Other

The majority of the "other" races are not true races, but are the creations of others or visitors to the plane of Geos. These races are generally created, summoned, or unliving.

Prometheans

Ancient dungeons and tombs often include guardian golems or animated statues and with the flow of living creation magic across Geos some of these have gained sentience beyond what they were programmed with. Any experiments designed to awaken other golems or statues have been unsuccessful. Prometheans tend to be stiff, lumbering, unknowing and gullible; it is fortunate that they are rare or multitudes of them would have been tricked into labour by callous individuals.

promethean.jpg

Race: Construct
Subrace: Promethean
Alignment Guideline: NNN
Banned Alignment: Any Other
Religion Guideline: None
Banned Religion: None
EXP Adjustment: -50%
Boon Cost: 500
Racial Lores: Lore Constructs Rank 2.
Suggested Geographies: Any.
Barred Geographies: None
Suggested Heritages: None. [Prometheans are not permitted Heritages]
Barred Heritages: All. [Prometheans are not permitted Heritages]
Multiplier Reduction: Might by 3.
Multiplier Increase: All Non-Magic by 1. All Magic by 2.
Language: S [Any One]
Loc: 25
Con: Absent [Cannot Purchase Location]
Halo: Absent
Mana: Absent
Willpower: 0
Wealth: 0

Costuming:

  • Physical Costume: As living golems, a Promethean’s entire costume must be impressive.

Racial Advantages:

  • Programmed Designation: Prometheans have been designed with a specific task in mind and are specialized towards that task.
    • Warrior Prometheans begin play with a constant +1 bonus to Style Mastery [their choice of two styles] and Strength.
    • Gargoyle Prometheans start with the ability to fly (they cannot fly higher than 20feet, nor can they fly faster than a normal person’s walking pace). Gargoyles also have the ability to assume a statue form (assuming and releasing a statue form takes a full minute, but confers 50% on all damage and a +4 defensive willpower bonus). Gargoyle Prometheans do not apply their natural hindrance to Balance, Climb, Stealth, or Heightened Senses. Gargoyle Prometheans start with Base Dmg 1 Claws (the Base Dmg on their Claws increases to 2 at Mid, 3 at High, and 4 at Epic).
    • Guard Prometheans begin play with a constant +1 bonus to Strength and also gain the Harms Way skill.
    • Mage’s Aide Prometheans begin play with a +3 constant bonus to Ritual Contribution and a +1 constant bonus to Detect Arcane Magic and Arcane Mana Regeneration. They also gain RWS any one Language. They also have 40 mana [and can purchase more] and Mana Gift.
    • Crafter Prometheans begin play with a +3 constant bonus to any two craft skills of their choice.
    • Skilled Tool Prometheans begin play with a constant +3 bonus to the skill they are designed for. Skilled Tool Prometheans do not apply their natural hindrance to the skill they are designed for.
    • Lore Prometheans start with 8 Rank 3 lore skills, RWS any three languages, and the Research skill.
  • Unliving: Prometheans are not alive, as such, they are able to resist a lot of effects designed to target living creatures. They do not bleed, age, sleep, drink, breathe, feel pain, have sexual desires, or suffer poison, disease, or emotion. They are also immune to death and healing effects. Prometheans are totally immune to Lightning or Electricity damage except RAW/Holy.
  • Crafters: Prometheans with an Intellect multiplier of 1, generate twice the normal number of production points; this doesn’t stack with Focused Crafting.
  • Natural Armour: Prometheans are not soft squishy organic beings, they are solid constructs of rock and metal and have Soak 2, this does not stack with soak from any other source. Anything which ignores PAC ignores Soak. Prometheans are evolving creatures, they start play with 25 Loc and at the different levels of game play they gain an additional 10 Loc and an additional point of Soak.

Racial Disadvantages:

  • Racial Skill Restrictions: Prometheans have Absent Mana [except Mage’s Aide], Absent Halo, Absent Casting, and Hindrance of 40. They cannot purchase emotion based skills. Prometheans are not permitted entry into Guilds.
  • Programmed Alignment: All Prometheans start with an alignment of NNN. They can slowly shift their alignment according to their own experiences and role-play.
  • Armored Form: Prometheans are armour and as such cannot wear armour. Prometheans treat Mend as Cure Minor Wounds and Make Whole as Total Heal. Prometheans (save for gargoyles) can use Shields.
  • Slow: Prometheans are extremely slow, they move at half the speed of others and may not run. Fortunately they may fight at almost full speed.
  • Barred Heritage: A promethean cannot select a heritage and is immune to infected heritages except demonic possession.
  • Additional Gargoyle Restrictions: Gargoyle Prometheans may not use Shields. Gargoyle Prometheans may not learn Crafting or Profession skills.
  • Death and Destruction:
    • Prometheans suffer the destruction of a location at -20 rather than -10.
    • If a Promethean is injured then Mend Lesser heals X, Mend heals X, Mend Greater heals X.
    • If a Promethean’s limb is reduced to -20 it is destroyed and needs to be replaced. The correct spell to regrow the limb of a Promethean is Make Whole which restores the location to -19.
    • If a Promethean’s head or torso is reduced to -20 then the promethean is considered dead. Make Whole can restore the Promethean’s head or torse to -19 if cast within 2 minutes of the destruction.
    • If a Promethean is dead (and has been dead less than a month) then a Living Armour spell functions as a resurrection spell, restoring the Promethean. Any locations below -20 are restored to -19. The Resurrection cost is 1 point of permanent Location which can never be restored by any means.
    • If a Promethean is dead then a Perfect Armour spell functions as a True Resurrection spell with no cost to the Promethean.

