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.