the attack was stopped, roll a weapon vs weapon roll (both weapons add their unsoakable to the die roll, the DoS equals wounds dealt to the weapon).