Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Dusk of Man, Dawn of Magic [d20 Modern post-apocalyptic occult setting]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Rappy" data-source="post: 6114230" data-attributes="member: 58456"><p><strong><span style="color: #000080"><span style="font-size: 22px"><p style="text-align: center">Mutants, Playable or Otherwise</p><p></span></span></strong></p><p><u><strong><span style="font-size: 18px">Playable Mutants</span></strong></u></p><p>The following mutant offshoots of humanity represent the most common playable species that exist in the time after the Change. Each entry notes the native locations of the mutant in question, its physical appearance, psychological profile and typical personality, and common environment, as well as the cosmetic mutations, standard mutations, and drawbacks applied to a human to create the mutant. In addition, some mutants must take a specific feat as their human bonus starting feat, and these are noted when appropriate.</p><p></p><p><strong>Note:</strong> Mutations and drawbacks with an asterisk after them are from the Future Player's Companion, and those with two asterisks are from 20 Mutations.</p><p></p><p><span style="font-size: 12px"><strong>Angel</strong></span></p><p><strong>Range:</strong> Southeastern Europe and the Middle East (always born in cities)</p><p></p><p><strong>Physical Appearance:</strong> The angels (<em>Homo sapiens elegans</em>) would be impossible to tell apart from particularly thin humans by appearance alone, were it not for their glittering silver hair, luminescent eyes, and constant ethereal glow. Beyond this, angels resemble their original forms.</p><p></p><p><strong>Personality:</strong> Angels are instinctively altruistic, injecting humor and positive thoughts into even the most dire situations; furthermore, they are capable of telepathic communication and “feeling” the world around them. These traits can lead to some loathing the company of an angel, especially when they are already pushed into situations more stressful than they would like or have the mistaken belief that angels can rob them of their secrets. For others, however, an angel's air of calm in the face of danger is almost therapeutic - indeed, some angels are actually used by certain military groups as counselors for PTSD victims.</p><p></p><p><strong>Environment:</strong> Due to being easily injured and somewhat more susceptible to disease than the average individual, angels typically wear breath masks - or full biohazard suits, if the situation calls for them - outside of sterile compounds.</p><p></p><p><strong>Player Traits</strong></p><ul> <li data-xf-list-type="ul"><strong>Cosmetic Mutations:</strong> Luminous eyes*, unnatural hair (silver).</li> <li data-xf-list-type="ul"><strong>Standard Mutations:</strong> Hypersensitivity, telepathy.</li> <li data-xf-list-type="ul"><strong>Drawbacks:</strong> Ability decay (Constitution -2), frailty, glowing**.</li> </ul><p></p><p></p><p><span style="font-size: 12px"><strong>Abominable</strong></span></p><p><strong>Range:</strong> Northern Europe, Russia, northern China and Mongolia, Alaska, and Canada</p><p></p><p><strong>Physical Appearance:</strong> Abominables (<em>H. sapiens ferox</em>) stand at a greater height than humans, often pushing 9 feet. In addition, their arms are proportionally longer than a human's, their faces have a slightly "squashed", apeish quality to them, and their bodies are coated in long, shaggy hair that can range in color from white or tan all the way to black or deep brown.</p><p></p><p><strong>Personality:</strong> In spite of the brutishness their name implies, abominables have no real instinctual changes added to their pre-Change human natures.</p><p></p><p><strong>Environment:</strong> Abominables typically pursue lives as either traveling wilderness nomads and merchants or the protectors of outlier towns - cities are often simply not built to accommodate beings of their stature, and urban air irritates their sensitive nostrils.</p><p></p><p><strong><u>Player Traits</u></strong></p><ul> <li data-xf-list-type="ul"><strong>Starting Feat:</strong> Abominables are naturals at scent trailing - as such, they must select Track as one of their two starting feats.