New Qualities and Drawbacks
Water-dwelling Anuran
5 Point Racial Quality |
An Anuran is a creature resembling a humanoid frog. Adult Anuran are characterised by long legs, a short body, webbed digits, and protruding eyes. This amphibious species ranges from about two to four feet tall, but can hop and jump massive distances. To round up, let's just say that Anuran can leap anywhere from ten to twenty feet. Skin tones range from(but are not specifically limited to) hues of greens, yellows, and browns.
Different societies of Anuran span the globe, but they mostly prefer the temperate regions of jungles and rainforests. Anuran have a semi-aquatic lifestyle, but move easily on land by hopping or climbing. They typically lay their eggs in ponds or lakes, and their larvae, called Pollus, have gills and develop in water. Adult Anuran follow a carnivorous diet, mostly of large insects and oddly enough, frogs. Anuran are most noticeable through their call, which can be widely heard during their mating seasons. The societal structure of the Anuran is very much a monarchy, with kings and queens presiding over each settlement. What is most fascinating about the Anuran societies is that they're mostly underwater. These great cities lie in the deepest lakes of the jungles and rainforest, surrounded by a magical bubble that both keeps a pocket of air inside the boundaries of the settlement at all times and protects the city from interlopers and large predators. Their civilization is advanced, with both technology and mysticism being fairly major ways of life. Anuran eggs are generally laid in water, and an individual female may lay egg masses containing up to fifty eggs, known as anurspawn. The eggs are highly vulnerable to predators, so Anuran have evolved a technique to ensure the survival of the next generation. This involves synchronous reproduction. Many individuals will breed at the same time, overwhelming the actions of predators; the majority of the Pollus will still die due to predation, but there is a greater chance that some will survive. It should also be noted that it is nearly impossible for an Anuran to tell whose children are whose, so when the Pollus are hatched, each female picks out children to raise at random. Genetics or blood do not matter to the Anuran. It is the love of a parent that makes a parent. Kind of poetic, no? Water-dwelling Anuran benefit from a +3 to Dexterity, and can raise their Dexterity to a maximum of 8. The Anuran also gain a +1 to Constitution. The skin of this race is rubbery, and thus damage from slashing and/or stabbing weapons is halved. Of course, they are also Amphibious, able to spend long bouts under water. On the downside, the Anuran are apt to attract predation from larger creatures, which translates into a 3 point adversary drawback. Also, it should go without saying that a three foot tall frogman is Definately Not Human, but if it doesn't, the Anuran also suffer from the 2 point Supernatural Form drawback. |
Tree-dwelling Anuran
6 Point Racial Quality |
The Tree-dwelling Anuran are almost identical to their water-dwelling counterpart, save for coloring, environment and the ability to climb almost any surface. The coloring of these Anurans varies, but are mostly brightly colored; bright blues, yellows, red, or multicolors are not uncommon in skin tone.
Societal structure is completely different, the biggest difference being that tree-dwellers are almost always communistic. In fact, tree-dwelling Anuran can be likened to human "hippies" in views and beliefs. For this reason, tree-dwellers and water-dwellers share an uneasy alliance at best. It's also probably not a good idea to discuss politics in front of both races at the same time. These creatures live in lavish houses in cities among the treetops of the most remote rainforests. Anuran shamans have cloaked these communities from the hapless human adventurer who would happen by in a pith helmet, but every once and a while, the glamour can wear down. Finding these beautiful cities, although rare, can happen. But honestly, how many people venture out into the jungles of Brazil and Africa? Tree-dwelling Anuran have special pads to help grip vertical surfaces. These pads, located on the ends of the toes and fingers, do not work by suction. Rather, the surface of the pad consists of interlocking cells, with a small gap between adjacent cells. When the creature applies pressure to the toe pads, the interlocking cells grip irregularities on the substrate. The small gaps between the cells drain away all but a thin layer of moisture on the pad, and maintain a grip through capillarity. This allows the Anuran to grip smooth surfaces, and does not function when the pads are excessively wet. Tree-dwelling Anuran, like their water-dwelling bretheren, benefit from a +3 to Dexterity, and can raise their Dexterity to a maximum of 8. They also gain a +1 to Constitution. The skin of this race is rubbery, and thus damage from slashing and/or stabbing weapons is halved. They are also Amphibious, able to spend long bouts under water. Unlike their other halves, they have the Wallcrawl quality, able to move normal speed on dry, vertical surfaces. On the other hand, the Anuran are apt to attract predation from larger creatures, which translates into a 3 point adversary drawback. Also, it should go without saying again that a three foot tall frogman is Definitely Not Human, but if it doesn't again, the Anuran also suffer from the 2 point Supernatural Form drawback. |
Gwynladan
6 Point Racial Quality |
Beneath the crashing waves of wild coastlines of Sit'hatha live Gwynladans, aquatic cousin of the elves of the same realm. Gwynladans are exceptionally good swimmers and have the ability to breathe out of water.
