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<blockquote data-quote="LuisCarlos17f" data-source="post: 9869027" data-attributes="member: 6802378"><p>[ATTACH=full]430939[/ATTACH]</p><p></p><p>[ATTACH=full]430929[/ATTACH]</p><p>Sorry, I didn't ask Gemini to add Spanish-languange test. It wasn't my idea but a D&D version of the main characters from the comi "Christine and her friends at Landers School". If you ask the translation would be "Bruguera Comic" (the name of the publisher), the title "the four (female) adventurers of the fate" and in the square "Special edition Rol/Isekai", "inspired by (the artists of the original work).</p><p></p><p>---</p><p></p><p>I am surprised because the Chinese AI "Kimi" is good trained to create PC species. I like that touch of unintentional weird because I can feel the surprised of discovering some thing the first time. My original intention was a player could control two or more PCs thanks a shared telepatic link. I gave some ideas about transhumanism reincarnation-manga and..</p><p></p><p>SAMPLER</p><p>"The Artist of Identity"</p><p>Who are you? You witnessed the collapse of an ancient civilization. You did not die: you transmigrated, carrying your essence to this new world. You are a master of dividing yourself without losing your core. You create small extensions of yourself—thekes—that operate as your eyes and hands from a distance.</p><p>Personality</p><p>Reflective, brooding, perpetually wondering, "What if I had acted differently?" You appear distant because your attention is spread across multiple places simultaneously. When you genuinely connect with someone, you do so with total intensity: you have finally decided to be present.</p><p>Species Traits</p><p>Intelligence +2, Wisdom +1</p><p>Age Indeterminate; your current body ages normally, but your essence is immortal</p><p>Size Medium</p><p>Speed 30 ft.</p><p>Thekes You can project up to 3 small, ethereal extensions (about the size of an apple). Each one: perceives what you would perceive at that distance, transports small objects, activates simple mechanisms, emits light/sound. They require your bonus action to move/act. They have 1 HP; if destroyed, you cannot recreate them until a long rest.</p><p>Prepared Body: Through an 8-hour, 50-gp ritual, you can cultivate a koleos (specialized combat body) with +2 AC and +2 to Strength or Dexterity (choose when creating), but disadvantage on Charisma checks due to non-human appearance.</p><p>Mnemonic Transfer: By touching a willing creature (action), you transfer sensory memories: images, sounds, music, smells, tastes. Not thoughts or emotions. Up to 10 minutes of experience compressed into 1 minute of playback</p><p>Bond Resonance: If you establish a telepathic bond with a Wild Forked (1-hour ritual), you can: perceive what he perceives (concentration), instantly send/receive sensory mneme, have the advantage in stabilizing him if he falls unconscious, and detect his cardinal direction within 1 mile</p><p>Maintenance Inactivity: You do not need to eat or breathe. You require 4 hours of meditation instead of sleep</p><p>Languages: Modern Common, Ancient Common, one from your past life</p><p></p><p>Central concept: The artist of identity. Someone who has learned to distribute their essence without losing themselves.</p><p>The origin trauma: They didn't die in the collapse. They transmigrated—meaning they remember the end of their previous world. Each paragon carries the weight of having seen the forcado civilization turn into hamrs, having felt the deity's sabotage, having chosen to flee to a new world rather than stay and fight.</p><p>The emotional mechanism: They create thekes (θήκες / cases)—they are not mere clones, they are questions. Each theke they project is a version of themselves asking: "What if I had acted differently? What if I had saved someone else?"</p><p>Narrative arc: Learning that distributing oneself is not escaping. That each theke they lose is an answer they will never get. That the bond with a wild forcado is not utility, it is testimony—someone who also remembers, who also lost, who also asks.</p><p>Hook for player: <em>"You have 47 memories from your past life. 46 are of goodbyes. The last one is of someone you didn't get to say goodbye to. Your oldest theke bears their face."</em></p><p></p><p></p><p>Wild Forked</p><p>"The Survivor Who Refuses to Dissolve"</p><p>Who are you?You were present during the apocalypse. You watched your siblings transform into hamrs—mutant monsters that still remember your name. Your true form is a papillon: a small, slimy creature the size of a walnut with membranous wings. To interact with the world, you implant yourself into mindless plant bodies called koleos.