</li> <li data-xf-list-type="ul"><strong>Cosmetic Mutations:</strong> Unnatural face (ape-like)**.</li> <li data-xf-list-type="ul"><strong>Standard Mutations:</strong> Claws, enlarged form, scent, thick fur coat.</li> <li data-xf-list-type="ul"><strong>Drawbacks:</strong> Ability decay (Dexterity -4), heat susceptibility, pheromone repulsion.</li> </ul><p></p><p></p><p><span style="font-size: 12px"><strong>Bogger</strong></span></p><p><strong>Range:</strong> Appropriate habitats in South and Central America, the southeastern United States, the Congo and Nile delta, and southeast Asia</p><p></p><p><strong>Physical Appearance:</strong> Boggers (<em>H. sapiens palustris</em>), also known as heqet, are easily identified in a crowd – their skin constantly leaks an adhesive slime, their throats have inflatable sacs capable of storing and expelling a concentrated ranged glob of their sticky slime, they are barrel-chested, their legs are frog-like, and their hands and feet have six webbed fingers and toes each.</p><p></p><p><strong>Personality:</strong> The average bogger isn’t really one for socializing, at least when it comes to humans and non-bogger mutants. They tend to keep to isolated, simplistic existences deep in the wilderness, only appearing in human settlements to engage in trade. They are also extremely superstitious and paranoid about supernatural powers, which is somewhat justified given the fact that they are naturally weak to spells.</p><p></p><p><strong>Environment:</strong> Boggers don’t need to be submerged most of the time to survive like deep ones or kouijin, but their amphibian natures, large lungs, and slimy bodies make dwelling out in swamps, marshes, and humid jungles a natural choice. </p><p></p><p><strong>Player Traits</strong></p><ul> <li data-xf-list-type="ul"><strong>Cosmetic Mutations:</strong> Extra digits (six toes on each foot, six fingers on each hand), unnatural skin (dull green and frog-like), unnatural voice (croaking).</li> <li data-xf-list-type="ul"><strong>Standard Mutations:</strong> Adhesive secretions*, expanded lungs*, leaper, sticky ichor*, webbed digits.</li> <li data-xf-list-type="ul"><strong>Drawbacks:</strong> Ability decay (Charisma -2), cold susceptibility, magic vulnerability.</li> </ul><p></p><p></p><p><span style="font-size: 12px"><strong>Cambion</strong></span></p><p><strong>Range:</strong> Warm areas of Europe, northern Africa, the Middle East, and Asia</p><p></p><p><strong>Physical Appearance:</strong> Cambions (<em>Homo sapiens infernus</em>) appear to be less mutated versions of demons (see Advanced Human Aberrations for more on demons). They have raw red skin, serpentine tongues, small horns, and sharp claws, but otherwise lack the almost animal-like appearance of true demons.</p><p></p><p><strong>Personality:</strong> The typical cambion has a slightly nervous disposition around baseline humans and other mutants and is rather impulsive, but is otherwise a standard human personality.</p><p></p><p><strong>Environment:</strong> Cambions tend to dwell in the less-populated areas of desert towns, avoiding overt contact with others. Their ability to withstand somewhat higher temperatures than a human can allows individuals that want solitude to simply wander out into the sands in the middle of the day and think things through under the unforgiving gaze of the sun.</p><p></p><p><strong>Player Traits</strong></p><ul> <li data-xf-list-type="ul"><strong>Cosmetic Mutations:</strong> Forked tongue, horns, unusual skin (red).</li> <li data-xf-list-type="ul"><strong>Standard Mutations:</strong> Claws, energy absorption (fire).</li> <li data-xf-list-type="ul"><strong>Drawbacks:</strong> Ability decay (Wisdom -2), cold susceptibility.</li> </ul><p></p><p></p><p><span style="font-size: 12px"><strong>Deep One</strong></span></p><p><strong>Range:</strong> Atlantic coast of North America</p><p></p><p><strong>Physical Appearance:</strong> Deep ones (<em>H. sapiens yhanthlei</em>), also referred to be some humans as gillmen – whether or not they are actually male, in fact, which makes the nickname something the deep ones find distasteful – have several defining features: frilled gill slits on their necks, thick blue scales, bulging eyes attuned to darkness, recessed chins, and webbed hands and feet.