Gwynladans live for many centuries, and their eyes often show the effects of such great age. Otherwise, they show little evidence of aging. They resemble humans with finned ears and aqua-colored skin. Their hair is usually stringy, and crimson red to dark green in color. Males usually wear their hair short, but females allow their hair to reach as much as 4 feet in length. In their native areas, the Gwynladans usually wear clothes woven from underwater plants and reeds. Their dress is quite intricate, most often of greens, blacks, and browns woven in subtle, swirling designs. Gwynladans speak cickrish(a language that only dolphins and other Gwynladans can speak or understand), but have the ability to learn other, more human tongues. They actually consider dolphins their equals, and have better relations with them than most "drylanders." Whenever a Gwynladan is in trouble, all it takes is a single call and if possible, dolphins will rush to their aid. This also works vice-versa. Their civilization is a monarchy, and has only one city above water, their capitol Gwynlada. They prefer to stay uninvolved with other beings, and feel that interlopers only damage their society. About a thousand years ago, the queen of the Gwynladans opened the borders to other species, something that has opened itself to great conflict amongst the racist inhabitants. While the borders remain open, there are a separate set of harsh laws that apply to non-gwynladans, with a geat deal of death sentences for even minor infractions. Gwynladans seperated from their country are often bitter, begrudgened allies to various champions, feeling that a greater good must be served. The only bipedal race they actually have no ill will harbored toward are elves and drow. Those who are willing to deal with non-elves are highly insulted if their allies express any lack of trust in the Gwynladan's word. A Gwynladan who makes a promise will carry out his obligation to the death. On the other hand, Gwynladans rarely accept promises from non-elven characters. Very few races can be trusted to fulfill their promises to the death, especially humans. A Gwynladan player can enjoy a +2 to Dexterity, and +2 to any one mental attribute. Dexterity can be raised and the mental attributes can be raised to a maximum of 8. While their peoples are water-dwellers by nature, the Gwynlada can exist above water, and this translates into the 3 point Amphibious quality. It is also next to impossible to sneak up on them, translating into Situational Awareness. The Gwynlada are a fair folk, and as such, there are next to no unattractive examples of this race. They gain one point in the Attractiveness quality, and can raise this at character creation to a maximum of 8. Gwynladans are connected to the mystic and gain the innate ability to sense the nature of a supernatural being. This of course is the Supernatural Senses(Basic) quality. For those who would like a different flavor to their players, there are also a rare number of Gwynladans that possess psychic visions of cryptic warning. In this case, simply replace the Supernatural Senses to the 1 point Psychic Visions quality. This does not affect the cost of the racial package. As stated before, they rarely give their word unless they mean it, nor would they stab an ally in the back, so this translates into the Serious version of the Honorable drawback. Due to their secluded nature, they suffer from Mental Problems(Mild Racism). Also, while an attractive people, Gwynladans suffer from Supernatural Form(Definately Not Human). |
Human Servant
15 point Quality Xander: I will serve you, your Excellent Spookiness. Or Master, I'll just stick with Master. Dracula: You are strange and off-putting. Go now. - Buffy #5.1 "Buffy vs Dracula" |
That thin line between good and evil just got a little blurrier. Vampires, demons, and other assorted ickies are usually pretty easy to kill with a clean conscience. After all, they don't have a soul. But here we have a perfectly normal human being, one with a soul just as good as yours or mine, who voluntarily chooses to join the forces of darkness.