Elementals

Many Arcanists, Mages, and Wizards have, throughout history, summoned and bound elementals to their will. The elemental is usually designed to function as an assistant, a servant, or a bodyguard. These elementals serve their master as slaves, unless their Elemental Lords give a countermanding order or until they wish to break their agreement with their master, at which point they are restricted to their elemental plane for a decade.

elemental_sml.jpg

Race: Elemental
Subrace: Summoned Elemental
Alignment Guideline: NNN
Banned Alignment: None
Religion Guideline: Eos or Cthon as befits element.
Banned Religion: Eos or Cthon as opposing element.
EXP Adjustment: -30%
Boon Cost: 200
Racial Lores: Lore Elementals Rnk 2, Lore Specific Element Rnk 2, Lore Magic Rnk 2.
Suggested Geographies: Any Appropriate
Barred Geographies: Any Appropriate
Suggested Heritages: May not take a heritage.
Barred Heritages: All.
Multiplier Reduction: Arcane by 1.
Multiplier Increase: Might by 1. Divine, Psionic, Natural by 2.
Language: S Argead, RW Arcane
Loc: 6
Con: 6
Halo: 20
Mana: 20 [Arcane]
Willpower: 0
Wealth: 0

Costuming:

  • Elementals must have phenomenal costumes which embody their element in every way.

Master Requirements:

  • A master for an Elemental must have a halo, a minimum of 2 Offensive Willpower, have Specialist Access to the type of magic the elemental is tied to, and have DR 3 minimum against that element. When the master takes on an elemental they suffer a Constant -1 deduction to their Offensive and Defensive Willpower.

Racial Advantages:

  • Resistant: Elementals are immune to damage which stems from their element, even if that damage is RAW or Holy. Elementals are also immune to harmful non-damaging effects which stem from their element.
  • Elemental Immunities: Elementals are not biological creatures, as such they are immune to a number of effects which affect or weaken biological creatures. These effects include Sleep, Poison, Disease [but not infected heritages], Bleeding, and Death effects.
  • Elemental Innates: Elementals have Innate spell like abilities which exactly mirror those of Elves.
  • Sorcery: Elementals have Sorcery in their Element, assuming they have Specialist access to that sphere.
  • Summoned: A master can instantly summon their Elemental for 5 halo per level of the elemental. A master can also conduct a minor ritual to summon their elemental for a lower Halo cost (Basic: 10 Halo, Low 25 Halo, Mid 50 Halo, High 100 Halo, Epic 150 Halo); this ritual takes at least five minutes. When Elementals or their masters are knocked unconscious or killed they return to their home plane. When summoned the Elemental is at full health, but their halo and mana do not refresh after a game has started.

Racial Disadvantages:

  • Racial Skill Restrictions: Elementals are limited by the power level of their masters, an Elementals Willpower [Defensive or Offensive], Arcane Casting, Ritual Magic, Crafting, or Profession, may never equal or exceed its master’s. Elementals may not learn Nature, Divine, or Psionic casting.
  • Vulnerable: Elementals take triple damage from attacks which come from their opposing Element.
  • Cannot Disobey: Elementals may not disobey commands from their master without permanently severing their contract with their master. Elementals may not be forced or tricked into disobeying a command.
  • Forced Proximity: Elementals remain within 10 ft of their master for every point of Offensive Willpower their master has. If the elemental moves beyond that range they can do nothing else except return to their master.
  • Barred Casting: Elementals may never cast spells or use items which stem from any other Element or which seem to do so. Elementals may never do damage of any kind other than that of their element.
  • Master’s Life-Force: Whenever an Elemental’s master suffers permanent Constitution loss, the Elemental does as well. This loss lasts until the contract with their master is severed.
  • Elemental Attack: All physical attacks which come from an Elemental become elemental in nature, calculate the damage of the attack and the attack does spell damage equal to the closest elemental damaging spell without exceeding the damage potential.
  • Barred Heritage: Summoned Elementals are not permitted to select a heritage.