</p><p></p><p><strong>Personality:</strong> In addition to having taste buds that seem geared only to shellfish and squid, deep ones' mindsets differ from humans in the form of species-wide agoraphobia and a tinge of paranoia toward baseline humans and other offshoots. Even though they retain the lungs they had before the Change, the fear of land-dwellers and the open sky itself drives the deep ones into flooded caverns and the submerged ruins of the East Coast cities that suffered the worst of the Blue Friday deluge.</p><p></p><p><strong>Environment:</strong> Deep ones can technically live in either fresh- or saltwater environments, though they prefer brackish or fully oceanic environments to the "salt-voids" found farther inland. It is very rare to see deep ones farther inland than the mouth of a river.</p><p></p><p><strong><u>Player Traits</u></strong></p><ul> <li data-xf-list-type="ul"><strong>Cosmetic Mutations:</strong> Unnatural face (fish-like)**.</li> <li data-xf-list-type="ul"><strong>Standard Mutations:</strong> Gills, scaly armor, webbed digits.</li> <li data-xf-list-type="ul"><strong>Drawbacks:</strong> Light sensitivity, water dependent**.</li> </ul><p></p><p></p><p><strong><span style="font-size: 12px">Dryad</span></strong></p><p><strong>Range:</strong> Forested regions of Eurasia</p><p></p><p><strong>Physical Appearance:</strong> An average dryad (<em>H. sapiens pseudophytum</em>) has few differences from a typical human. The only discernable outer difference is a slight greenish tinge to their blood. As they can be male or female, some more legend-obsessed individuals prefer to refer to dryads as "woodfolk".</p><p></p><p><strong>Personality:</strong> Dryads are afflicted with technophobia, leaving them jittery even in outlier towns. A dryad can overcome this innate phobia with effort, but most prefer to stay away from civilization and keep their use of equipment down to simple wood and stone tools and plant-fiber clothing (if any clothing at all). When not faced with their phobia, dryads tend to be cool, calm, and collected, a trait they can spread to others with the soothing, pollen-like wisps of pheromones that emanate from their bodies. It is not uncommon to see mixed trading caravans of abominables and dryads, as the two offshoots share a disdain for cities and most shrewd business-abominables recognize that the pheromones of the dryads are a merchant's best friend.</p><p></p><p><strong>Environment:</strong> Anywhere where there is plenty of sunlight and a lack of urban structures is a suitable place for a dryad to call home, but most prefer to stick to wooded areas. Due to their technophobia and an intolerance for poisons and disease due to their sensitive photosynthetic bodies, urbania is the definitive anti-dryad habitat.</p><p></p><p><u><strong>Player Traits</strong></u></p><ul> <li data-xf-list-type="ul"><strong>Standard Mutations:</strong> Photosynthetic*, soothing pheromones*.</li> <li data-xf-list-type="ul"><strong>Drawbacks:</strong> Thin skin, weak immune system.</li> </ul><p></p><p></p><p><span style="font-size: 12px"><strong>Ghoul</strong></span></p><p><strong>Range:</strong> Ruins across the Americas, Africa, Europe, western Asia, and Australia</p><p></p><p><strong>Physical Appearance:</strong> The typical ghoul (<em>H. sapiens hypocola</em>) is a depressing shell of humanity, with pale, pustule-ridden skin stretched tightly over a thin frame, sharp but rotted teeth dripping with a burning acid, clawed fingers often coated in dirt and dried blood, and contorted digitigrade legs that force a ghoul to adopt a hunched, frog-like stance.</p><p></p><p><strong>Personality:</strong> All ghouls cannot stomach plant matter. Furthermore, they actually have an addiction to the flesh of non-Changed humans. In response to this, most ghouls fall into two categories: the loathers and the ferals. Loathers attempt to reign themselves in to form some modicum of society, eating animals or finding willingly abandoned corpses rather than giving in to their addiction, while ferals openly embrace their "corrupted" nature and roam around their ruined homes in search of unwary treasure hunters or explorers to kill and consume.