</p><p>Personality: Resilient, territorial, and deeply loyal to those who prove they won't abandon him. He has forgotten more names than he remembers, so he deeply values those who help him recall. He may seem gruff, but his protectiveness is absolute: he knows the cost of losing someone.</p><p>Species Traits</p><p> Constitution +2, Wisdom +1</p><p>Age Unknown; You survive the collapse</p><p>Size Medium (in koleos) or Tiny (papillon)</p><p>Speed 30 ft. (koleos), 5 ft. crawling (papillon), 20 ft. flying (papillon, short periods)</p><p>True Form Your papillon is a bluish-gray gelatinous mass with membranous wings. In this form: you cannot use objects or speak (telepathy limited to 10 ft.), 1 HP (any damage destroys you). You can abandon your koleos as a bonus action, or implant yourself into an empty one you are touching.</p><p>Memory Exchange Physical contact + action = you transfer/receive sensory memories (sights, sounds, smells, tastes) with a willing creature. Up to 10 minutes compressed into 1 minute.</p><p>Paragon Bond If you establish a telepathic bond with a Paragon: advantage on saving throws against confusion/fear; If your Koleos is destroyed, your Papillon instantly teleports to the Paragon's chassis (within 1 mile) for reimplantation; you can perceive what the Paragon perceives for 1 minute (bonus action + concentration).</p><p>Ancestral Memory: Proficiency in Survival, Medicine, or Arcane Lore (choose one).</p><p>Void Resistance: Advantage on saving throws against mind- or soul-affecting effects.</p><p>Languages: Ancient Common (fragmented), learn Modern Common with training.</p><p></p><p>Central concept: The survivor who refuses to dissolve. Someone whom madness could not consume, but from whom they also could not escape.</p><p>The originating trauma: They were present during the collapse. They did not transmigrate. They survived in the Dead Zones while their forked brethren became hamrs—mutant monsters they still recognize, still remember, still call their name in distorted voices.Their true form—the slimy papillon—is the result of forced adaptation. Their mneme condensed, became compact, became capable of surviving without a host. But this efficiency comes at a cost: each time they leave a koleos, they lose fragments. Memories. A proper name.The emotional mechanics: The bond with a paragon is not symbiosis, it is an anchor. The paragon remembers things the savage has forgotten. Names. Faces. Promises. In return, the savage offers something the paragon lost: a witness. Someone who was there. Who did not flee. That can say, "Yes, it happened, yes, it was real, yes, it mattered."</p><p>Narrative arc: Remembering without going mad. Learning that identity isn't just memory, it's ongoing choice. That each new koleos is an opportunity, not a loss.</p><p>Player hook: <em>"You're on your 12th koleo. On the thirteenth, you found a letter written by yourself that you don't remember writing. It says, 'Don't trust the sampler. It lies about what it remembers.' But you don't know which sampler. Or when you wrote it."</em></p><p></p><p>Alternator</p><p>"The second chance made flesh"</p><p>Who are you? Your timeline was altered. Perhaps your parents were killed by a time traveler and you were saved. Perhaps you prevented civilization from falling, but erased someone you loved. You are a living paradox who can manifest alternate versions of yourself as single-use objects.</p><p>PersonalityAdaptable, restless, constantly comparing yourself to versions of yourself that almost were. You have difficulty accepting that your choices are final, because you know that somewhere in time, another version chose differently. When you finally commit to a path, you do so with absolute conviction: you have paid the price of doubting.</p><p>Species</p><p>Charisma +2, Dexterity +1</p><p>Age Normal human; Your existence may have begun recently, even if you have memories of years that "didn't happen."</p><p>Medium Size</p><p>Speed 30 ft.</p><p>Alternate Summoning: Once per long rest, you create an Alternate Item (clock, cassette, Polaroid, key). Upon consuming it (action), you summon an Alternate for 1 minute or until incapacitated. It has your stats but: only one specific skill (chosen at creation: combat, stealth, healing, etc.), half your maximum HP, acts on your initiative with its own action, cannot use magic items or limited resources.</p><p>Magic-Technological Stabilization: With access to Fork technology, you can create Stable Alternate Summons that last for hours or operate autonomously.</p><p>Temporal Echo: Once per short rest, advantage on initiative or saving throw ("I've already experienced this in another line").</p><p>Aesthetic Variation: Your Alternate can have a different appearance (age, gender, style) that is socially useful.