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Iron & Aether
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Part 2: Races   ☰

Special Races

Certain Races simply do not fit into the given archetypes for one reason or another, usually due to the exceptional circumstances surrounding their creation. Given here are three such Races and their innate abilities, as well as what they may get from their parents, if anything.

Wire and Metal

Automata are not born but created, literally built using wiring, machine parts, and Life Aetherite – and it is this last ingredient that sets them apart from other machines, as that is what gives them their sentience. When an Automaton is first built, it begins its life unthinking and unfeeling, like any other construct. However, as time wears on, it Awakens, becoming aware of itself as it starts to feel and decide what to do of its own accord. Once they have Awakened, Automata are mentally and emotionally indistinguishable from other Sentients.

Maintenance

Because Automata are constructs, they do require some daily maintenance. Once a day, an Automaton must ingest a gallon of fuel to keep themselves running, though they can go about 4 days without it before their systems start to shut down – an analogy to the naturally-occurring hunger of other races would be appropriate.
In addition, once every day, Automata must enter a 3-hour hibernation period, wherein most of their systems shut down, their working memory clears, and their storage is re-organized. This resting period can be voluntarily held off, though an Automaton’s systems will slowly deteriorate as time without it goes on; again, an analogy to a need for sleep would be fitting.
Lastly, while Automata are made of metal and cannot technically drown, being submerged can be dangerous for them as the fluid may damage their fuel cells or clog and slow down their machinery or other systems (being washed, however, is safe). A submerged Automaton has a number of minutes equal to their CON modifier before their systems shut down and they die (minimum 30 seconds). However, since they do not have respiratory systems, Automata do not have to worry about breathing in dangerous vapors.

Automata Name Examples

Automata are typically named after the sounds their bodies make, a prominent piece of their body, or the role they were made to fulfill. Some Automata decide to take up an entirely new name for themselves upon Awakening, but this is not necessarily always the case. Automata are asexual, so there is no differentiation between male or female names.
Names. Bang, Battery, Brasshead, Clank, Creak, Friend, Gasket, Gear, Golem, Number 23, Piston, Protector, Soldier, Steam, Whistle.

Automata Traits

Varied Appearance. The specifics of Automata appearance and size can vary greatly, as they can be made in pretty much any image. However, some commonalities exist; all Automata are made of some sort of strong metal, usually steel. Some mithril or antitherium Automata exist, though these are exceedingly rare.
Life Expectancy. With proper long-term maintenance, Automata can theoretically live forever. This maintenance includes oiling, fixing damages, getting rid of rust, replacing old parts, etc. Without it, they have a life expectancy of about 40 years as their parts wear down and gradually fall into disuse. Automata reach full maturity within a few years of being Awakened.
Size. Automata vary in height from 1-2 meters. They can be Small (100-130cm), Medium (131-180cm), or Big (181-210cm).
Languages. You can speak and write Common and one other language of your choice.
Tough Chassis. Automata have a Natural Armor score of 3.
Dodge Penalty. If your Automaton is Small/Medium/Big, you have a Dodge Penalty of -2/-3/-4.
R-DEF. If your Automaton is Small/Medium/Big, your R-DEF is your M-DEF + 4/3/2.
Speed. Being Small/Medium/Big makes your base Speed 1.5/2/2.5m/sec.
Ability Score Adjustments. If you are Small, you gain .5 to your DEX and lose .5 in STR; if you are Big, you gain .5 to your STR and lose .5 in DEX.

Race Features

Electric Eyes. Your mechanical eyes can double as flashlights, which you can take 1 second to turn on. While this effect is active, you have disadvantage on Stealth checks. If the effect is inactive, you no longer have disadvantage on Stealth checks, however you cannot see in the dark.
Machine Learning. Automata’s logical and mechanical minds grants them an advanced intelligence, increasing your INT score by .5, up to 5.
Made of Metal. You are vulnerable to caustic and electric damage and resistant to burn damage.
No Lungs. Because you do not breathe, you are unaffected by dangerous vapors such as poisonous gas; however, you can still drown (see “Maintenance” above).

Variant Automata: Four-Armed

Some Automata are engineered with 2 extra arms built into their chassis, allowing for greater physical strength and, in many, increased manual dexterity. These Automata are referred to as the Four-Armed. What the Four-Armed gain in physical prowess, however, they lose in mental capability, as their extra brainpower is concentrated on keeping all of their limbs working in tandem. Use the following stats if you wish to play a Four-Armed.
Varied Appearance. Four-Armed are much the same appearance-wise as their bimanual counterparts.
Life Expectancy. Four-Armed are much more mechanically complex than normal Automata, and so require more regular and careful upkeep. Without it, they can go only about 30 years before they break down completely and die.
Size. Like regular Automata, Four-Armed can be Small (100-130cm), Medium (131-180cm), or Big (181-210cm).
Languages. You can speak, understand, read, and write Common and one other language of your choice.
Tough Chassis. Four-Armed also have a Natural Armor score of 2.
Dodge Penalty. Small/Medium/Big Four-Armed have a Dodge Penalty of -2/-3/-4.
R-DEF. Small/Medium/Big Four-Armed have a R-DEF of their M-DEF + 4/3/2.
Speed. Being Small/Medium/Big makes your base Speed 1.5/2/2.5m/sec.
Ability Score Adjustments. If you are Small, you gain .5 to your DEX and lose .5 in STR; if you are Big, you gain .5 to your STR and lose .5 in DEX.

