"Trojan Horse" PC race (+ full fluff) fits seamlessly any DnD/D20 campaign

Turanil

First Post
Hey, here is a PC / NPC race that I wrote a long time ago for the Netbook of Race (fancc.net). I think it can make a good addition into almost any campaign setting without disrupting anything. You may consider it as a plot device. (File attached of that race in the post.) Comments welcome, if only to bump the thread...



HYBRID

Introduction: To speak bluntly, hybrids are a sort of "Trojan Horse" race. In fact, unknown to all except from a few scholars (who remain discreet to prevent an unfortunate accident), a mysterious race from another plane of existence has devised an exceedingly strange way for conquering the humanoid races of the world. They discreetly capture some humanoid females, and have them bear a child that will look like a member of her race, but is not. It is a new race in which these invaders reincarnate themselves, in order to infiltrate and conquer humanoids from within.

Birth Process: The invaders are a dying race whose physical form is moreover unable to stand the environmental conditions of life on the prime material plane. They supposedly reside in the Astral or Ethereal, and come to the normal world to kidnap humanoids for reproduction experiments. What kind of weird magic or technology they use to this end is unknown. Nonetheless, when a female is thus kidnapped, she doesn't remember it and will thereafter find herself pregnant, usually believing to be pregnant from her husband or any normal person as appropriate. She doesn't remember what really happened, except for dream-like souvenirs involving goblins, fairies, or what not. Yet, the child she bears is not a member of her own race, but an hybrid genetically engineered by the invaders who kidnapped her. That is, the child resembles the race of the mother, yet is an entirely new race with specific abilities.

Perfect and Flawed Hybrids: These children are not always successfully genetically engineered. Those who do are superficially indistinguishable from the race of their mother, yet harbor the soul of a member of the invaders race. These perfect hybrids instinctively know who they are, and relentlessly pursue their goal of conquering the host race from within. (In game terms, they should be restricted to NPCs villains.) On the other hand, flawed hybrids are born with some notable differences. Physically, they obviously are half-breeds of some sort. However, the real difference is that a flawed hybrid is not an invader. That is, his/her soul is not from that alien race but comes normally, as for any ordinary humanoid. As such, flawed hybrids are never involved in the odious invasion, while all perfect hybrids are. Flawed hybrids are always discarded by the invaders.

Personality: Hybrids are thoughtful and cunning. They often are long-term planners, with a bias for intrigue and conspiracy. Likewise, hybrids are inquisitive and make excellent investigators, as they love to uncover the truth from careful deductions based on the tiniest of clues. However, where perfect hybrids will use this penchant to carry on their plans of conquest, flawed hybrids will manifest it in the pursuit of their own interests. Otherwise, hybrids being influenced by the society they are raised in, tend to have some of the personality traits of their mother's race.

Physical Description: Hybrids always resemble the race of their mother. Thus, a hybrid born from a dwarf looks very much like a dwarf. However, the degree of resemblance is not the same for perfect and flawed hybrids. Perfect hybrids are absolutely indistinguishable from the race of their mother, while flawed hybrids harbor some notable differences. That is, a flawed hybrid much resembles the race of his/her mother, but not totally. The skin is smoother and paler, and the eyes larger. Then, the body is thinner without much, if any, body hair (i.e.: a dwarf hybrid will have very few hair, while an elven hybrid will have none). Generally, the parents explain these difference with their child probably having been affected by magic at birth. Note by the way, that hybrids born from a human mother could pass for half-elf, as long as their (non-pointed) ears aren't apparent.

Relations: Hybrids are in fact genetically engineered to go along very well with any other race, especially that of their mother. As such, perfect hybrids have a good advantage for infiltrating the society in which they were born, and climb its hierarchy. The main difference with flawed hybrids, is that they will have good relationships with others genuinely, not for hidden purposes. In fact, this behavior may sometimes really appear odd, for hybrids do not abide by the traditional racial enmities of the culture they were raised in. As such, you could have an elven hybrid who finds natural to be friendly with dwarves and orcs.

Alignment: Hybrids' alignment directly depends on whose hybrids are considered. Perfect hybrids are always lawful-evil (and should preferably remain NPCs). On the other hand, flawed hybrids may be of any alignment. There is absolutely no predominance in this regard, as the result of a flawed hybridization is often uncertain. As such, they may be born with inherent goodness as much as with inherent evil; and similarly could be as much chaotic as they could be lawful.

Hybrid' lands: Hybrids live in the lands and society of their mother's race, and normally belong to it. Outcast hybrids have no lands of their own, and never form any society of their own (in any case, they are too few and too far from each others).