</p><p>Fate Resistance: Advantage against temporal or predictive effects.</p><p>Paragon Bond: If you have a telepathic bond with a Paragon: you can use Alternate Summon on short rest instead of long rest; your Alternate perceives what the Paragon perceives.</p><p>Languages: Modern Common, one additional language (from an alternate version).</p><p></p><p>Central concept: The second chance made flesh. Someone who exists because someone else never did.</p><p>The origin trauma: Your timeline was altered. Perhaps your parents were killed by a construct from the future, and you were saved by another time traveler. Perhaps you prevented the Hamrs from destroying civilization, but in the process, you erased someone you loved. Perhaps you discovered that your current existence requires another version of yourself to never have been born.You are a living paradox. Each alternate invocation you create is not an ally: it's a regret. A version of yourself who took the path you didn't. Who lived the life you denied.</p><p>The emotional mechanics: Your "stable alternate invocations" are conversations. Each object you create (clock, cassette, Polaroid) contains a version of yourself with a specific question: "Should I have fought?" "Should I have forgiven?" "Should I have died?"</p><p>Narrative arc: Accepting that there is no "right timeline." That all versions are valid. Choosing isn't betraying the alternatives, it's honoring them through action.</p><p>Game hook: <em>"Your latest alternate is a ten-year-old girl. She looks at you with your eyes and asks, 'If you summon me to fight, does that make you a bad father, or a good strategist?' You don't know which timeline she's from. Or why she's ten."</em></p><p></p><p>CONSECRATED</p><p>"Kindness disguised as coldness"</p><p>Who are you? A descendant of those who received the last gift from a deity before it was corrupted. You carry a System—a personal holographic display—that grants missions and rewards. You appear mechanical, cold, calculating. In reality, you are someone who feels deeply and has learned to translate caring into efficiency.</p><p>Personality: Reserved, methodical, with unexpected moments of tenderness that surprise even yourself. The System gives you a vocabulary for emotions you otherwise couldn't express. When you love, you do so through actions: preparing a balm, repairing something broken, protecting while others sleep. You don't say "I love you." You say "mission completed: caring for you for 30 days. Reward: your smile."</p><p>Species Traits</p><p>Wisdom +2, Intelligence +1</p><p>Age Frozen at the time of the divine collapse; You don't age, but your System marks slowly expand.</p><p>Medium Size</p><p>Speed 30 ft.</p><p>The Screen (System): A holographic interface invisible to others (unless you reveal it). Grants quests (objectives determined by the DM) that award Grace Points upon completion. You can exchange Grace Points for: advantage on a roll, spell slot recovery, or stabilizing yourself with 1 HP for every 2 points spent when unconscious.</p><p>Mnemonic Balm: After a short rest + components (herbs, water), you prepare a balm that restores 2d8 + WIS HP.</p><p>Analysis Construct: Once per long rest, you deploy a drone connected to your Screen for 1 hour. Speed 20 ft., AC 12, 10 HP, requires your bonus action. Can: perform medical analyses, simple surgery, repair small mechanical objects, disarm mechanical traps, assemble simple machinesPerception of Presences: You sense incorporeal entities (ghosts, spirits) within 30 feet as a tingling sensation at the back of your neck. To pinpoint the exact location: Action + Concentration, variable DC. If you fail by 5+: Frightened 1 round (shock of unexpected perception)</p><p>Divine Interface: Proficiency in Technology (technomagy) and Medicine</p><p>Holy Resistance: Resistance to radiant and necrotic damage</p><p>Languages: Modern Common, Ancient Common, Celestial (System code snippets)</p><p></p><p>Central concept: Kindness disguised as coldness. Divinity that demands no worship, only companionship.</p><p>The originating trauma: They are descendants of those who received the deity's last gift before sabotage (by an enemy divine power) corrupted it. They are not chosen for merit. They are heirs to a broken promise. Their System—that holographic screen others perceive as technological coldness—is actually the last gasp of something divine trying to continue helping even though it can no longer feel.The apparent mechanical nature is protection. Every mission the System assigns, every balm they prepare, every analysis they perform, is the translation of an impulse that can no longer be expressed in human emotions: care.