Race Features

Electric Eyes. Four-Armed eyes also double as flashlights in much the same way as the Automatas' do, granting you the benefits of the Electric Eyes trait, described above.
Made of Metal. You are vulnerable to caustic and electric damage and resistant to burn damage.
No Lungs. Because you do not breathe, you are unaffected by dangerous vapors such as poisonous gas; however, you can still drown (see “Maintenance” above).
Quadridextrous. You have 4 arms instead of 2. Your extra arms can be stored inside your chassis until you use them, making you appear as a normal Automaton until they come out.

Spawn of Life and Undeath

Dhampir are born from the union between a Sentient and a Major Vampire Spawn. As such, they are neither Undead nor alive, and spells that affect Undead usually do so at a much lesser degree for them than they would a full Undead. Like their Vampire Spawn parent, they tend to be pale, like a corpse.
Dhampir bodies do age and they are fully sentient, but that hasn’t stopped many from believing that they are just as monstrous as their Undead parent; because of this, Dhampir typically face extreme prejudice, sometimes warranted and sometimes not. If they are careful, they are able to live decently normal lives.

A Life on the Move

Many Dhampir often have trouble finding reliable, stable sources of food; though they are able to steal blood in the night from hapless victims in whatever town they happen to be staying in, most take up a life on the road, sometimes alone, but more frequently in groups comprised of trusted allies. This constant migration usually leads to a life of adventuring, though not always. Some Dhampir simply choose to live out their lives with their Vampire Spawn parent, and for them life is much simpler, if more grim.

Dhampir Traits

Appearance. Aesthetically, Dhampir take on the appearance of their parentage, e.g. a Dhampir born from a Human Sentient and a Human Major Vampire Spawn would appear fully Human. They are, however, more pale than normal.
Age. Dhampir have a natural lifespan of about 500 years, and reach maturity at the same rate as their physical race, e.g. an otherwise Human Dhampir would reach physical maturity at the age of 20.
Size. Your size is based entirely on the sizes of both your parents; you can be slightly shorter than your shorter parent or slightly taller than your taller one.
Languages. You can speak, read, and write Common and Mortuan.
Natural Armor. Your Natural Armor score, like your size, depends entirely on your Race. Your Natural Armor score is the average of your parents' Natural Armors.
Dodge Penalty. If you are Small/Medium/Big, your Dodge Penalty is -2/-3/-4.
R-DEF. As a Small/Medium/Big creature, your R-DEF is your M-DEF + 4/3/2.
Speed. If you are Small/Medium/Big, your base Speed is 1.5/2/2.5m/sec.
Ability Score Adjustments. If you are Small, you gain .5 to your DEX and lose .5 in STR; if you are Big, you gain .5 to your STR and lose .5 in DEX.

Race Features

Infrared Vision. You can see in the infrared spectrum; your eyes become red when you do.
Semi-Vampyric Physique. Your STR and AGI scores both increase by .5, up to 5.
Partial Undead Nature. You have advantage on saves against poisons & diseases and being put to sleep against your will, and you only need to sleep for 3 hours.
Bloodthirst. Dhampir require the blood of living Sentients to stay alive, in addition to half as much normal food as a normal Sentient would eat. 1 quart of Sentient blood must be consumed every 15 days, and it can be taken willingly or otherwise (see the “Bloodfeast” feature below). If enough blood is not consumed, your maximum Health is temporarily reduced by 25% every 15 days until you either die or consume blood, at which point your maximum Health is restored by 25%.
Bloodfeast. Once between night’s rests, you can take 2.5 seconds to make an Unarmed attack (1d4 physical base damage, DEX property) against one target that is a Sentient. If you deal final damage, the target is grappled by you, and you can then choose to spend another 2.5 seconds drinking the target’s blood, quenching your Bloodthirst and healing you for half the final damage dealt (rounded up); however, doing so will also cause you to be grappled until the start of your next turn. If the target is diseased or poisoned, you must pass a Fortitude save with a DR equal to the original poison or disease, otherwise you now suffer from the same affliction. If the victim is willing, do not subtract their M-DEF score from your attack roll.