A Human Servant tends to be more useful to a Master than say, a vampire lieutennant(though a Master may choose to have both. Whether it is the lietennant that is higher on the chain of command than the Servant or vice versa is up to you. Could make for an interesting power struggle). There are two reasons for this. One is loyalty; a Servant is generally more loyal to his Master than another vampire. Whether the reasoning is that the Servant still retains his soul or if it's because of the symbiosis he and the Master share is anyone's guess. The other is that a Human Servant can carry out the daylight duties without bursting into flame. While a Servant starts out perfectly normal, things have a way of changing quickly. Once a Master Vampire lays the Four Marks on the Servant, he instantly becomes something more than human; he is stronger, faster, and more resilient than your average russian bodybuilder on PCP. There is generally great love between the Servant and his Master, and the marks are never forced. It would be considered rape, and the Servant and Master would probably be at each other's throat for eternity. Most of the time, the new abilities are an added bonus; most Servants become Servants to be with their Master forever. Human Servants get the following goodies, listed mark by mark. The First Mark: A Servant gains +2 to Strength, +2 to Dexterity, and +3 to Willpower(All of these attributes are allowed past the human stopping point of 5), plus +1 free level of Getting Medieval and Kung Fu(he must also spend at least 1 more point in both of these levels, for a minimum of 2 each at the begining of the session). The Second Mark: The Servant gains 3 levels of Hard to Kill(and can buy 7 additional levels on top of that). With the second mark, the Servant also gets his damage regenerated at a rate of one life point per constitution level, every hour. The Servant takes a lickin' and keeps on tickin'. The Third Mark: The Servant gains Fast Reaction Time, Nerves of Steel and Situational Awareness at no cost. On the downside, he gets an automatic 3 point Obligation(Major) drawback to his Master. This is also the final turning back point. Once the Servant goes on to the fourth mark, there is no going back to the way he was. The Fourth Mark: The Servant gains Immortality(he can still die, but only by violent means. Poison, disease, old age, or eating Thai food just isn't going to cut it). He also gains a 4 point Resistance quality towards Magic and Hypnosis. Now he is his Master's full Human Servant, and most of his enemies know it. The Master's 5 point Adversary drawback also becomes the Servant's. Hey, no one said it was gonna be all sunshine and daisies when all was said and done. Servants cannot get the Athlete, Jock, or Initiative Commando Qualities, their attributes already reflect intense training. It should also be noted how closely the Human Servant package resembles the Slayer package. This was very intentional. The Human Servant is tough enough to take on the Slayer and probably survive if the fight goes his way. Just think of it as nature's(or the director's) way of throwing a monkey wrench into the works. |
Jungle Troll
8 Point Racial Quality |
The Jungle Trolls are a subspecies of Trolls that inhabit the harsh rainforests of Africa, although there are rare scattered tribes in South America. They are tall, lanky, muscular, and sport long ears and tusks. Their long arms, strong legs and quick reflexes are perfectly made for hunting. Troll hands have only two fingers and a thumb, and they have only two toes on each foot. The Jungle Troll's skin is covered with velveteen fur, and comes in a variety of colors ranging from green to blue and purple.
Although enough physical damage will kill them, Trolls can regenerate lost limbs and heal grievous physical injuries at an accelerated rate making them formidable adversaries on the field of battle: anything that does not outright kill them, they can recover from. The societal structure of Jungle Trolls is tribal, with each faction at times warring with another. They have similar relations with the human tribes that inhabit their regions, and most Trolls have a basic knowledge of the humans' language. A Troll that is not at war with a specific tribe or group will see that group as equal. The war-like tribes of trolls are born killers and have a strong lust for blood. Some may still cling to their heritage of cannibalism and voodoo. Trolls are strong, hardy, and quick. They benefit from a +2 to Strength, a +3 to Dexterity, and a +3 to Constitution. All Physical attributes can be raised to a maximum of 9. On the downside, Trolls suffer -1 to Intelligence. The primitive culture they're raised in has not allowed for much intellectual stimulation. Jungle trolls also have the Nightvision quality, three levels of Hard to Kill(they can purchase up to seven additional levels) and, as stated earlier, the hourly version of the Regeneration quality. On the other hand, the war-like nature of this race translates into the Severe version of the Antisocial Impulses(violence) drawback. Also, Jungle Trolls are none too pretty, and recieve the Supernatural Form(definately not human) drawback with an additional -2 levels of Attractiveness as well. Finally, it varies from tribe to tribe, but Jungle Trolls are almost always Honorable, and the mild version of this drawback comes as part of the package. Jungle Troll players could be exiled from their tribe and seeking redemption, or perhaps simply exploring the outside world. |
Master Vampire
20 Point Racial Quality Buffy: It's not how it goes. I'm the Slayer. Jenny: If you fight the Master tonight, you'll die. - Buffy #1.12 "Prophecy Girl" |
Vampires, for the most part, are a chaotic bunch at best. Very few actually survive long enough to rally support for a cause(anything from "rule the planet" to "hunt in packs and try not to be stuck with pointy wooden implements"), but it seems that the ones that do become more and more dangerous as the years pass. It's been observed that vampires are being sired at a rate that causes a need for nightly patrols for Slayers and other Would-Be Heroes. What if there was a hidden order to the chaos?
