Post by The Forgotten God on Apr 3, 2016 17:05:13 GMT
As a denizen of Bastion, the only native race is human, however, across the great island are several other pockets of nonhuman life. Without further ado, here they are.
Human: The most populous by far of the races on the island, humans are either full blooded imperial of the line of Erastes, mix blooded with the lines of old Thessali, or native Innurian. Any choice results in base statistics, humans being different racially only by appearance and culture, not biology.
Unique Specialties:
Blades of the Wind - Thessalians are originally from great plainlands where speed and maneuver are paramount. Humans may attack twice in one round once a day.
Necromancy - Communing with the dead is a revered Native Innurian tradition, and while little understood and much feared, the morally sound Necromancer holds great sway and much esteem in some communities, who see them as their true link to past generations.
Horsemanship - Humans are the only race of a size and temperament to learn to ride horses beyond merely sitting. Jousting, maneuvers, and cavalry warfare are the exclusive purview of the Human race.
Elf: Natives of the deep azure forests of Sapphire Oaks that used to dot Thessali, the last known kingdom of Azurian Elves are reclusive and mysterious, but since the granting of charters to attempt to reconquer the great continent some have been seen in Bastion, their strange magic and feral fighting styles appreciated by many parties seeking adventure. Elves are taller and slimmer than most humans, averaging six and a half feet (2m) in height and a weight of about a hundred ninety pounds (80 kg), but some have reached nine feet in height (3m) and four hundred pounds (180 kg).
Unique Specialties:
Summoning - the very star patterns in the skies assist the last of the Elves, the great entities known as Dynasts available for a select few to call upon. An even rarer subset of humans, known as Chosen, share the gift, calling upon very different Dynasts.
Life Binding - Elves gain +100% to their healing ratios when either casting or receiving a healing spell. E.g. a 1:1 health drained to restored becomes 2 health restored for 1 drained, and 2:1 becomes 3:1.
Anger of the Land - The very Earth has revolted against the creatures of Mist that have befallen the lands of Thessali. Every Mist creature an elf kills grants him a one use +1 attack roll bonus. This bonus may stack as high as an elf wishes it to but once it is activated every bonus point is used up in one swing.
Dwarf: Natives of the canyons of the northwest side of Innuria, dwarves are shy and only venture to Bastion or other cities to trade their crafted materials for goods they seek. They operate at a near hive mind; the more dwarves together the more effectively they accomplish tasks. Psionics comes as naturally to them as mining, and in war they are feared for their ability to maximize their available talents in synergy with one another. No dwarf army has ever required a general to plan or lead a battle.
Unique Specialties:
Synergistic Subconscious - Dwarves take -1% damage per dwarf within 20 yards, to a maximum of -15% damage
Stubborn as a Rock - Dwarves are immune to persuasion rolls unassisted by magic. They apply a -20 to all persuasion rolls that are magically assisted
Dwarves may only take enchanting or healing as a magic art. Every dwarf needs at least 30 points in psionics (does not count as a magic ability if no other points are added).
Centaur:
Centaur mercenaries were the savior of Innuria in the early days of Bastion, the great horsemens' vigor and power essential to fending off the Enemy. They have since returned to their homes west of the blue forests of the elves, but many sell their guns and swords to the services of whichever Reclaiming party seeks them. They are also the experts of the wildlands of eastern Innuria and bringing at least one into the dark land is strongly advised.
Unique Specializations:
Mobility - Centaurs move at double the normal rate, and can easily keep up with normal cavalry if not in combat mode
Sniper - The most enthusiastic adapters of firearms, and with long limbs and rear legs to make obtaining a steady position extremely simple, Centaurs gain +5 to all rolls with firearms. They may also aim for up to 2 rounds, not attacking but stacking the +5 bonus each round
Enhanced Strength - Centaurs may triple the weight a human of the same strength score can carry. This does not apply to damage bonuses
May not place points in any stealth or espionage ability.
Storm Giant:
In the far northwest of Innuria, beyond even the dwarves, on a narrow strip of land eight or nine miles wide and a hundred long, live the last of the storm giants of Thessali. The giants stick to themselves, tending herds of livestock and selling the meat for specially designed weapons from the dwarves, and the great dagger like cliffs of the northern shores prevent humans from readily speaking to any. It is only in recent years some have come to Bastion, seeking revenge against the enemy for some as yet unexplained wrong, as the giants had never lived elsewhere in Thessali according to written records. A giant averages twelve feet tall (4m) and about a ton in total mass, but some have reached eighteen feet (6m) and two tons. Such giants are believed to be the rulers of the race. Legends also hold that while storm giants may be only found in Innuria, other races of giants have been seen in increasing numbers across the Causeway.
Unique Specializations:
Inexorable Advance - Giants may attack walls and buildings as though they are a light siege weapon
Ground Beneath Their Feet - In lieu of attacking with a weapon, a giant may attempt to trample normal sized foes, inflicting AOE damage on a hit. Enemies who dodge the attack may counter for free, however.
Call the Lightning - Giants ignore electrical damage and may reflect lightning cast upon them in the direction of its source
Masters of the water: Storm giants can breathe water and can swim through all but the worst hurricanes. Swimming checks are never required for normal aquatic adventures.