</p><p>The emotional mechanics: The System grants rewards not for success, but for genuine attempt. Failing a mission but having tried sincerely yields more Grace Points than succeeding through cynicism. The fallen deity did not seek efficiency. It sought kindness.</p><p>Narrative arc: Learning that the screen is not a barrier, it is a lens. The System doesn't dehumanize them; it gives them vocabulary for emotions they otherwise couldn't express. Being "too cold" is sometimes the only way to be warm enough without getting burned.</p><p>Player hook (supernatural romance): <em>"The System just assigned you a mission: 'Protect [protagonist's name] for 30 days. Reward: An answer.' You don't know what question that answer is. The System doesn't remember asking it." </em></p><p></p><p>Porter</p><p>"The guardian marked by what he guards"</p><p>Who are you?You were touched by magical radiations from planar fissures during your gestation or childhood. Your body is a map of the world's wounds. You can smell teleportation: every time someone crosses dimensions, you feel the pull in your own cells. You use your flesh as a bridge to manipulate space, paying with your own pain.</p><p>PersonalityVigilant, self-sacrificing, with a sense of duty that borders on self-destructive. You have internalized that protecting others requires harming yourself. You are someone who gets up at night to check locks you already know are closed. When you trust, you do so gradually: first with actions, then with words, finally with your own vulnerability.</p><p>Species Traits</p><p> Wisdom +2, Constitution +1</p><p>Age Normal Human</p><p>Size Medium</p><p>Speed 30 ft.</p><p>Teleportation Scent You automatically detect if a creature used teleportation, summoning, or plane travel within the last 24 hours (like smelling ozone). With concentration: you know the exact direction and approximate distance of the teleported creature (works against invisibility and cloaking). You detect if a living being or area has been affected by magical or natural radiation.</p><p>Space Manipulation (with sacrifice): You use teleportation by paying HP or exhaustion levels:</p><p>Dimensional Knockdown (1d6 HP or 1 exhaustion level): You teleport enemy 10 feet in a random direction; DC 14 DEX save to avoid, damage on collision.</p><p>Danger Zone (2d6 HP or 2 exhaustion levels): You teleport enemy to an adjacent dangerous space you have seen; DC 15 WIS save.</p><p>Disarm (1d8 HP or 1 exhaustion level): You teleport weapon/item from the enemy's hands to your hands or the ground; DC 14 DEX save to maintain.Temporary Disarm (2d8 HP or 2 exhaustion levels): You teleport armor/protection 5 feet away; lasts 1 round; DC 15 CON save.</p><p>Natural Closer: 1 minute of concentration to stabilize unstable portal (DC per size).</p><p>Mark of Passage: You leave an invisible mark on touched creature. For 24 hours, you know if they crossed the portal (not the exact location, only confirmation).</p><p>Dimensional Resistance: Advantage against forced teleportation or alternate planes.</p><p>Link with Paragon: If you have a telepathic link with a Paragon: advantage in concentration for sealing rituals; you can transmit the exact location of teleported beings you track.</p><p>Languages: Modern Common, extraplanar language (the first portal you detected as a child).</p><p></p><p>Central concept: The guardian marked by what they guard. Someone whose body is a map of the world's wounds.</p><p>The originating trauma: They weren't born this way. They were touched—exposed to magical radiations from planar rifts during gestation or early childhood. They are planettouched, yes, but not by noble planes like the aasimar nor by infernos like the tieflings. They are touched by the in-between, the space between places, the void where there is no air to breathe nor light to see.Their teleportation "nose" isn't a sense; it's bodily memory. Every time someone crosses a portal, they feel the pull in their very cells. The pain of being stretched between dimensions. The nausea of existing in two places simultaneously.</p><p>The emotional mechanics: Their teleportation powers require self-sacrifice (PG or exhaustion) because they aren't manipulating outer space. They are using their own flesh as a bridge. Every time they teleport an enemy away, they feel the impact that body would receive. Every time they disarm someone, they feel the bone that would dislocate.</p><p>Narrative arc: Learning that being a doorman isn't a curse, it's a calling. That pain is the price of protection. That the anomalies (from the planar breaks) they fight aren't abstract monsters, they're broken families, melting realities, children disappearing into cracks.</p><p>Player hook: <em>"You can smell that someone recently teleported into this room. The scent is familiar. Too familiar. It smells like your mother, who died when you were three. But the scent is only two days old."</em></p><p>[ATTACH=full]430940[/ATTACH]</p><p>I asked Kimi the prompts and after ChatPPT created the image. I hope this can be source of inspiration for your own games and stories.</p></blockquote><p></p>
