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<blockquote data-quote="AncientSpirits" data-source="post: 6244303" data-attributes="member: 55778"><p><span style="font-size: 15px"><strong>Theta</strong></span></p><p>The cerebral theta relies on mental powers.</p><p> </p><p><img src="http://www.RadianceRPG.com/FemaleTheta.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><u><strong>Appearance & Culture</strong></u></p><p>A theta ranges in height from 4½ ft to 7½ ft and averages 80 to 240 pounds. Most notable: the embiggened skull that houses great brain power. Thetas are otherwise hairless and androgenous with greenish-gray skin, a high body temperature, and minimalist attire.</p><p> Other races often view thetas as aloof, arrogant, brilliant, dominant over others, fearful, tricky, and keen problem solvers. Thetas claim to be humans from a distant future who have resettled the past to experiment, enlighten, and guide. Thetas reproduce via eggs. Their culture is highly impersonal.</p><p> Thetas rely on psychic power. They organize into castes and tend to live in sterile, unnatural spaces, whether underground, in steely warren-like cities, or Void ships. Thetas revere entertainers, inventors, and philosophers, though their leaders are born and trained to their station.</p><p> Thetas adventure to learn, acquire new electrotech, test their mental powers, or test and experiment on others, even companions.</p><p> </p><p><strong><u>Physical Traits</u></strong></p><p>Thetas have the following characteristics.</p><p> <strong>Attributes</strong>: -2 Constitution and +2 Intelligence. Thetas sacrifice stamina to boost their brains.</p><p> <strong>Size</strong>: Medium.</p><p> <strong>Speed</strong>: 30 ft.</p><p> <strong>Wound Points</strong>: 5. Thetas absorb less damage than humans.</p><p>————————————————————————</p><p> <strong>Delusion(M)</strong>: You daze a person within 30 ft. Will resists. While dazed, he believes he faces challenges in an alternate reality. Each round on his turn, you may present him with a DC 15 skill check of your choice. Failure inflicts 2d6 psychic damage (bypasses DR). After 3 such checks, the effect ends. An attack roll on the target, or a rousing slap by an adjacent ally, also ends it. The effect otherwise lasts while you concentrate as a standard action each round + 2 additional rounds (max 2 minutes). Costs 2 vitality.</p><p> <strong>Detect Thoughts(M)</strong>: You note the presence or absence of thoughts (from conscious, sentient creatures) within a 60-ft cone. After concentrating for a second round, you learn the number of thinking minds and the Intelligence of each. After concentrating for a third round, you “hear” the current surface thoughts of 1 creature of your choice within range for 2 minutes if you beat its Will. Costs 2 vitality.</p><p> <strong>Mage Hand(M)</strong>: You telekinesis a single unattended object weighing up to 5 pounds and within 30 ft. You can telekinesis the object up to 10 ft.</p><p> <strong>Thought Link(M)</strong>: You form a telepathic bond for 2 minutes with a person within 30 ft and line of sight. Communicating is as natural and quick as normal speech. The bond ends if you move out of range. You can maintain only 1 bond at a time. Costs 1 vitality if the person is unwilling.</p><p>————————————————————————</p><p> <strong>Free Languages</strong>: Common.</p><p> <strong>Bonus Languages</strong>: Any. Select a number of bonus languages equal to the character’s Intelligence bonus.</p><p> <strong>Multiclassing</strong>: Battlemind, illusionist, magister, psion or savant. You may select 1 of these classes to pursue under the multiclass option.</p><p>————————————————————————</p><p> <strong>Typical Alignment</strong>: Lawful neutral.</p><p> <strong>Typical Deity</strong>: Ymuri, or Ixion if evil.</p><p>————————————————————————</p><p> <strong>Comeliness</strong>: 2d6+1. Their large heads and pallid complexions are off-putting.