Some vampires appear to be more powerful than your average suckhead. The Master, Kakistos, and Dracula all seem to have powers and strengths above and beyond the normal vampire. Therefore, it can be theorized that these examples are part of a different classification, genus if you will, of vampire. For the sake of arguement, we'll call this Quality "Master Vampire." Some seem to be imbued with this uncanny power when they are sired, others tend to gain it over the years. It is to be noted that not all vampires become more powerful as centuries pass on, Angel is close to 300 and he doesn't, Darla was nearly 400 and she didn't...you see the trend. While the cause is unknown, even to the vampire community itself, Masters are generally Big Bad potential here. There is generally one Master to a city or specific land area, and he rules over the lesser vamps that habitate within his domain. Not every vampire might and probably will be pleased with this arrangement, but few question it if they value their unlife. Masters can enjoy a +5 to Strength, +3 to Dexterity, and +3 to Constitution. THe Quality also grants four levels in Hard to Kill and both the Nerves of Steel and Fast Reaction Time qualities at no cost. Masters also possess the 5 point "Gaze into My Eyes" Hypnosis, compelling anyone with low willpower to them. The Master also gains a 3 point contact quality to the Vampire Syndicate. Don't worry, you haven't missed anything. The Syndicate will be explained later on in it's own li'l write up. On the flipside, a Master naturally has a 5 point Adversary(lots) drawback. This includes everyone from heroes to rival factions. Everyone wants a piece of this guy, but it's unclear if anyone has the cajones to step up. His obligation to the Syndicate counts as a Major(2 point) drawback. Very rarely does the Syndicate impose upon the Master, but if he were to refuse their orders or break their laws, there would be Hell(yeah, that was a capitol "H") to pay. A Master may also choose to make a Human Servant for his purposes if he so wishes. The Servant is a quality all it's own, and, you guessed it, will be explained later. It should go without saying that other than the information listed above, the Master is still a vampire and still suffers the same vulnerabilities. More supernatural abilities and immunities(like the ones listed in the Buffy or Angel Corebooks) can be purchased for your Master if you so choose. Some good ideas would include: Flight, Telepathy, Immunity to Sunlight, or Immunity to Staking. It all depends on you and how much of a hard time you want to give the cast. You devious little thing, you. |
Mental Problems (Opportunism)
1 to 3 Point Mental Drawback Davy Jones: "One soul does not equal another!" Jack Sparrow: "Aha! So we've established that my proposal is sound in principle, now we're just haggling over price." Davy Jones: "Price?" Jack Sparrow: "Just how many souls do you think my soul is worth?" -- Pirates of the Caribbean: Dead Man's Chest |
Your character is selfish and self-centered. Whenever he is given an opportunity to get ahead or save his own skin, even at the cost of damning his friends, he must make a willpower doubled roll to resist jumping at it. At Mild, the lowest level, a negative one penalty is stacked onto the willpower roll, Serious is a negative two, and Deranged is a negative three.
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Mental Problems (Social Anxiety Disorder)
1 to 3 Point Mental Drawback |
You experience fear, apprehension or worry regarding social situations and being evaluated by others. You may experience anxiety about public speaking, performance, or interviews, or even immersion in large crowds. Not all cases deal with fear of being judged negatively, as some cases have social anxiety without any specific reason.