[QUOTE="LuisCarlos17f, post: 9869027, member: 6802378"] [ATTACH type="full" alt="1772622978948.png"]430939[/ATTACH] [ATTACH type="full" alt="1772622205224.png"]430929[/ATTACH] Sorry, I didn't ask Gemini to add Spanish-languange test. It wasn't my idea but a D&D version of the main characters from the comi "Christine and her friends at Landers School". If you ask the translation would be "Bruguera Comic" (the name of the publisher), the title "the four (female) adventurers of the fate" and in the square "Special edition Rol/Isekai", "inspired by (the artists of the original work). --- I am surprised because the Chinese AI "Kimi" is good trained to create PC species. I like that touch of unintentional weird because I can feel the surprised of discovering some thing the first time. My original intention was a player could control two or more PCs thanks a shared telepatic link. I gave some ideas about transhumanism reincarnation-manga and.. SAMPLER "The Artist of Identity" Who are you? You witnessed the collapse of an ancient civilization. You did not die: you transmigrated, carrying your essence to this new world. You are a master of dividing yourself without losing your core. You create small extensions of yourself—thekes—that operate as your eyes and hands from a distance. Personality Reflective, brooding, perpetually wondering, "What if I had acted differently?" You appear distant because your attention is spread across multiple places simultaneously. When you genuinely connect with someone, you do so with total intensity: you have finally decided to be present. Species Traits Intelligence +2, Wisdom +1 Age Indeterminate; your current body ages normally, but your essence is immortal Size Medium Speed 30 ft. Thekes You can project up to 3 small, ethereal extensions (about the size of an apple). Each one: perceives what you would perceive at that distance, transports small objects, activates simple mechanisms, emits light/sound. They require your bonus action to move/act. They have 1 HP; if destroyed, you cannot recreate them until a long rest. Prepared Body: Through an 8-hour, 50-gp ritual, you can cultivate a koleos (specialized combat body) with +2 AC and +2 to Strength or Dexterity (choose when creating), but disadvantage on Charisma checks due to non-human appearance. Mnemonic Transfer: By touching a willing creature (action), you transfer sensory memories: images, sounds, music, smells, tastes. Not thoughts or emotions. Up to 10 minutes of experience compressed into 1 minute of playback Bond Resonance: If you establish a telepathic bond with a Wild Forked (1-hour ritual), you can: perceive what he perceives (concentration), instantly send/receive sensory mneme, have the advantage in stabilizing him if he falls unconscious, and detect his cardinal direction within 1 mile Maintenance Inactivity: You do not need to eat or breathe. You require 4 hours of meditation instead of sleep Languages: Modern Common, Ancient Common, one from your past life Central concept: The artist of identity. Someone who has learned to distribute their essence without losing themselves. The origin trauma: They didn't die in the collapse. They transmigrated—meaning they remember the end of their previous world. Each paragon carries the weight of having seen the forcado civilization turn into hamrs, having felt the deity's sabotage, having chosen to flee to a new world rather than stay and fight. The emotional mechanism: They create thekes (θήκες / cases)—they are not mere clones, they are questions. Each theke they project is a version of themselves asking: "What if I had acted differently? What if I had saved someone else?" Narrative arc: Learning that distributing oneself is not escaping. That each theke they lose is an answer they will never get. That the bond with a wild forcado is not utility, it is testimony—someone who also remembers, who also lost, who also asks. Hook for player: [I]"You have 47 memories from your past life. 46 are of goodbyes. The last one is of someone you didn't get to say goodbye to. Your oldest theke bears their face."