Ouroboros Posted April 14, 2011 Share Posted April 14, 2011 Races:A'oughhight A'FenAnkassim Anupu AzanarBalorFen* FoxesJotnarJreila*MernastMire'nastMurg*Nay'fenOa’erlerSkrofanSsenast TakrokThayimZ'oeiloughight Zray'Katha*Extinct races, template useful for creation of half-bloods/mud-bloods Link to comment Share on other sites More sharing options...
Ouroboros Posted April 14, 2011 Author Share Posted April 14, 2011 AnupuPhysically the Anupu are not far removed from their Thayim ancestors. All Anupu have a minimum knowledge of Necromatic magic and rituals. The Anupu culture is broken into three castes. The Living Caste are the mortal Anupu, those who can birth and create and expand their society. The Honored Dead are those raised into undeath with their full memories, skills, and powers. The third caste are the Servile Dead who are little more than mindless automatons controlled by the other two castes.Living Caste Anupu Template (6 pp)Advantage: Ritualist Skills: Expertise Magic 4 Powers: Magic - Summon 2 (skeleton) (quirk - requires remains)Complication: Devotion - All Anupu are zealous devotees of the god SiponakHonored Dead Caste Anupu Template (26 pp, adds to above)Abilities: STA N/ASaves: +2 WillPowers: Immunity (Fortitude Effectes), Regeneration 1, Protection 3Complication: Prejudice: UnDead - Among the Anupu the Undead are commonplace and even revered, among other cultures however the revenant may treated as being a monster or worse. Link to comment Share on other sites More sharing options...
Dawn OOC Posted April 14, 2011 Share Posted April 14, 2011 A’lough (7 PP)Skill: Technology, 2 ranksPower: Detect, 2 ranks (Elan Crystals)Power: Mind Control [Affliction], 2 ranks (Oa’erler only)Power: Immunity, 1 rank (Heat)Complication: Parasitic relationship with the Oa’erlerJreila (15 PP) (Extinct)Skill: Acrobatics, 4 ranksAdvantage: Move-by-ActionPower: Flight [innate, Wings, -1/rank], 2 ranks Power: Shrinking [Permanent, Innate], 4 ranksI'll put up these two and get them hammered out before I do more. Link to comment Share on other sites More sharing options...
Kakita Zoyu Posted April 14, 2011 Share Posted April 14, 2011 First attempt at the Jotnar/Azanar. Not sure why, but something seems... lacking. By the way, I had never intended the Jotnar and Azanar of being playable PC races.JotnarThe Jotnar are towering humanoids, standing fifteen feet tall and more, their stature granting them great strength and durability.Jotnar Template (10pp)Power: Growth 4 (Permanent; Innate) [9pp]-+4 Str, +4Sta, +2 Intimidate, -4 Stealth, -2 Active Defenses, +1 Size CategoryPower: Feature 1 (Longevity) [1pp]AzanarFrom Jotnar stock, the Azanar also possess a sliver of either Azath's or Zathar's elemental might.Azanar Template (22pp)Power: Growth 5 (Permanent; Innate) [11pp]-+5 Str, +5 Sta, +2 Intimidate, -5 Stealth, -2 Active Defenses, +1 Size CategoryPower: Feature 1 (Longevity) [1pp]Power: Immunity 5 (either Fire or Cold Damage) [5pp]Power: Energy Control 3 (Either Fire or Cold; first power is either a Blast or appropriate Environment Control) [6pp] Link to comment Share on other sites More sharing options...
Ouroboros Posted April 14, 2011 Author Share Posted April 14, 2011 SkrofanThe Skrofan are stronger and hardier than humans, possessed of a strong will, and with a natural talent for woodworking and navigation by the stars. Their cultural affinity for magic is a late development, and unlike the Anupu not ingrained within every member of society. Though not a racial ability the Skrofan are the only culture known to possess a full working knowledge of the Gyres and Prophetic magics. With proper training Skrofan wizards are capable of feats of precognition.Skrofan Template (7 pp)Abilities: +1 STR, +1 STASaves: +1 WillSkills: Expertise (Woodworking) 2, Expertise (Navigation) 2 Link to comment Share on other sites More sharing options...