For around half of those diagnosed with social anxiety disorder, a specific traumatic or humiliating social event appears to be associated with the onset or worsening of the disorder. At the first level, the disorder is generally unnoticable. When given a task that requires social interaction, you suffer a -1 penalty to said task. At the second level, you have a harder time dealing with social interaction. You suffer a -2 penalty to social rolls, and when immersed in large crowds, you must make a Willpower doubled roll with a -2 penalty to resist a panic attack. At the third level, things get more interesting. You suffer a -3 to all social rolls, must make a Willpower doubled roll with a -3 penalty to resist a panic attack when immersed in a large crowd, and worse still, you must make a Willpower doubled roll at a -3 penalty to simply leave your home! |
Shokan
8 Point Racial Quality Goro: "I am GORO! General of the armies of Outworld, and prince of the subterranean realm of Shokan." Kano: "Subterranean? What's that, something like underground?" Goro: "Yes. Something like that." -- Mortal Kombat: The Movie |
The Shokan are a tall(ranging from 6 and 10 feet), exceptionally strong, four-armed humanoid species from the dimension known as Outworld. They have apish faces, and skin tone varies between human fleshtones, yellows, and oranges. Their skin patterns are vaguely reminiscent of felines. They have three fingers on each hand, and two toes on each foot.
The Shokan are fierce and savage, but are not without societal structure. They are organized in terms of a clan-based monarchy, with one king or queen presiding over all groupings. Shokan culture is quite unique. Only warriors who prove themselves in battle are allowed to marry, male or female, and then, they are granted the right to marry numerous(between 5 and 15) civilian spouses. Civilians are granted few rights. As it stands, many young Shokan rush to join the military in order to become important members of society. For many thousands of years, the Shokan allied themselves with the evil Emperor of Outworld. While fiercely loyal to Shao Kahn(in fact the race's moniker is a bastardization of the emporer's name), their monarchy never dissolved, nor did their hatred for the Centaur race native to that dimension as well. The Centaurs had also allied themselves with the Emperor, and dissention among the ranks in Outworld were common. When the Earthrealm aided the Edenians to overturn Kahn, the dimension was left without leadership. The Shokans and the Centaurs battled it out over territories the Emperor had promised to both races, despite the Edenians' constant requests for peace talks. Prince Goro, heir to the Kuatan throne, finally took the first steps that would change his race forever. Along with the Edenian princess Kitana, he took steps to negotiate both races through a truce and peace accord. Though the Centaurs refused every offer and returned to the battlefront, the peace accords were not a total loss. The Shokan, impressed with the newfound friendship between their prince and Kitana, allied their forces with Edenia. The Shokan gain a +5 to Strength, a -2 to Dexterity, and a +4 to Constitution. Strength and Constitution can be raised to a maximum of 10. They gain 3 levels in Hard to Kill and can purchase up to 10. Also, the Shokan have the Four Armed quality(which is a +2 to melee combat rolls, with one additional action per round). If a Shokan does not die in combat, he will live forever. Poisons may sicken them, but nothing short of violence is lethal. This is the 0 point Immortal quality in action. On the other hand, the Shokan are a war-like race, and have the 3 point Antisocial Impulses(Violence) drawback built into the package. For those who want a kinder, gentler giant, this drawback can be diminished or removed completely, but it's going to up the cost of the package accordingly. Also, the Shokan are unbelievably ugly, even by monstrous standards. This translates as the Supernatural Form(Definately Not Human) with an additional -2 Attractiveness levels. Though violent and antisocial, the Shokan would make an ideal champion for a series. With their current political situation, they are becoming more and more openminded. They are also beginning to venture to other worlds seeking glory in battle and new allies in Edenian's army. |
Supernatural Bounty Hunter
6 Point Profession Quality |
You hunt the supernatural for a living. It's not a great job, there are few benefits and the chances of survival are limited. You don't have any super strength, agility, and you can't shoot lasers from your eyeballs(but really, who can these days?), so you have to rely on firepower and being clever.