+Treants

The ancient folklore of many cultures includes walking or talking Trees. The roots of this folklore stems from the Treants, guardians of the forest and speakers for the trees. As long-lived as the forests themselves, and seeing themselves as parents and shepherds rather than gardeners, Treants are slow and methodical in most things but terrifying when forced to fight in defense of their homes. Though they rarely seek out the companionship of the short-lived races, and have an inherent distrust of change, they have been known to tolerate those who seek to learn from their long, rambling monologues, especially if the pupils express a desire to help protect the wild lands. Yet against those who would threaten the forest, especially loggers who seek to harvest wood for lumber or those who try to clear-cut a section of forest in order to build a fort or establish a town, the Treants' wrath is devastating. Treants are primarily solitary creatures, with a given individual usually watching an entire forest, but they occasionally gather together in groves to share news.

treant_sml.jpg

Subrace: Treant
Race: Treant
Alignment Guideline: NGN
Banned Alignment: None
Religion Guideline: Gaea
Banned Religion: Urbanus
EXP Adjustment: -50%
Boon Cost: 500
Racial Lores: Lore Natural Magic Rank 2. Lore Natural Animals Rank 2, Lore Plantlife Rank 2.
Suggested Geographies: Forest
Barred Geographies: City, Underground
Suggested Heritages: None. [Treants are not permitted Heritages]
Barred Heritages: All. [Treants are not permitted Heritages]
Multiplier Reduction: Might by 2. Natural by 1.
Multiplier Increase: Agility by 2, Arcane by 2, Psionic by 2.
Language: Bestial S. Fae S.
Loc: 25 [Cannot Purchase Location]
Con: 25
Halo: 20
Mana: 20 [Natural]
Willpower: 0
Wealth: 0

Costuming:

  • Physical Costume: As living trees, a Treant’s entire costume must be impressive. They should show a fully plantlike appearance including a powerful bark covered form.

Racial Advantages:

  • Designation: Different kinds of Treants fulfill different functions in nature.
    • Warrior Treants begin play with a constant +1 bonus to Style Mastery [their choice of two styles] and Strength Rank 2.
    • Guard Treants begin play with a constant +1 bonus to Strength and also gain the Harms Way skill.
    • Druid Treants begin play Natural Attunement and Detect Natural Magic Rank 2. Druid Treants do not count the Hindrance of their own bodies against Natural Casting.
    • Crafter Treants begin play with a +2 constant bonus to any two craft skills of their choice. They also gain Focused Crafting with one craft skill of their choice.
    • Lore Treants start with 8 Rank 3 lore skills, RWS any three languages, and the Research skill.
  • Plant Form: Treants are totally Plant in makeup, as such many effects designed to harm humanoids have no effect on them. Treants can be targeted by spells which normally only work on plants. The armoured Bark of a Treant can be healed with Life Magic or with Mend spells. Treants are naturally buoyant. Treants do not have sexual urges and reproduce by planting a male’s seed fertilized by a female, the sapling usually takes a decade to grow. Treants do not need to breathe, eat, drink, or sleep as normal living creatures do, but they don’t thrive without access to water, soil, and time to reflect. Treants do not suffer age penalties and will not die from old age.
  • Natural Armour: Treants are not soft squishy beings, they are solid walking trees and have Soak 2, this does not stack with soak from any other source. Anything which ignores PAC ignores Soak. Treants are evolving creatures, they start play with 25 Loc and at the different levels of game play they gain an additional 10 Loc and an additional point of Soak.
  • Speak With Type: For 20 Halo, Treants can cause a Speak with Plants effect, however please note that most plants pay little attention to the goings on of humanoids.
  • Roots: For 20 Halo, a Treant can put down roots. While rooted, they are assumed to have a +2 Constant Bonus to Strength and Balance. In addition, while rooted they gain a +1 Constant bonus to Natural Mana Regeneration and Halo Regeneration. As soon as a Treant takes a step, willingly or unwillingly, they are no longer rooted.

Racial Disadvantages:

  • Racial Skill Restrictions: Treants are unable to learn Balance, Climb, Disable Device, Open Lock, or Profession above Rank 3. Treants are unable to learn Arcane Casting, Divine Casting (unless Gaean or Oblivion), or Psionic Sciences.
  • Guilds: Treants are not permitted entry into Guilds.
  • Armored Form: The thick bark of a Treant is itself Armour, as such Treants cannot wear armour, however, they may use shields. The Hindrance of a Treant’s body is 25.
  • Slow: Treants are extremely slow, they move at half the speed of others and may not run. Fortunately they may fight at almost full speed.
  • Barred Heritage: A treant cannot select a heritage, but can be infected by any infected heritage.
  • Vulnerability: Treants take are Vulnerable to damage from Fire or Heat sources, meaning they take double damage. In addition Treants consider axes to be Double Bane.
  • Speak With Nature: Treants are plants at heart and Speak With Nature effects work on them.