</p><p></p><p><strong>Environment:</strong> In spite of having the widest range of any human offshoot, ghouls are surprisingly limited in their actual environment: namely, the dark underground portions of ruined cities. For whatever reason, ghouls as a whole either cannot or simply refuse to leave the formerly bustling urban sprawls they called home before the Change.</p><p></p><p><strong><u>Player Traits</u></strong></p><ul> <li data-xf-list-type="ul"><strong>Standard Mutations:</strong> Acidic saliva, claws, darkvision, fangs, filtered lungs*, leaper.</li> <li data-xf-list-type="ul"><strong>Drawbacks:</strong> Blood hunger, festering sores, hideous visage*, light sensitivity, ultraviolet allergy.</li> </ul><p></p><p></p><p><strong><span style="font-size: 12px">Goblin</span></strong></p><p><strong>Range:</strong> British Isles, western Europe, and eastern North America</p><p></p><p><strong>Physical Appearance:</strong> Goblins (<em>H. sapiens parvus</em>) mostly resemble humans, save for their gecko-like fingers and toes, bat-like "radar dish" ears, light coating of thin green scales, and two stubby horns on their forehead. They are also on the lower end of the height scale for typical humans, but not quite so much that they could be described as having dwarfism. Below the skin, goblins are notable for their bird-like hollow bones.</p><p></p><p><strong>Personality:</strong> In spite of their fragile bones, goblins are quite the thrill-seekers, namely due to an innate drive to keep their minds and bodies active. To a goblin, boredom is basically the same thing as depression.</p><p></p><p><strong>Environment:</strong> The nomadic goblins go anywhere they can find adventure, from the ruins of pre-Blue Friday civilization to untamed wilderness filled with mutated beasts.</p><p></p><p><strong><u>Player Traits</u></strong></p><ul> <li data-xf-list-type="ul"><strong>Cosmetic Mutations:</strong> Horns, scaly skin.</li> <li data-xf-list-type="ul"><strong>Standard Mutations:</strong> Darkvision, pervasive hearing*, wall crawler.</li> <li data-xf-list-type="ul"><strong>Drawbacks:</strong> Ability decay (Strength -2), brittle bones.</li> </ul><p></p><p></p><p><span style="font-size: 12px"><strong>Golem</strong></span></p><p><strong>Range:</strong> Worldwide</p><p></p><p><strong>Physical Appearance:</strong> One of the only known human offshoot mechanoaberrants, golems (<em>H. Sapiens automaton</em>) – also known as effigies, poppets, drones, and countless other regional names – are thick-bodied humans with clearly defined metal plating thinly covered by their skin and eyes that give off a faint white glow. In spite of their appearance, they are still technically humanoids that just happen to also be natural cyborgs.</p><p></p><p><strong>Personality:</strong> Golems have no major differentiating personality traits compared to baseline humans, but tend to have some difficulties conveying emotions due to altered vocal chords and steady faces.</p><p></p><p><strong>Environment:</strong> It is not uncommon to see a golem in any stage of civilization, from major cities down to small outposts and scavenging parties. Indeed, their ability to take intense physical punishment, stride in polluted air unharmed, and dish out immense concussive force with their unarmed strikes alone, a golem is a valued asset for anyone who wants to get rough and tumble out in the wastelands of the world.</p><p></p><p><strong>Player Traits</strong></p><ul> <li data-xf-list-type="ul"><strong>Cosmetic Mutations:</strong> Luminous eyes*, unnatural face (difficulty emoting)**, skin (plasticine), unnatural voice (monotone).</li> <li data-xf-list-type="ul"><strong>Standard Mutations:</strong> Armor plates*, filtered lungs*, shock absorber*, system shock*, thunder fist*.</li> <li data-xf-list-type="ul"><strong>Drawbacks:</strong> Ability decay (Dexterity -2, Charisma -2), reduced speed (25 ft.).</li> </ul><p></p><p></p><p><span style="font-size: 12px"><strong>Koujin</strong></span></p><p><strong>Range:</strong> Warm coasts of eastern Asia and Japan</p><p></p><p><strong>Physical Appearance:</strong> The koujin (<em>Homo sapiens carcharias</em>) of the Pacific are the sleek warm-water equivalents of the sluggish cold-water deep ones of the Atlantic. They have slick dark gray to black skin with pale gray underbellies, shark-like faces and teeth, webbed hands and feet, and a slight dorsal fin protruding from their back.