But the job ain't without it's perks. You get to kill monsters, and the pay isn't bad. When people(rich people, mind you) lose a family member, friend, or limb to a particular demon, ghost, werewolf, whathaveyou, they call you. And for a considerable fee, you risk life and limb to kill it. This is where the moral waters get murky, because with essentially a hired kill, who's to say which side is the right one? Alot of Supernatural Bounty Hunters try to stay away from killing humans(even supernaturally boosted humans) for this reason, and also because staying out of the mundane world's justice system is probably a good idea. Supernatural Bounty Hunters gain a +1 bonus to any two physical attributes(If human, they cannot exceed 6 with bonuses), a +1 to crime, driving, gun fu, and occultism. A Hunter also gains 2 levels of contacts, and gets a two point Obligation(The Job) drawback. The Hunter can purchase adversary drawback at character creation, but it is not necessary. It will come fast in gameplay, however. |
Trow
6 Point Racial Quality |
The Trow, known as "dark elves" by most surface dwellers, are an evil offshoot of the elves. Trow are characterized by white, black, or silver hair, dark bluish (or purplish)-gray skin, and red (or rarely gray, violet, or yellow) eyes, as well as innate spell powers and spell resistance. They are shorter and more slender than humans, seldom reaching more than 5 feet in height. Male Trow weigh between 80 and 110 pounds, and females between 95 and 120 pounds. Trow have finely chiseled features, and their fingers and toes are long and delicate.
A settlement of Trow dwell deep beneath the Irish highlands, and has been discovered by only a select few humans. Trow have also had a recorded history in many other realms and dimensions, such as Sit'hatha. No matter the world, Trow are mostly an underground, cave dwelling people. The earthen Trow(known as the Celtic Trow, based upon their geographic location) have one distinct feature not prominent in other Trow cultures: body modification. Male Trow will generally burn druidic script on their bodies and faces, while females will etch family crests and title onto their faces. The Trow live in magnificently dark, gloomy cities in the underworld that few non-Trow ever see. They construct their buildings entirely out of stone and minerals, carved into odd, fantastic shapes. Those few surface creatures that have seen a Trow city(and returned to tell the tale) report that it is the stuff of which bizarre nightmares are made. Trow society is fragmented into many opposing noble houses and merchant families, all scrambling for power. In fact, all Trow carry brooches inscribed with the symbol of the merchant or noble group they are allied with, though they hide these and do not show them often. The Trow believe that the strongest should rule; their rigid class system, with a long and complicated list of titles and prerogatives, is based on the idea. Trow are deeply religious people, although the subject of their worship varies by each society. Most of the the Sit'hathan Trow settlements worship the Spider Goddess Lloth, and the Trow of Edenia worship Tiamat; the same deity the Zaterrans used to worship before the Dragon King rose to power. Trow society is matriarchal, with priestesses of their region's deity in the highest seats of power. Males are either enslaved or respected if they are powerful wizards, but never allowed to rule. The Trow's world is one in which violent conflict is part of everyday life. It should not be surprising that most Trow encountered, whether alone or in a group, are ready to fight. Trow encountered outside of a their settlements are usually mercenaries for hire, insane hermit sorcerers, or in rare occasions, champions seeking to shed their people's evil ways and join the fight for the helpless. The Trow gain a +2 to Dexterity, and a +2 to one mental attribute. Dexterity and mental attributes can be raised to a maximum of 8. The race is Immortal, and cannot die by anything other than violent death or poisons. The Trow are a deeply perceptive people, and therefore have the Situational Awareness quality. As with all elves, the Trow are a fair people, and enjoy 2 levels of attractiveness. They can purchase up to a maximum of 8. The Trow have an innate 1 point Resistance to enemy magicks and their effects, and the Supernatural Senses(Basic) quality. Additionally, the Trow have existed for millenia underground, and thus have the Nightvision quality. On the flipside, the Trow are sneaky little buggers by nature. They "suffer" from the Severe version of Antisocial Impulses(Deceit). It's also safe to say that anyone that isn't a Trow to these folks aren't high on their list of favorites. This translates into the Mental Problems(Severe Racism) drawback. Finally, even though the Trow are beautiful, they suffer from the Supernatural Form(Definitely Not Human) drawback. |
True Faith
3 Points Per Level Supernatural Quality |
Those of True Faith are able to ward off Vampires and other unholy creatures using a religious symbol. Or really, any symbol the character has a great amount of faith in. The power lies in the the user, not the item. For example, a child with a teddy bear might be able to ward off a demon. Director's call on that one.