Religion: Hybrids' religion also directly depends on whose hybrids are considered. Perfect hybrids always feel attracted to some peculiar dark deities, that appear to them in their dreams until they find who they are and convert to their worship. On the other hand, flawed hybrids could convert to any religion, but this will be most of the time out of curiosity rather than out of real faith. As such, flawed hybrids fanatics and zealots are almost non-existent. Also, they will feel inclined to change religion often, in order to experiment new points of view.

Language: Hybrids speak the same language(s) as their mother's race normally do.

Names: Hybrids always get a name appropriate to an individual of their mother's race.

Adventurers: Perfect hybrids typically adventure as a way to gain experience and wealth before trying to get power among their mother's society. On the other hand, flawed hybrids usually finish as outcasts in their native society, and as such will adventure for lack of other opportunities, or also to discover why they were born different.

Racial Traits:
  • Lifespan: As mother's race.
  • Size: As mother's race.
  • Base speed: 20 or 30 ft. (as mother's race).
  • Automatic languages: Same as mother's race.
  • Racial ability adjustments: Intelligence +2, Constitution –2, Charisma –2. Hybrids have been created to be mentally superior, but are somewhat deficient physically. Their strange appearance also tend to put them apart from others (Charisma penalty only applies to flawed hybrids).
  • Darkvision: Hybrids can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hybrids can function just fine with no light at all.
  • Racial skill adjustment: +4 to Sense-motive, +2 to Bluff, Diplomacy, and Gather information skills. They are extremely empathic, and thus also have an advantage when dealing with people.
  • Impenetrable: Immunity to Detect Thoughts spells and similar effects, and a +2 racial saving throw bonus against all divination spells. Hybrids know how to keep their real intents hidden.
  • Favored Class: Psion (or Wizard if psionics are not used in the campaign).
 

Attachments


log in or register to remove this ad

And now add Klingons to your setting!!

Many DMs out there have at one time or another added Klingons to his setting. Here I have created a race of klingons, named "Klenghians" because of copyrights reasons for the netbook I wanted to submit it to some years ago... You may see it overpowered, but in that case just put it ECL +1. I think it's not overpowered if you compare a 10th level human (1 bonus feat and +14 skill points wherever the players wants to put them) with a 10th level klenghian.


KLENGHIAN

Introduction: Klenghian are a powerful race of fierce humanoids who value honor above all. Originally the klenghian achieved a high level of civilization, but a few klenghian communities disappeared in alternate times and dimensions and thus lost access to the great magic (or technology?) of their native society. Yet, being born combatants, klenghian can thrive even in primitive environments. This is such a kind of small and isolated klenghian communities that will be found in a typical medieval-fantasy world.

Personality: A klenghian's life primarily revolves around honor and combat. This goes to such extent that for a klenghian, the greatest achievement is to die valiantly, while battling outnumbering foes after having slain a great number of them. Otherwise, klenghian are very straightforward. They do not lie, cheat, or bluff, as this is seen as the devious ways of cowards or weaklings, incompatible with their conception of honor.

Physical Description: Klenghian are humanoids larger and more muscular than humans. They tend to be dark skinned, with black hair they wear long, as well as beards and mustaches for the males. However, their most distinguishing feature is their head, and primarily their forehead. It presents a ridged, bony pattern, that is different for every klenghian. They also have a bony backbone similar to that of a dinosaur, that runs up and down their spine. Otherwise, klenghian are gifted with an enduring body, for many of their vital organs come in pairs where other humanoids would have only one. As such, they get a double heart, two livers, and a double spinal cord.

Relations: Because klenghian are so warlike, they are more often than not at odds with most other races. Nonetheless, they could make alliance and friendship with people likewise battle-minded (such as for instance: dwarves or half-orcs). In any case, klenghian' sense of honor include they be above anyone else.

Alignment: Klenghian being so obsessed by honor, are thus most of the time lawful. Also, being warriors who revel in battle and conquest, they are often evil. As such, the typical Klenghian is LE or LN. Yet, many klenghian will disregard the rules, or abide by their own code of honor, when it comes to their own benefit. As such, many klenghian are thus NE or CE. On the other hand, good-aligned klenghian are usually unheard of.

Klenghian' lands: In fact, as a race klenghian are not native to this world (i.e.: your game-setting), but normally live on an alternate plane where they belong to a glorious empire that spans several planets. However, three centuries ago during a war in their distant homeworld, a base of klenghian was completely annihilated by a power weapon, yet their occupants were not killed. Instead, they were cast into another dimension with no hope of return. They came from a very advanced civilization, but had lost most of their equipment in the process. Fortunately for the klenghian however, they were fierce warriors and had traditions of bladed weapons and unarmed combat. As such, the group of 4000 klenghian who arrived on this world were able to stay alive and furthermore conquered a fair amount of power and leadership during the following centuries. Nowadays, they inhabit an area of their own, apart from the main civilizations. Until then they weren't noticed, as the few people who encountered the klenghian mistook them for some orcish or goblinoid sub-race. However, this is far to be the case: klenghian, even if they are a belligerent race, are culturally as much refined as any other civilized race, and perhaps even more. In any case, klenghian typically dwell in extremely well constructed fortresses of black stone, often in remote areas.