</p><p> <strong>Base Age</strong>: 30. Thetas have long childhoods but age rapidly due to mental stress even as they hang on for several centuries. They are young adults at 30, middle-aged at 45, and old at 300.</p><p> </p><p><strong><u>Racial Options</u></strong></p><p>A theta character selects 2 abilities from the following list at 1st level, and may select more abilities at later levels and with age.</p><p> <strong>Choke(M)</strong>: One Small or Medium creature within 15 ft is dazed for 1 round and suffers 1d4 psychic damage (bypasses DR). Will resists. Requires you know Mage Hand. Costs 1 vitality.</p><p> <strong>Conehead</strong>: Pathfinder, sage or wizard is your multiclass option and you enjoy a +3 bonus on Arcana, History, and Literacy checks. Also, your head acquires a distinctive cone shape denoting your interests.</p><p> <strong>Delude Monster</strong>: Select 1 nonperson creature type. Your Delusion ability now works against that type when it’s below your level.</p><p> <strong>Electrotech</strong>: You study invisible mundane forces of nature (called immateria) such as electrics, kinetics, nucleonics, optics, and sonics. You can make checks using the Technics skill (RPG, page 177) and enjoy a +2 bonus on Mechanics and Technics checks.</p><p> <strong>Intellect Fortress(M)</strong>: Boost Will by +5 for 3 rounds.</p><p> <strong>Intellect Ray(M)</strong>: One foe within 30 ft suffers 1d6 psychic damage per level (max 5d6). Reflex resists for ½ damage. Apply +3 damage if you wear a 500 gp gem. Costs 1 vitality.</p><p> <strong>Mask Effect(M)</strong>: As an immediate action, you cause an attack initiated within 30 ft to appear to observing persons to have no effect, though it works anyway. Will negates if a person touches the supposedly unaffected target of the attack and actively disbelieves as a standard action. Lasts 2 minutes. Costs 1 vitality.</p><p> <strong>Mental Focus</strong>: As a swift action, apply a +1d6 bonus on 1 skill check. Multiple uses do not stack. Costs 1 vitality.</p><p> <strong>Mental Missive(M)</strong>: You send a 1-way telepathic message consisting of up to 3 vivid images to a sentient creature within 60 ft. You only need line of effect not line of sight. Costs 1 vitality.</p><p> <strong>Mindlink(M)</strong>: You form a telepathic bond for 5 minutes with a sentient ally within 30 ft. Communicating is as natural and quick as normal speech. Once the bond is formed, it works over any distance. You can maintain only 1 bond at a time.</p><p> <strong>Psychic Analyst</strong>: When you beat a target’s Will using Detect Thoughts you may learn its favorite or feared reality plus its 3 best or worst skills rather than its thoughts.</p><p> <strong>Psychic Artist</strong>: Boost Craft and Music checks by +3 and attack rolls using the Delusion ability by +2.</p><p> <strong>Psychic Detective</strong>: This improves Detect Thoughts such that can you target a 5-ft space and gain results from persons who have passed within 15 ft of the space within the past 2 minutes.</p><p> <strong>Psychic Probe</strong>: Boost Bluff and Insight checks by +3 and attack rolls using the Detect Thoughts ability by +2.</p><p> <strong>Self-Revitalize</strong>: Once daily, after 1 minute of focusing on your inner third eye, you heal 1d4+1 vitality.</p><p> <strong>Sense Link(M)</strong>: You establish a perceptual bond with a touched or mindlinked ally for 5 minutes. Each round, you see and hear through the ally’s eyes and ears as if you were in his place. You are defenseless while using this ability. Once the bond forms, it persists out to any distance. You can end the bond as a swift action and can only maintain 1 bond at a time. Costs 1 vitality.</p><p> <strong>Sustenance(M)</strong>: You do not need to eat or drink (unless you wish to) and enjoy a +5 bonus to resist ingested poisons and sleep magic.</p><p> <strong>Techics Gear</strong>: You inherit 1,000 gp worth of electrotech.</p><p> <strong>Theta Warrior</strong>: Boost Athletics and Endurance checks by +3. Also, you are proficient with the scimitar and Light armors.</p><p> <strong>Third Eye</strong>: Your third eye awakens. You may apply a +5 bonus to a single d20 roll up to 2x/day, or 3x/day if you wear a 500 gp gem.</p></blockquote><p></p>