It is possible, if not rare, that a person without a symbol can ward off the unclean merely through prayer. This is reserved for the levels above five. Each turn a beast attempts to approach the individual, the inspired makes a willpower(doubled) roll, as does his foe. However, the creature suffers a negative penalty equal to the individual's level of True Faith. Success levels mean no approach is possible. If for some reason, the beast gets past the symbol, it can be used as a weapon, dealing burning damage equal to twice the level of True Faith the weilder has. Additionally, those of True Faith can see the truth and the Unholy for what they truly are(which translates into basic Supernatural Senses that do not improve with levels) and can regenerate wounds at a rate of one point per Willpower per day. On the downside, they must take the Obligation(Faith) drawback at level 1(to a max of 3) Normal Joes can only purchase up to five levels of this quality, while priests, nuns, rabbis, buddhist monks, what have you, may purchase up to eight. More divine beings(such as Angels, Muses, or humans with divine blood), or those who use divine magic may purchase up to ten. |
Tytolban
5 Point Racial Quality |
The Tytolban are a noble race of birdfolk from the now decimated realm of G'ades. The dominant demon species of their world fought amongst themselves, and their machinations of war soon engulfed the land. The Tytolban survivors escaped the nuclear holocaust that wiped out all of the other creatures through a portal. These survivors have now settled in our dimension and have started to carve a niche for themselves in the supernatural community.
Tytolbans resemble humanoid owls, the most common of which resemble barn owls. Females and males are almost identical in appearence and size, with few notable exceptions. Tytolbans range in size between 4' and 7', and weigh between 80 to 140lbs. The eyes of Tytolban have large pupils and corneas that gather light in near-blackout conditions very effectively, and function well in bright sunlight as well. However, they are not capable of seeing and interpreting a broad spectrum of colors. Although Tytolban eyes are well adapted for great visual acuity, they are more flat than spherical in shape. As a result of this adaptation, they have essentially given up the ability for eye movement. Their eyes are fixed in place by a bony structure called a sclerotic ring. As a result, they have to turn their heads to move their eyes. However, Tytolbans can turn their heads around far enough to see directly behind them. The total range of head rotation is an amazing 270 degrees. Tytolbans can hear up to 10 times better than humans can, and can hear tiny rodents scurrying around on the ground, even under thick snow. The unique hearing system of these creatures allows them to pinpoint the location of even the faintest sounds. When a Tytolban hears something that gets its attention, it turns its head left and right and up and down until it homes in on the sound. Through their species' evolution, the Tytolbans have lost the gift of flight that their ancestors possessed. They do, however, retain a set of wings attached to their arms. Their feet have talons and opposible toes, which Tytolbans can use the same as hands. These creatures, much like their ancestral counterparts, frequently groom and clean their feathers to rid them of dirt and parasites. They use their bills and talons to help with this task, and even have a special feature on their middle toes that is used like a comb during grooming and cleaning. Tytolbans can also use their bills to realign feathers that have been displaced through normal wear and tear. The uropygial gland, located at the base of the tailbone, secretes an oily liquid that serves as a protective coating for feathers. They use their bills to spread the oil over their feathers. In fact, mated pairs actually groom each other in lieu of the human habit of hugging, kissing, or touching. This mutual preening behavior helps to strengthen their bond. Like their animal counterparts, they lay eggs up to three times a year. Usually, only one in three eggs actually hatch each cycle. Unfertilized Tytolban eggs are actually considered a delicacy in many circles, something Tytolbans seriously abhor. They're not above selling their unfertilized eggs if they're suffering for cash. Since they prefer to eat their food raw and living and cannot digest fur and bones, their system will actually suck the nutrients dry from the food and leave the indigestible. The leftovers are in the form of a dry pellet rougly the size of a soda can that is then coughed up. Tytolbans rarely eat in front of non-Tytolbans, as they realize how disgusting other species finds this practice. These are a proud and generally peaceful people, and fiercely intelligent. They are, however, very protective of family, friends, and above all, their mates. Tytolban cast members would make very effective magic slingers or superscientists. Tytolban players gain a +2 to Intelligence, and can raise this attribute to a maximum of 8. Since their heads can and often swivel around, they have Situational Awareness, as well as Acute Hearing and Nightvision. On the other hand, they have the Colorblind drawback. Tytolbans remember everything, and therefore the Photographic Memory quality is included in the racial package. Finally, rounding out the mix, all members of the race suffer from a form of what humans call Obsessive Compulsive Disorder. This is the Severe version of this Mental Problem drawback. |
Zaterran
7 Point Racial Quality |
Zaterrans are a bipedal reptilian species thought to have evolved from Earth's dinosaurs. Having bigger brains than their ancestors, they have the potential for more complex thought. Zaterrans can range between 4 and 7 feet and have tails about three to four feet in length. Their heads are pointed, resembling vipers.