[/I] Wild Forked "The Survivor Who Refuses to Dissolve" Who are you?You were present during the apocalypse. You watched your siblings transform into hamrs—mutant monsters that still remember your name. Your true form is a papillon: a small, slimy creature the size of a walnut with membranous wings. To interact with the world, you implant yourself into mindless plant bodies called koleos. Personality: Resilient, territorial, and deeply loyal to those who prove they won't abandon him. He has forgotten more names than he remembers, so he deeply values those who help him recall. He may seem gruff, but his protectiveness is absolute: he knows the cost of losing someone. Species Traits Constitution +2, Wisdom +1 Age Unknown; You survive the collapse Size Medium (in koleos) or Tiny (papillon) Speed 30 ft. (koleos), 5 ft. crawling (papillon), 20 ft. flying (papillon, short periods) True Form Your papillon is a bluish-gray gelatinous mass with membranous wings. In this form: you cannot use objects or speak (telepathy limited to 10 ft.), 1 HP (any damage destroys you). You can abandon your koleos as a bonus action, or implant yourself into an empty one you are touching. Memory Exchange Physical contact + action = you transfer/receive sensory memories (sights, sounds, smells, tastes) with a willing creature. Up to 10 minutes compressed into 1 minute. Paragon Bond If you establish a telepathic bond with a Paragon: advantage on saving throws against confusion/fear; If your Koleos is destroyed, your Papillon instantly teleports to the Paragon's chassis (within 1 mile) for reimplantation; you can perceive what the Paragon perceives for 1 minute (bonus action + concentration). Ancestral Memory: Proficiency in Survival, Medicine, or Arcane Lore (choose one). Void Resistance: Advantage on saving throws against mind- or soul-affecting effects. Languages: Ancient Common (fragmented), learn Modern Common with training. Central concept: The survivor who refuses to dissolve. Someone whom madness could not consume, but from whom they also could not escape. The originating trauma: They were present during the collapse. They did not transmigrate. They survived in the Dead Zones while their forked brethren became hamrs—mutant monsters they still recognize, still remember, still call their name in distorted voices.Their true form—the slimy papillon—is the result of forced adaptation. Their mneme condensed, became compact, became capable of surviving without a host. But this efficiency comes at a cost: each time they leave a koleos, they lose fragments. Memories. A proper name.The emotional mechanics: The bond with a paragon is not symbiosis, it is an anchor. The paragon remembers things the savage has forgotten. Names. Faces. Promises. In return, the savage offers something the paragon lost: a witness. Someone who was there. Who did not flee. That can say, "Yes, it happened, yes, it was real, yes, it mattered." Narrative arc: Remembering without going mad. Learning that identity isn't just memory, it's ongoing choice. That each new koleos is an opportunity, not a loss. Player hook: [I]"You're on your 12th koleo. On the thirteenth, you found a letter written by yourself that you don't remember writing. It says, 'Don't trust the sampler. It lies about what it remembers.' But you don't know which sampler. Or when you wrote it."[/I] Alternator "The second chance made flesh" Who are you? Your timeline was altered. Perhaps your parents were killed by a time traveler and you were saved. Perhaps you prevented civilization from falling, but erased someone you loved. You are a living paradox who can manifest alternate versions of yourself as single-use objects. PersonalityAdaptable, restless, constantly comparing yourself to versions of yourself that almost were. You have difficulty accepting that your choices are final, because you know that somewhere in time, another version chose differently. When you finally commit to a path, you do so with absolute conviction: you have paid the price of doubting. Species Charisma +2, Dexterity +1 Age Normal human; Your existence may have begun recently, even if you have memories of years that "didn't happen." Medium Size Speed 30 ft. Alternate Summoning: Once per long rest, you create an Alternate Item (clock, cassette, Polaroid, key). Upon consuming it (action), you summon an Alternate for 1 minute or until incapacitated. It has your stats but: only one specific skill (chosen at creation: combat, stealth, healing, etc.), half your maximum HP, acts on your initiative with its own action, cannot use magic items or limited resources. Magic-Technological Stabilization: With access to Fork technology, you can create Stable Alternate Summons that last for hours or operate autonomously. Temporal Echo: Once per short rest, advantage on initiative or saving throw ("I've already experienced this in another line"). Aesthetic Variation: Your Alternate can have a different appearance (age, gender, style) that is socially useful. Fate Resistance: Advantage against