Yuan Li

Of all the races of man, the Yuan Li (Adopted) are possibly the strangest, that is of course assuming that the Yuan Li (Adopted) are in fact a race of man. This race is extremely rare; the only members of this race which can be found are always adopted foundlings who do not know their parents or their family. Yuan Li (Adopted) share a lot of characteristics with humans and as such as considered to be a subrace of humans.

The Yuan Li are actually an alien race. Many centuries ago they lived on Geos, but they left while Tridian slept. Yuan Li (Adopted) are survivors or remnant of that race who have survived by adapting to their environment. Yuan Li are a long lived race and age alone signifies rank and authority, the Eldest Yuan Li always have the most Social Rank, however, adopted Yuan Li are seen as lesser than pure Yuan Li.

yuanli_sml.jpg

Subrace: Yuan Li (Adopted)
Race: Human/Other
Alignment Guideline: NNN
Banned Alignment: None
Religion Guideline: As Per Adopted Family
Banned Religion: None
EXP Adjustment: -20%
Boon Cost: 300
Racial Lores: Lore Null Magic Rank 2, Lore Survival Rank 2.
Suggested Geographies: Any
Barred Geographies: None
Suggested Heritages: Pureblood, Null, Draconic.
Barred Heritages: Heroic, Vampiric.
Multiplier Reduction: Select Any One. Usually Based on Adopted Family.
Multiplier Increase: Select Any One. Usually Based on Adopted Family.
Language: R/W/S Any One Language, Based on Adopted Family
Loc: 6
Con: 16
Halo: 20
Mana: 0
Willpower: 0
Wealth: 2gp

Costuming:

  • Physical Costume: Yuan Li (Adopted) look Human; however, they have yellow or gold skin and black eye sockets. It is not uncommon, although not compulsory, for them to have slitted pupils like a snake or extended canines.

Racial Advantages:

  • Reactive Counterspell: Yuan Li (Adopted) characters have an innate ability to end spells which target (or are affecting) them or those near them which they can use instantly and without verbals. Yuan Li (Adopted) have a counterspell pool equal to their character level. Using this ability reduces the pool by the unmodified rank of the spell countered; the pool refreshes overnight. Yuan Li (Adopted) of Low and Mid Level can counter spells up to unmodified level 6, High and Epic Level up to unmodified 10. Pureblood or Null Yuan Li (Adopted) receive double the usual counterspell pool. Yuan Li receive a constant +1 bonus to Counterspell and receive Sorcerous Counterspell from character creation.
  • Cocoon: Yuan Li (Adopted) characters that die or that are irrevocably crippled can choose to enter a cocoon state, the character emerges from the cocoon fully healed and restored after three calendar months. This will cure almost all physical ailments and remove most infected heritages. This ability can only be used once a year.
  • Sense Magic: Yuan Li (Adopted) characters can sense magic. This gives them Detect Magic (Arcane, Natural, Psionic, Divine, Ritual and True) at Rank 1.
  • Survivor: Yuan Li (Adopted) characters are all adopted foundlings with no memory of their family. In dire situations, Yuan Li (Adopted) can adapt to almost any diet. If a Yuan Li (Adopted) is denied oxygen they feel like they are suffocating/drowning and will be paralyzed with extreme agony but will not actually die. If a Yuan Li (Adopted) lives in a geography which is tied to a particular element, they gain Soak 3 against that Element. If their adopted environment isn’t tied to one element or another they do not gain this benefit.

Racial Disadvantages:

  • Racial Skill Restrictions: Yuan Li (Adopted) cannot learn casting of any kind including Ritual Magic, Natural, Divine, Arcane, and Psionic above Rank 7 nor can they learn Enchanted Casting above Rank 7. The exception to this is Null Mages who are not capped for Arcane or Divine casting.
  • Yuan Li (Adopted) suffer a vulnerability to one element, usually the opposite to the element most active in their adopted environment; a Yuan Li (Adopted) who lived in the Tundra would be Vulnerable to Fire, A Yuan Li (Adopted) who lived in the Under Dark would be vulnerable to Light. If their adopted environment isn’t tied to one element or another they may choose their own Vulnerability.
  • Yuan Li (Adopted) give off an unpleasant aroma which makes them easy to track and unpleasant to be around. Yuan Li are also subject to strange and sudden hungers which never cause them direct harm, but often disgust those around them, such could be a sudden desire to eat a fallen enemy, or perhaps horse dung.
  • Yuan Li (Adopted) are all infertile/impotent. They can function sexually and often enjoy sexual pursuits, however, they can never cause conception.
  • Yuan Li (Adopted) have no reflections and cast no shadows. In addition, the Eceni dislike the Yuan Li because they sense like they do not dream, however, the Yuan Li believe they have full dreams which they remember.