Females of the species have frills on either side of their heads that fan out when angered, threatened, or sexually aroused. All Zaterrans have a venom gland in their cheeks that makes them able to spit a substance not unlike stomach acid at their enemies. Zaterrans come in a wide spectrum of colors. The Zaterrans have the ability to shapeshift into three different forms. One, of course, is their natural Zaterran form. One is a completely human form, where the attribute bonuses that are specific to their race are not present. They also lack their natural defenses, their claws and teeth. They still have the ability to shoot venom from their mouths. Another is a mix between human form and their natural lizard form, where they lack a tail, but are covered in scales and have slitted pupils like a lizard. In this form, they retain half of the bonuses from their full lizard form. They also retain their claws and teeth from their lizard form. Due to recent discoveries, it is known that the Zaterran people were originally from Earthrealm, but something drove them from this dimension and the remainder were killed. They found a new home in another realm, which they called Zaterra. Zaterra was a lush jungle of a world that the new inhabitants called home for millenia. It was said be ruled by a benevolent matriarch, whose influence alone helped them evolve into a race not unlike humanity. The mystics of the Zaterra developed a way for all of their peoples to tap into their more primitive side and back again, believing that the balance of their nature was what made the species great. Unfortunately, like all great dynasties, the wonder of Zaterra did not last. An evil warlord with godlike power invaded the dimension and drove the Zaterrans into slavery, if not the brink of extinction. It is unclear when Zaterra was conquered, and the known Saurians also seem to retain no memories of their home world, which suggests that the conquest of Zaterra happened in a distant past. The warlord was recently overthrown by a group of dimensional protectors, but unfortunately this act caused a power vacuum that was nearly as dangerous as the dictator's reign. Would-be conquerors scrambled for the annexed worlds, and Zaterrans were left in the middle, unable to rise from their shackles. It was widely believed that the peoples of Zaterra would be forever enslaved when one of their own, a fugitive renegade named Onaga, unearthed the egg of the sleeping god known as the Dragon King. The Dragon King awoke and poured his essence into Onaga, merging with the Saurian. Suddenly, the surviving Zaterrans broke from their bonds and their peoples splintered. Many of the Saurian creatures felt that the Lizard God was to be revered and pledged their lives to him. Others were tired of serving false gods and warlords and fled to the Earth once more to start new lives for themselves. Many Zaterrans now choose their fully reptillian phase as their dominant form, a statement of the pride they have reclaimed, and will only take the other two forms when situation calls for them. he followers of Onaga believe the refugees to be traitors, and would track their former brothers to the ends of existence for their sacriledge. They believe that the Dragon King delivered them from their turmoils and are ushering them into a new age. A new age, by the way, that begins with the conquering of new worlds. A Zaterran player gets +2 to Strength, Dexterity, and Constitution(which is halved in their middle phase), and can raise their physical attributes to a maximum of 10. They do suffer, however, from a -1 to Willpower, having only recently escaped slavery. Zaterrans have a tough, reptillian(go figure!) hide, and therefore gains a level of Natural Armor. Additionally, they can regenerate from any wound, including lost limbs, and this is the Hourly version of the quality. The acidic spittle of the race is the 8 point ranged Supernatural attack, and claws and teeth count as a 1 point Natural Weapon. Also, the Zaterran's tail is another 1 point Natural Weapon. Zaterrans have a 2 point drawback called Supernatural Form(3 Tier), which works like two Dual Shape drawbacks stacked together. This allows for their bonuses in their phase between human and reptile. Being a lizard, the Zaterrans suffer from the 7 point drawback Coldblooded, and their reptillian nature grants them the Mild version of Antisocial Impulses(cruelty). Zaterrans who have renounced their new god would make ideal cast members. However, if one wants to play a character totally sworn to the Dragon King(which would be possible yet difficult, he's a "rule the universe" kind of lizard. Perhaps the character is infiltrating your scooby gang to earn their trust...even employing their unwitting help for the King), all one would have to do is purchase an obligation drawback of three at character creation. |