temporal or predictive effects. Paragon Bond: If you have a telepathic bond with a Paragon: you can use Alternate Summon on short rest instead of long rest; your Alternate perceives what the Paragon perceives. Languages: Modern Common, one additional language (from an alternate version). Central concept: The second chance made flesh. Someone who exists because someone else never did. The origin trauma: Your timeline was altered. Perhaps your parents were killed by a construct from the future, and you were saved by another time traveler. Perhaps you prevented the Hamrs from destroying civilization, but in the process, you erased someone you loved. Perhaps you discovered that your current existence requires another version of yourself to never have been born.You are a living paradox. Each alternate invocation you create is not an ally: it's a regret. A version of yourself who took the path you didn't. Who lived the life you denied. The emotional mechanics: Your "stable alternate invocations" are conversations. Each object you create (clock, cassette, Polaroid) contains a version of yourself with a specific question: "Should I have fought?" "Should I have forgiven?" "Should I have died?" Narrative arc: Accepting that there is no "right timeline." That all versions are valid. Choosing isn't betraying the alternatives, it's honoring them through action. Game hook: [I]"Your latest alternate is a ten-year-old girl. She looks at you with your eyes and asks, 'If you summon me to fight, does that make you a bad father, or a good strategist?' You don't know which timeline she's from. Or why she's ten."[/I] CONSECRATED "Kindness disguised as coldness" Who are you? A descendant of those who received the last gift from a deity before it was corrupted. You carry a System—a personal holographic display—that grants missions and rewards. You appear mechanical, cold, calculating. In reality, you are someone who feels deeply and has learned to translate caring into efficiency. Personality: Reserved, methodical, with unexpected moments of tenderness that surprise even yourself. The System gives you a vocabulary for emotions you otherwise couldn't express. When you love, you do so through actions: preparing a balm, repairing something broken, protecting while others sleep. You don't say "I love you." You say "mission completed: caring for you for 30 days. Reward: your smile." Species Traits Wisdom +2, Intelligence +1 Age Frozen at the time of the divine collapse; You don't age, but your System marks slowly expand. Medium Size Speed 30 ft. The Screen (System): A holographic interface invisible to others (unless you reveal it). Grants quests (objectives determined by the DM) that award Grace Points upon completion. You can exchange Grace Points for: advantage on a roll, spell slot recovery, or stabilizing yourself with 1 HP for every 2 points spent when unconscious. Mnemonic Balm: After a short rest + components (herbs, water), you prepare a balm that restores 2d8 + WIS HP. Analysis Construct: Once per long rest, you deploy a drone connected to your Screen for 1 hour. Speed 20 ft., AC 12, 10 HP, requires your bonus action. Can: perform medical analyses, simple surgery, repair small mechanical objects, disarm mechanical traps, assemble simple machinesPerception of Presences: You sense incorporeal entities (ghosts, spirits) within 30 feet as a tingling sensation at the back of your neck. To pinpoint the exact location: Action + Concentration, variable DC. If you fail by 5+: Frightened 1 round (shock of unexpected perception) Divine Interface: Proficiency in Technology (technomagy) and Medicine Holy Resistance: Resistance to radiant and necrotic damage Languages: Modern Common, Ancient Common, Celestial (System code snippets) Central concept: Kindness disguised as coldness. Divinity that demands no worship, only companionship. The originating trauma: They are descendants of those who received the deity's last gift before sabotage (by an enemy divine power) corrupted it. They are not chosen for merit. They are heirs to a broken promise. Their System—that holographic screen others perceive as technological coldness—is actually the last gasp of something divine trying to continue helping even though it can no longer feel.The apparent mechanical nature is protection. Every mission the System assigns, every balm they prepare, every analysis they perform, is the translation of an impulse that can no longer be expressed in human emotions: care. The emotional mechanics: The System grants rewards not for success, but for genuine attempt. Failing a mission but having tried sincerely yields more Grace Points than succeeding through cynicism. The fallen deity did not seek efficiency. It sought kindness. Narrative