[QUOTE="AncientSpirits, post: 6244303, member: 55778"] [SIZE=4][B]Theta[/B][/SIZE] The cerebral theta relies on mental powers. [IMG]http://www.RadianceRPG.com/FemaleTheta.jpg[/IMG] [U][B]Appearance & Culture[/B][/U] A theta ranges in height from 4½ ft to 7½ ft and averages 80 to 240 pounds. Most notable: the embiggened skull that houses great brain power. Thetas are otherwise hairless and androgenous with greenish-gray skin, a high body temperature, and minimalist attire. Other races often view thetas as aloof, arrogant, brilliant, dominant over others, fearful, tricky, and keen problem solvers. Thetas claim to be humans from a distant future who have resettled the past to experiment, enlighten, and guide. Thetas reproduce via eggs. Their culture is highly impersonal. Thetas rely on psychic power. They organize into castes and tend to live in sterile, unnatural spaces, whether underground, in steely warren-like cities, or Void ships. Thetas revere entertainers, inventors, and philosophers, though their leaders are born and trained to their station. Thetas adventure to learn, acquire new electrotech, test their mental powers, or test and experiment on others, even companions. [B][U]Physical Traits[/U][/B] Thetas have the following characteristics. [B]Attributes[/B]: -2 Constitution and +2 Intelligence. Thetas sacrifice stamina to boost their brains. [B]Size[/B]: Medium. [B]Speed[/B]: 30 ft. [B]Wound Points[/B]: 5. Thetas absorb less damage than humans. ———————————————————————— [B]Delusion(M)[/B]: You daze a person within 30 ft. Will resists. While dazed, he believes he faces challenges in an alternate reality. Each round on his turn, you may present him with a DC 15 skill check of your choice. Failure inflicts 2d6 psychic damage (bypasses DR). After 3 such checks, the effect ends. An attack roll on the target, or a rousing slap by an adjacent ally, also ends it. The effect otherwise lasts while you concentrate as a standard action each round + 2 additional rounds (max 2 minutes). Costs 2 vitality. [B]Detect Thoughts(M)[/B]: You note the presence or absence of thoughts (from conscious, sentient creatures) within a 60-ft cone. After concentrating for a second round, you learn the number of thinking minds and the Intelligence of each. After concentrating for a third round, you “hear” the current surface thoughts of 1 creature of your choice within range for 2 minutes if you beat its Will. Costs 2 vitality. [B]Mage Hand(M)[/B]: You telekinesis a single unattended object weighing up to 5 pounds and within 30 ft. You can telekinesis the object up to 10 ft. [B]Thought Link(M)[/B]: You form a telepathic bond for 2 minutes with a person within 30 ft and line of sight. Communicating is as natural and quick as normal speech. The bond ends if you move out of range. You can maintain only 1 bond at a time. Costs 1 vitality if the person is unwilling. ———————————————————————— [B]Free Languages[/B]: Common. [B]Bonus Languages[/B]: Any. Select a number of bonus languages equal to the character’s Intelligence bonus. [B]Multiclassing[/B]: Battlemind, illusionist, magister, psion or savant. You may select 1 of these classes to pursue under the multiclass option. ———————————————————————— [B]Typical Alignment[/B]: Lawful neutral. [B]Typical Deity[/B]: Ymuri, or Ixion if evil. ———————————————————————— [B]Comeliness[/B]: 2d6+1. Their large heads and pallid complexions are off-putting. [B]Base Age[/B]: 30. Thetas