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:
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).