arc: Learning that the screen is not a barrier, it is a lens. The System doesn't dehumanize them; it gives them vocabulary for emotions they otherwise couldn't express. Being "too cold" is sometimes the only way to be warm enough without getting burned. Player hook (supernatural romance): [I]"The System just assigned you a mission: 'Protect [protagonist's name] for 30 days. Reward: An answer.' You don't know what question that answer is. The System doesn't remember asking it." [/I] Porter "The guardian marked by what he guards" Who are you?You were touched by magical radiations from planar fissures during your gestation or childhood. Your body is a map of the world's wounds. You can smell teleportation: every time someone crosses dimensions, you feel the pull in your own cells. You use your flesh as a bridge to manipulate space, paying with your own pain. PersonalityVigilant, self-sacrificing, with a sense of duty that borders on self-destructive. You have internalized that protecting others requires harming yourself. You are someone who gets up at night to check locks you already know are closed. When you trust, you do so gradually: first with actions, then with words, finally with your own vulnerability. Species Traits Wisdom +2, Constitution +1 Age Normal Human Size Medium Speed 30 ft. Teleportation Scent You automatically detect if a creature used teleportation, summoning, or plane travel within the last 24 hours (like smelling ozone). With concentration: you know the exact direction and approximate distance of the teleported creature (works against invisibility and cloaking). You detect if a living being or area has been affected by magical or natural radiation. Space Manipulation (with sacrifice): You use teleportation by paying HP or exhaustion levels: Dimensional Knockdown (1d6 HP or 1 exhaustion level): You teleport enemy 10 feet in a random direction; DC 14 DEX save to avoid, damage on collision. Danger Zone (2d6 HP or 2 exhaustion levels): You teleport enemy to an adjacent dangerous space you have seen; DC 15 WIS save. Disarm (1d8 HP or 1 exhaustion level): You teleport weapon/item from the enemy's hands to your hands or the ground; DC 14 DEX save to maintain.Temporary Disarm (2d8 HP or 2 exhaustion levels): You teleport armor/protection 5 feet away; lasts 1 round; DC 15 CON save. Natural Closer: 1 minute of concentration to stabilize unstable portal (DC per size). Mark of Passage: You leave an invisible mark on touched creature. For 24 hours, you know if they crossed the portal (not the exact location, only confirmation). Dimensional Resistance: Advantage against forced teleportation or alternate planes. Link with Paragon: If you have a telepathic link with a Paragon: advantage in concentration for sealing rituals; you can transmit the exact location of teleported beings you track. Languages: Modern Common, extraplanar language (the first portal you detected as a child). Central concept: The guardian marked by what they guard. Someone whose body is a map of the world's wounds. The originating trauma: They weren't born this way. They were touched—exposed to magical radiations from planar rifts during gestation or early childhood. They are planettouched, yes, but not by noble planes like the aasimar nor by infernos like the tieflings. They are touched by the in-between, the space between places, the void where there is no air to breathe nor light to see.Their teleportation "nose" isn't a sense; it's bodily memory. Every time someone crosses a portal, they feel the pull in their very cells. The pain of being stretched between dimensions. The nausea of existing in two places simultaneously. The emotional mechanics: Their teleportation powers require self-sacrifice (PG or exhaustion) because they aren't manipulating outer space. They are using their own flesh as a bridge. Every time they teleport an enemy away, they feel the impact that body would receive. Every time they disarm someone, they feel the bone that would dislocate. Narrative arc: Learning that being a doorman isn't a curse, it's a calling. That pain is the price of protection. That the anomalies (from the planar breaks) they fight aren't abstract monsters, they're broken families, melting realities, children disappearing into cracks. Player hook: [I]"You can smell that someone recently teleported into this room. The scent is familiar. Too familiar. It smells like your mother, who died when you were three. But the scent is only two days old."[/I] [ATTACH type="full" alt="1772623066277.png"]430940[/ATTACH] I asked Kimi the prompts and after ChatPPT created the image. I hope this can be source of inspiration for your own games and stories. [/QUOTE]
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