have long childhoods but age rapidly due to mental stress even as they hang on for several centuries. They are young adults at 30, middle-aged at 45, and old at 300. [B][U]Racial Options[/U][/B] A theta character selects 2 abilities from the following list at 1st level, and may select more abilities at later levels and with age. [B]Choke(M)[/B]: One Small or Medium creature within 15 ft is dazed for 1 round and suffers 1d4 psychic damage (bypasses DR). Will resists. Requires you know Mage Hand. Costs 1 vitality. [B]Conehead[/B]: Pathfinder, sage or wizard is your multiclass option and you enjoy a +3 bonus on Arcana, History, and Literacy checks. Also, your head acquires a distinctive cone shape denoting your interests. [B]Delude Monster[/B]: Select 1 nonperson creature type. Your Delusion ability now works against that type when it’s below your level. [B]Electrotech[/B]: You study invisible mundane forces of nature (called immateria) such as electrics, kinetics, nucleonics, optics, and sonics. You can make checks using the Technics skill (RPG, page 177) and enjoy a +2 bonus on Mechanics and Technics checks. [B]Intellect Fortress(M)[/B]: Boost Will by +5 for 3 rounds. [B]Intellect Ray(M)[/B]: One foe within 30 ft suffers 1d6 psychic damage per level (max 5d6). Reflex resists for ½ damage. Apply +3 damage if you wear a 500 gp gem. Costs 1 vitality. [B]Mask Effect(M)[/B]: As an immediate action, you cause an attack initiated within 30 ft to appear to observing persons to have no effect, though it works anyway. Will negates if a person touches the supposedly unaffected target of the attack and actively disbelieves as a standard action. Lasts 2 minutes. Costs 1 vitality. [B]Mental Focus[/B]: As a swift action, apply a +1d6 bonus on 1 skill check. Multiple uses do not stack. Costs 1 vitality. [B]Mental Missive(M)[/B]: You send a 1-way telepathic message consisting of up to 3 vivid images to a sentient creature within 60 ft. You only need line of effect not line of sight. Costs 1 vitality. [B]Mindlink(M)[/B]: You form a telepathic bond for 5 minutes with a sentient ally within 30 ft. Communicating is as natural and quick as normal speech. Once the bond is formed, it works over any distance. You can maintain only 1 bond at a time. [B]Psychic Analyst[/B]: When you beat a target’s Will using Detect Thoughts you may learn its favorite or feared reality plus its 3 best or worst skills rather than its thoughts. [B]Psychic Artist[/B]: Boost Craft and Music checks by +3 and attack rolls using the Delusion ability by +2. [B]Psychic Detective[/B]: This improves Detect Thoughts such that can you target a 5-ft space and gain results from persons who have passed within 15 ft of the space within the past 2 minutes. [B]Psychic Probe[/B]: Boost Bluff and Insight checks by +3 and attack rolls using the Detect Thoughts ability by +2. [B]Self-Revitalize[/B]: Once daily, after 1 minute of focusing on your inner third eye, you heal 1d4+1 vitality. [B]Sense Link(M)[/B]: You establish a perceptual bond with a touched or mindlinked ally for 5 minutes. Each round, you see and hear through the ally’s eyes and ears as if you were in his place. You are defenseless while using this ability. Once the bond forms, it persists out to any distance. You can end the bond as a swift action and can only maintain 1 bond at a time. Costs 1 vitality. [B]Sustenance(M)[/B]: You do not need to eat or drink (unless you wish to) and enjoy a +5 bonus to resist ingested poisons and sleep magic. [B]Techics Gear[/B]: You inherit 1,000 gp worth of electrotech. [B]Theta Warrior[/B]: Boost Athletics and Endurance checks by +3. Also, you are proficient with the scimitar and Light armors. [B]Third Eye[/B]: Your third eye awakens. You may apply a +5 bonus to a single d20 roll up to 2x/day, or 3x/day if you wear a 500 gp gem. [/QUOTE]
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