Joani Posted April 14, 2011 Share Posted April 14, 2011 Balor Template Agility +1, Intellect +1, Presence +1AdvantagesRitualistSkillsExpertise: Magic 4 (+5)PowersBond-Sense: Senses 1 (Detect: Sibling 1; Limited: Sibling only)Prolonged Life: Immunity 1 (Aging; Limited - Half Effect)ComplicationsPrejudice: Balor are very prejudiced against all other races of Iannin and seldom mingle with others not of their kind.Quirk: Sibling Bond - the magical bond between Balor twins is so strong that damage sustained by one is suffered by the other, too. In game terms each time one of the bonded twins get damage the other twin gains the same damage on his condition track.Power PointsAbilities 6 + Powers 2 + Advantages 1 + Skills 2 (4 ranks) + Defenses 0 = 11Created With Hero Lab® - try it for free at http://www.wolflair.com! Link to comment Share on other sites More sharing options...
Joani Posted April 14, 2011 Share Posted April 14, 2011 Basic Kassim Template 16PPAdvantagesDiehardPowersDragon's Breath: Cone Area Blast 4 (DC 19; Cone Area: 60 feet cone; Unreliable (5 uses), Diminished Range)Growth: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses; Innate; Permanent)Winged Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Innate; Wings, Activation 2: standard action)Power PointsAbilities 0 + Powers 15 + Advantages 1 + Skills 0 (0 ranks) + Defenses 0 = 16Created With Hero Lab® - try it for free at http://www.wolflair.com!--This is the standard template. I will add variations tomorrow - There'll be 4 different "types" of Kassim, depending from which Temple they come from. Mostly their breath-attack will change, everything else will likely stay.Edit: Replaced the Abilities increase with Permanent Growth since that fits the Physical description of the Ankassim better. They range from at least 7 Feet up to 9 1/2 feet tall and are broad and massivley built.Flight has Activation because the Ankassim can't just lift off whenever he wants. Flying takes a concentration and a Standard Action in order to lift off - it represents extending the wings and batting them a few times before the Ankassim actually lifts of. GM's may allow Ankassim to fly instantly if they lift off from higher ground (like jumping off a cliff).Ankassim a massively built hence the innate Growth which reflects their average size of about 8 to 9 Feet (both male and female). Link to comment Share on other sites More sharing options...
Kakita Zoyu Posted April 29, 2011 Share Posted April 29, 2011 Zray Female (17pp)AbilitiesFighting 1, Presence -1AdvantagesDiehard, Great Endurance SkillsAthletics 2 PowersGrowth: Growth 3 (+3 STR, +3 STA, +1 Intimidate, -3 Stealth, -1 active defenses; Innate; Permanent)Immunity: Immunity 2 (Environmental Condition: Cold, Environmental Condition: Heat)Immunity: Immunity 4 (Disease, Poison, Sleep, Starvation & Thirst; Limited - Half Effect)Power-lifting: Power-lifting 1 (+1 STR for lifting)Quick Healer: Feature 1Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)Power PointsAbilities 0 + Powers 14 + Advantages 2 + Skills 1 (2 ranks) + Defenses 0 = 17Zray Male (10pp),,AbilitiesStrength 1, Stamina 1AdvantagesGreat EndurancePowersImmunity: Immunity 2 (Environmental Condition: Cold, Environmental Condition: Heat)Immunity: Immunity 4 (Disease, Poison, Sleep, Starvation & Thirst; Limited - Half Effect)Quick Healer: Feature 1Power PointsAbilities 4 + Powers 5 + Advantages 1 + Skills 0 + Defenses 0 = 10For a Zray'Katha (4 arms), add (3pp):Extra Limbs: Extra Limbs 2 (2 extra arms, Advantages: Improved Grab; Innate)For a Zray'Katha'Kan (6 arms), add (5pp):Extra Limbs: Extra Limbs 4 (4 extra arms, Advantages: Improved Grab; Innate) Link to comment Share on other sites More sharing options...
Forge Posted May 6, 2011 Share Posted May 6, 2011 Fen - 11ptsAbilities+2 Agility -1 Fighting +1 Awareness AdvantagesEidetic MemorySkillsAcrobatics +2Athletics +2PowersLeaping 2Speed 2A'fen - 13ptsAbilities+2 Agility -1 Fighting +1 Awareness AdvantagesEidetic MemoryFavored Environment - UnderwaterSkillsAthletics +2PowersFeature - Underwater vision is normal (Single Wave Tattoo under eye)Immunity - Drowning (Gill Tattoo on neck)Movement - Enviro Adapt (Underwater)Swimming 2 ranksNay'fen - 7ptsAnything from the A'fen template may also be taken.Abilities+2 Agility -1 Fighting +1 Awareness AdvantagesEidetic MemorySkillsAthletics +2PowersMurg - 10ptsAbilities+2 Strength +2 Stamina -2 AgilityAdvantagesFavored Environment - SwamplandFearless Great EnduranceSkillsStealth +2PowersBurrowing 2 ranks Link to comment Share on other sites More sharing options...
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