LuisCarlos17f
Legend
I felt curiosity and I asked a Chinese AI, Kimi, PC species inspired into jianghu+xuanhuan fiction:
1. Jade Bones (玉骨 - Yù Gǔ)
Humanoids who cultivated immortality but failed
Origin: Cultivators who achieved semi-immortality but failed in the final stage. Their bodies partially crystallized, with jade veins visible beneath pale skin.
Appearance: Translucent skin, pupil-less eyes (like polished jade spheres), bones that glow softly in the dark. They do not age but "crack" emotionally.
Unique Mechanics:
Resistance: Immunity to poisons and diseases (non-biological body)
Emotional Fragility: Advantage on rolls against fear, but disadvantage on failure (they "crack," temporarily losing ki/magic points)
Residual Cultivation: They can meditate to "repair" wounds as if they were cracks in jade
Why it Works: Explores the cost of immortality
2. The Sealed Ones (封族 - Fēng Zú)
Beings of ink and seal born from broken contracts
Origin: When a magical contract is violently broken, sometimes the residual "intention" takes form. They are literature made flesh.
Appearance: Bodies with patterns of ancient characters that move beneath the skin. Eyes like red wax seals. When they speak, their voices sound like crumpled paper.
Unique Mechanics:
Language of Obligation: They can create "binding agreements" (advantage in persuasion, but they must keep their own promises or weaken).
Document Form: Once a day, they can flatten themselves like parchment to hide or slip through cracks.
Fire Vulnerability: Double damage (they are paper/ink).
Why it Works: Based on the importance of contracts and calligraphy in Chinese culture,
3. Qi Wanderers (气游 - Qì Yóu)
Disembodied consciousnesses that possess objects
Origin: Cultivators who died during advanced meditation. Their qi persisted without a body, anchoring itself to significant objects.
Appearance: They have no fixed form. They inhabit statues, ancient swords, and sect leader's fans. When they "act," they project an ethereal silhouette of the object they possess.
Unique Mechanics:
Anchoring: They choose an object at the start. If it is destroyed, they die. However, they can move between "prepared" objects (maximum 3) during extended rest periods.
Manifestation: For 1 hour per day, they can project a semi-solid body of energy.
Ancient Knowledge: Proficiency in History and possibly fragmented memories of past lives.
Game Variant: The player describes which object they choose (a pipe, a seal, an empty suit of armor), creating a unique visual identity.
4. The Unraveled (缕民 - Lǚ Mín)
Karma Weavers Born from Broken Threads
Origin: In xuanhuan, fate is literally woven. Sometimes, when a fate is violently torn apart (murder of a chosen one, averted catastrophe), the loose threads become sentient.
Appearance: Humanoid figures with visible "threads" of golden or black light connecting them to important people/objects. They can partially unravel (an arm that stretches like a thread).
Unique Mechanics:
See Threads: They detect emotional/karmic connections between NPCs (advantage in Insight).
Pull Thread: Once per long rest, they can "pull" their own thread of fate to re-roll a saving throw.
Vulnerability: Increased psychic damage (they are made of emotional connections).
Culture: They have no past of their own, only "resonances." They seek to create their own destiny.
5. Sect Eaters (宗噬 - Zōng Shì)
Symbiotes of organizations, not individuals
Origin: Entities born when a sect/organization reaches a certain age and purpose. They are the "collective spirit" made individual.
Appearance: They wear uniforms they don't remember choosing. Their faces are vaguely familiar to all members of their sect of origin. They bear symbols that change depending on the health of their organization.
Unique Mechanics:
Group Bond: They must belong to an organization (sect, guild, order). As long as the organization prospers, they gain benefits. If it falls, they weaken.
Institutional Memory: Access to knowledge of their group's history (advantage in related research).
Replacement: If they die, they can "reincarnate" in a new member of the sect after 1d100 days, losing only recent ones.
Role Twist: The player must balance personal loyalty versus institutional loyalty. They are literally made of that tension.
6. The Calcified Ones (石化 - Shí Huà)
Creatures of "Incomplete Petrification"
Origin: In xuanhuan, the Medusa is not a monster, but a failed cultivation technique. Some survive halfway between flesh and stone.
Appearance: Body parts of marble or granite (always asymmetrical: right arm of stone, left eye of rock crystal). Where there should be blood, there is glowing mineral dust.