Children of the Elements

A Sentient with Aether fused into their very being, an Elementia is an incredibly special creature. They are the child of two Sentients with the essence of a single element ingrained into their very DNA, altering their appearance accordingly and giving them incredible extranatural powers unlike those wielded by any other breed of Sentients.
There are three circumstances that create such a being: the first is when a child is born on one of the Elemental Planes – though this may create an Elemancer, there is an equal chance (1 in 3) that the child will instead become an Elementia; one other way is when one or two especially powerful (Level 11 or higher) Elemancers have a child – if it is just one such Elemancer, there is a 25% chance the child will be an Elementia of the sorcerer’s element, and if two Elemancers have a child together, there is a 50% chance that the child will be an Elementia of 1 of the parents’ elements; the last way is if two Elementia decide to have a child, then the child will be a full Elementia of one of the two types.
Elementia are… anomalies, to put it lightly. Light-Fire Elementia may be mistaken for demons, Space-Air Elementia could be regarded as angels, Dark-Void Elementia mistaken for Dark Elves, etc. Because of this, many Elementia shun social interaction, some going to great lengths to hide their extranatural features, or going into self-imposed exile and living as outcasts. Other Elementia take this special treatment and use it to their advantage, tricking the less intelligent into worshipping them as gods or demigods, or using their visage and inherent power to work their way into positions of authority.

Elementia Traits

There are, technically, 6 subraces of Elementia – and two subtypes for each subrace – however, the majority of their traits are similar enough to only be described once, and it is up to you to fill in the blanks and use the traits given as a skeletal framework to create your Elementia.
Elemental. Every Elementia has the essence of one of the 6 elements – Dark, Light, Magic, Soul, Space, or Time – infused into their very being due to the extranatural/arcane circumstances of their birth. Pick one of the elements for your character, and use that as the main guideline around which your Elementia’s traits are based.
Appearance. An Elementia’s appearance is dependent on which element they have bonded to. Briefly described here is a vague guideline for each element:
Dark-Frost - Pale blue/white skin, hair, and eyes. Is slightly cold to the touch.
Dark-Void - Dark skin, sometimes dark hair. Eyes typically have the appearance of pupil-less voids.
Light-Fire - Skin color is usually red or orange, eyes may be red, orange, yellow, or blue. Hair is typically red, yellow, or orange, and strands or bits of it may dance on their own. Very warm to the touch.
Light-Radiant - White to light yellow skin tones, white to yellow tones for hair and eyes. Hair and/or eyes may start to glow gently during periods of great emotional excitement.
Magic-Force - Light to dark gray skin, hair, and eye tones. Hair may start to float as if weightless or drop as though weighed down randomly.
Magic-Illusion - Purple to blue skin tones, eyes are a deep blue, green, or purple. Occasional gentle sparkles may appear around face or hands, or in the eyes.
Soul-Death - Dark gray skin, variable hair and eye color. Body odor may be more akin to a fresh corpse.
Soul-Life - Skin tones vary from pale green to turquoise to pale blue. Eye color varies from green to blue, hair color tends to match skin color.
Space-Air - Light gray skin, white, gray, or light blue hair and eye color. Hair frequently appears to float or billow softly unprompted.
Space-Earth - Skin color varies from dark brown to light green, variable eye and hair color. Hair is usually curly, and body odor is more akin to wet soil or cut grass.
Time - Normal, though slightly off-color skin, hair, and eye tones from Race. Extremities and small parts such as hands, feet, eyes, and hair may appear to move unnaturally quickly or slowly at random.
Life Expectancy. Elementia share the life expectancy and maturity rate of their parents.
Size. You are the same Size as your parents’ Race(s).
Languages. You speak and write Common, one other language of your choice (usually that of your parents' Race(s)), and the language of your element.
Natural Armor. You have a Natural Armor score of 1.
Dodge Penalty. If you are Small/Medium/Big, your Dodge Penalty is -2/-3/-4.
R-DEF. If you are Small/Medium/Big, your R-DEF score is your M-DEF + 4/3/2.
Speed. Being Small/Medium/Big makes your base Speed 1.5/2/2.5m/sec.
Ability Score Adjustments. If you are Small, you gain .5 to your DEX and lose .5 in STR; if you are Big, you gain .5 to your STR and lose .5 in DEX.

Race Features

Captivating Presence. Your strange appearance and demeanors raise your CHA score by .5, which can be increased to 6 even if another feature says otherwise.
Aetherborne. From birth, you are a Level 0 Elemancer.
Mana. You have 1 Mana with which you can use the following feature; you regain this Mana 10 minutes after expending it. If you become an Elemancer, this Mana stacks with the Mana you gain from that class.
Common Spells. From the Elemancer class description, under “Common Spells”, you know the spells Elemental Armor, Elemental Deflect, Elemental Strike, and Elemental Weapon.