Religion: Klenghian usually worship deities of war and honor.

Language: Klenghian speak their own language which uses its own alphabet. In a traditional campaign world, this language is probably the only one having a vocabulary pertaining to advanced technology and sciences (even if likely the klenghian do not have anymore of it).

Names: Worf, Kahless, Klaang, Gorkon, Mogh, K'Ehleyr, K'Mpec, Gowron, Lursa, B'Etor, Toral, Kurn, Martok.

Adventurers: Klenghian primarily adventure to prove their worth as warriors. For a klenghian living in times of peace, adventuring is the most relieving of opportunities, because of the frequent occasions of battles it provides.

Racial Traits:
  • Lifespan: As humans.
  • Base speed: 30 ft.
  • Automatic languages: Klenghian language. Bonus languages: common, dwarven, elven, human, and orcish.
  • Racial ability adjustments: Strength +2, Wisdom –2, Charisma –2. Klenghian are powerful, but are also quick to anger. They otherwise have a frightening reputation, appearance, and behavior, and as a result are distrusted by almost anyone, including their own kind.
  • Racial skill adjustment: +2 to Spot and Listen skills. Klenghian have naturally keen senses.
  • Hostile Communication: +4 to Intimidate, but –2 to Bluff, Diplomacy, and Gather information skills. Klenghian are naturally violent, and have a long tradition of resolving arguments and contention with brutality. They also lack the subtlety necessary to conciliate or lie judiciously.
  • Sturdiness: Toughness as a bonus feat, and +2 to all Fortitude saving throws. Klenghian are very resistant due to their many redundant organs.
  • Fearless and Furious: +4 to all saving throws against fear or fear-based effects. With their overwhelming obsession for warrior honor and combat, klenghian are less subject to fear and anxiety than most other races. However, they would likewise rather die in combat than flee. As such, in any battle Klenghian will fight to the death even if it's obvious this will be their own. To abandon a combat and flee (even when ordered so by their military superior) requires they make a successful wisdom check vs DC=10. If they fail it, they will continue until either they or their opponents are slain.
  • Bonus Weapon Proficiency: Klenghian get the Improved Unarmed Strike feat for free. They are used to physical confrontation since an early age. Otherwise, klenghian's culture holds two particular melee weapons in great esteem: the Sh'kar, a kind of weird dagger (use the characteristics of the Kukri exotic weapon), and the Bat'naa, a peculiar weapon with two curved blades (use the characteristics of the Two-bladed Sword exotic weapon). These weapons are considered exotic for any race but the klenghian. For them, the Sh'kar is a simple weapon, and the Bat'naa a martial weapon.
  • Favored Class: Fighter.
 

Attachments


Turanil, these rock. I especially like the hybrids. They're a neat alternative explanation of the "changeling" myth.
 

Great stuff Turanil. I've been thinking of creating a 'race' of humanoids that is half human and half animal and the Hybrid is a good starting point. Basically these being are birthed from a human mother that is a druid and an animal of the wild. Thanks for sharing your creative side. I look forward to sseing anything else you may have.
 

Also after reading the Hybrid race again, they remind me of how Kromaggs used human females to extend their race from completely dying out. The Humaggs they were called. I'm definetely going to be using your Hybrids in my Sliders/Tangents game.
 

Frukathka said:
Also after reading the Hybrid race again, they remind me of how Kromaggs used human females to extend their race from completely dying out. The Humaggs they were called. I'm definetely going to be using your Hybrids in my Sliders/Tangents game.
Thanks for using my race in your game. It means I didn't do all of this for nothing (especially when I see how little success these two class have, according to the number of time they were downloaded). By the way where do come from "Kromaggs and Humaggs"?
 

In Sliders, the primary villains after a couple of seasons were the Kromaggs. Apparently on Kromagg Prime, a world shared by Humans and Kromaggs alike, a weapon was used that was engineered to make all of the Kromaggs infertile. However, the Kromaggs pick up the ability to cross the dimensional barrier and slide between alternate realities. Some of the alternate worlds they found were completely devoid of sentient life. The Kromaggs used these world as breeding camps.

At the breeding camps the Kromaggs would use their sperm to impregnate human females. The result was a half race. Being that the Kromaggs believed in racial purity, they deemed the half creatures as Humaggs, kind of like a racial slur.

Hope that helps clear things up for you.
 

These hybrids, combined with the "grey ET" look of your avatar, give a pulp sci-fi mood to the whole race.
 

Remove ads

Top