Giants may not take points in cavalry, stealth, espionage, or any form of magic save enchanting or wind or water. Giants may, however, take as many points in wind AND water as they like.
Human: The most populous by far of the races on the island, humans are either full blooded imperial of the line of Erastes, mix blooded with the lines of old Thessali, or native Innurian. Any choice results in base statistics, humans being different racially only by appearance and culture, not biology.
Unique Specialties:
Blades of the Wind - Thessalians are originally from great plainlands where speed and maneuver are paramount. Humans may attack twice in one round once a day.
Necromancy - Communing with the dead is a revered Native Innurian tradition, and while little understood and much feared, the morally sound Necromancer holds great sway and much esteem in some communities, who see them as their true link to past generations.
Horsemanship - Humans are the only race of a size and temperament to learn to ride horses beyond merely sitting. Jousting, maneuvers, and cavalry warfare are the exclusive purview of the Human race.
Elf: Natives of the deep azure forests of Sapphire Oaks that used to dot Thessali, the last known kingdom of Azurian Elves are reclusive and mysterious, but since the granting of charters to attempt to reconquer the great continent some have been seen in Bastion, their strange magic and feral fighting styles appreciated by many parties seeking adventure. Elves are taller and slimmer than most humans, averaging six and a half feet (2m) in height and a weight of about a hundred ninety pounds (80 kg), but some have reached nine feet in height (3m) and four hundred pounds (180 kg).
Unique Specialties:
Summoning - the very star patterns in the skies assist the last of the Elves, the great entities known as Dynasts available for a select few to call upon. An even rarer subset of humans, known as Chosen, share the gift, calling upon very different Dynasts.
Life Binding - Elves gain +100% to their healing ratios when either casting or receiving a healing spell. E.g. a 1:1 health drained to restored becomes 2 health restored for 1 drained, and 2:1 becomes 3:1.
Anger of the Land - The very Earth has revolted against the creatures of Mist that have befallen the lands of Thessali. Every Mist creature an elf kills grants him a one use +1 attack roll bonus. This bonus may stack as high as an elf wishes it to but once it is activated every bonus point is used up in one swing.
Dwarf: Natives of the canyons of the northwest side of Innuria, dwarves are shy and only venture to Bastion or other cities to trade their crafted materials for goods they seek. They operate at a near hive mind; the more dwarves together the more effectively they accomplish tasks. Psionics comes as naturally to them as mining, and in war they are feared for their ability to maximize their available talents in synergy with one another. No dwarf army has ever required a general to plan or lead a battle.
Unique Specialties:
Synergistic Subconscious - Dwarves take -1% damage per dwarf within 20 yards, to a maximum of -15% damage
Stubborn as a Rock - Dwarves are immune to persuasion rolls unassisted by magic. They apply a -20 to all persuasion rolls that are magically assisted
Dwarves may only take enchanting or healing as a magic art. Every dwarf needs at least 30 points in psionics (does not count as a magic ability if no other points are added).
Centaur:
Centaur mercenaries were the savior of Innuria in the early days of Bastion, the great horsemens' vigor and power essential to fending off the Enemy. They have since returned to their homes west of the blue forests of the elves, but many sell their guns and swords to the services of whichever Reclaiming party seeks them. They are also the experts of the wildlands of eastern Innuria and bringing at least one into the dark land is strongly advised.
Unique Specializations:
Mobility - Centaurs move at double the normal rate, and can easily keep up with normal cavalry if not in combat mode
Sniper - The most enthusiastic adapters of firearms, and with long limbs and rear legs to make obtaining a steady position extremely simple, Centaurs gain +5 to all rolls with firearms. They may also aim for up to 2 rounds, not attacking but stacking the +5 bonus each round
Enhanced Strength - Centaurs may triple the weight a human of the same strength score can carry. This does not apply to damage bonuses
May not place points in any stealth or espionage ability.
Storm Giant:
In the far northwest of Innuria, beyond even the dwarves, on a narrow strip of land eight or nine miles wide and a hundred long, live the last of the storm giants of Thessali. The giants stick to themselves, tending herds of livestock and selling the meat for specially designed weapons from the dwarves, and the great dagger like cliffs of the northern shores prevent humans from readily speaking to any. It is only in recent years some have come to Bastion, seeking revenge against the enemy for some as yet unexplained wrong, as the giants had never lived elsewhere in Thessali according to written records. A giant averages twelve feet tall (4m) and about a ton in total mass, but some have reached eighteen feet (6m) and two tons. Such giants are believed to be the rulers of the race. Legends also hold that while storm giants may be only found in Innuria, other races of giants have been seen in increasing numbers across the Causeway.
Unique Specializations:
Inexorable Advance - Giants may attack walls and buildings as though they are a light siege weapon
Ground Beneath Their Feet - In lieu of attacking with a weapon, a giant may attempt to trample normal sized foes, inflicting AOE damage on a hit. Enemies who dodge the attack may counter for free, however.
Call the Lightning - Giants ignore electrical damage and may reflect lightning cast upon them in the direction of its source
Masters of the water: Storm giants can breathe water and can swim through all but the worst hurricanes. Swimming checks are never required for normal aquatic adventures.
Giants may not take points in cavalry, stealth, espionage, or any form of magic save enchanting or wind or water. Giants may, however, take as many points in wind AND water as they like.