Unique Mechanics:S
tone Skin: Base AC 13 + Dexterity modifier (maximum 2), no armor
Mineral Stasis: They can voluntarily "petrify" themselves for 1 minute. Immune to all damage, but immobile and conscious
1. Jade Bones (玉骨 - Yù Gǔ)
Humanoids who cultivated immortality but failed
Origin: Cultivators who achieved semi-immortality but failed in the final stage. Their bodies partially crystallized, with jade veins visible beneath pale skin.
Appearance: Translucent skin, pupil-less eyes (like polished jade spheres), bones that glow softly in the dark. They do not age but "crack" emotionally.
Unique Mechanics:
Resistance: Immunity to poisons and diseases (non-biological body)
Emotional Fragility: Advantage on rolls against fear, but disadvantage on failure (they "crack," temporarily losing ki/magic points)
Residual Cultivation: They can meditate to "repair" wounds as if they were cracks in jade
Why it Works: Explores the cost of immortality
2. The Sealed Ones (封族 - Fēng Zú)
Beings of ink and seal born from broken contracts
Origin: When a magical contract is violently broken, sometimes the residual "intention" takes form. They are literature made flesh.
Appearance: Bodies with patterns of ancient characters that move beneath the skin. Eyes like red wax seals. When they speak, their voices sound like crumpled paper.
Unique Mechanics:
Language of Obligation: They can create "binding agreements" (advantage in persuasion, but they must keep their own promises or weaken).
Document Form: Once a day, they can flatten themselves like parchment to hide or slip through cracks.
Fire Vulnerability: Double damage (they are paper/ink).
Why it Works: Based on the importance of contracts and calligraphy in Chinese culture,
3. Qi Wanderers (气游 - Qì Yóu)
Disembodied consciousnesses that possess objects
Origin: Cultivators who died during advanced meditation. Their qi persisted without a body, anchoring itself to significant objects.
Appearance: They have no fixed form. They inhabit statues, ancient swords, and sect leader's fans. When they "act," they project an ethereal silhouette of the object they possess.
Unique Mechanics:
Anchoring: They choose an object at the start. If it is destroyed, they die. However, they can move between "prepared" objects (maximum 3) during extended rest periods.
Manifestation: For 1 hour per day, they can project a semi-solid body of energy.
Ancient Knowledge: Proficiency in History and possibly fragmented memories of past lives.
Game Variant: The player describes which object they choose (a pipe, a seal, an empty suit of armor), creating a unique visual identity.
4. The Unraveled (缕民 - Lǚ Mín)
Karma Weavers Born from Broken Threads
Origin: In xuanhuan, fate is literally woven. Sometimes, when a fate is violently torn apart (murder of a chosen one, averted catastrophe), the loose threads become sentient.
Appearance: Humanoid figures with visible "threads" of golden or black light connecting them to important people/objects. They can partially unravel (an arm that stretches like a thread).
Unique Mechanics:
See Threads: They detect emotional/karmic connections between NPCs (advantage in Insight).
Pull Thread: Once per long rest, they can "pull" their own thread of fate to re-roll a saving throw.
Vulnerability: Increased psychic damage (they are made of emotional connections).
Culture: They have no past of their own, only "resonances." They seek to create their own destiny.
5. Sect Eaters (宗噬 - Zōng Shì)
Symbiotes of organizations, not individuals
Origin: Entities born when a sect/organization reaches a certain age and purpose. They are the "collective spirit" made individual.
Appearance: They wear uniforms they don't remember choosing. Their faces are vaguely familiar to all members of their sect of origin. They bear symbols that change depending on the health of their organization.
Unique Mechanics:
Group Bond: They must belong to an organization (sect, guild, order). As long as the organization prospers, they gain benefits. If it falls, they weaken.
Institutional Memory: Access to knowledge of their group's history (advantage in related research).
Replacement: If they die, they can "reincarnate" in a new member of the sect after 1d100 days, losing only recent ones.
Role Twist: The player must balance personal loyalty versus institutional loyalty. They are literally made of that tension.
6. The Calcified Ones (石化 - Shí Huà)
Creatures of "Incomplete Petrification"
Origin: In xuanhuan, the Medusa is not a monster, but a failed cultivation technique. Some survive halfway between flesh and stone.
Appearance: Body parts of marble or granite (always asymmetrical: right arm of stone, left eye of rock crystal). Where there should be blood, there is glowing mineral dust.
Unique Mechanics:S
tone Skin: Base AC 13 + Dexterity modifier (maximum 2), no armor
Mineral Stasis: They can voluntarily "petrify" themselves for 1 minute. Immune to all damage, but immobile and conscious