</p><p></p><p><strong>Personality:</strong> In spite of their appearance, koujin are docile. They only consume small fish that will not put up a struggle, and have a rather strong fear of getting into a full-on brawl with each other or any other species. Those that can overcome their fear of battle prove to be dangerous foes, however, and particularly strong-willed koujin are favored as bodyguards.</p><p></p><p><strong>Environment:</strong> Due to the fact that their eyes are sensitive to light and their fear of conflict keeps them away from other species, koujin clans typically gather in rocky outcroppings near reefs. </p><p></p><p><strong>Player Traits</strong></p><ul> <li data-xf-list-type="ul"><strong>Cosmetic Mutations:</strong> Unnatural face (shark-like), unnatural skin (shark-like).</li> <li data-xf-list-type="ul"><strong>Standard Mutations:</strong> Darkvision, fangs, gills, scent, webbed digits.</li> <li data-xf-list-type="ul"><strong>Drawbacks:</strong> Combat fear, water dependent**.</li> </ul><p></p><p></p><p><strong><span style="font-size: 12px">Ogre</span></strong></p><p><strong>Range:</strong> Most of the northern hemisphere</p><p></p><p><strong>Physical Appearance:</strong> Few people are quite prepared to see an ogre (<em>H. sapiens mephitis</em>) in the flesh. While they are typically "only" 7 feet tall, being outclassed in height by the mighty abominables, ogres make up for it in their intimidating features: thick bodies concealing elephantine bones, blunt but nonetheless frightening tusks forcing a permanent underbite, and an ominous cloud of lung-burning smog hanging around them like a deathly shroud.</p><p></p><p><strong>Personality:</strong> To say that ogres have a short fuse would be insulting to short fuses - even a slight show of distaste can force an ogre to muster their willpower to not simply pummel the offending individual's face into a bloody pulp. Still, genuine shows of friendship can still win an ogre over as easily as they could before the Change, and it is not uncommon for one to be the "muscle" of adventuring teams of explorers heading out into the various ruins of the world.</p><p></p><p><strong>Environment:</strong> Ogres can live in even the most polluted of environments, making them particularly common workers and scavengers in the old outlier towns with less than safe air conditions. Their dislike of heat is pretty much the only qualifying factor for where an ogre can't be found in their range.</p><p></p><p><strong><u>Player Traits</u></strong></p><ul> <li data-xf-list-type="ul"><strong>Starting Feat:</strong> Ogres must select either Toughness or Ultra Immune System as one of their two starting feats.</li> <li data-xf-list-type="ul"><strong>Standard Mutations:</strong> Choking pollution*, filtered lungs*, skeletal reinforcement.</li> <li data-xf-list-type="ul"><strong>Drawbacks:</strong> Heat susceptibility, reduced speed (20 ft.), uncontrollable rage*.</li> </ul><p></p><p></p><p><span style="font-size: 12px"><strong>Spirit</strong></span></p><p><strong>Range:</strong> Worldwide</p><p></p><p><strong>Physical Appearance:</strong> A spirit (<em>H. sapiens occultus</em>) is not that different from a waifish human. Most differences are only noted when the spirit actively uses their powers.</p><p></p><p><strong>Personality:</strong> Like their physical traits, spirits have few mental differences with humans. The main ones are that spirits are often impulsive and, for reasons unknown to themselves or to others, they tend to become extremely nervous around spellcasters or arcanoaberrant creatures.</p><p></p><p><strong>Environment:</strong> Spirits can live wherever humans do, though they shy away from any community that has a particularly large number of spellcasters.</p><p></p><p><strong>Player Traits</strong></p><ul> <li data-xf-list-type="ul"><strong>Standard Mutations:</strong> Force barrier, telekinetic mind.</li> <li data-xf-list-type="ul"><strong>Drawbacks:</strong> Ability decay (Strength -2, Wisdom -2).</li> </ul><p></p><p></p><p><strong><span style="font-size: 12px">Trion</span></strong></p><p><strong>Range:</strong> India and southeastern Asia</p><p></p><p><strong>Physical Appearance:</strong> A trion (<em>H. sapiens hyperosapiens</em>) resembles a willowy pre-Change human in most ways, as long as one ignores the unblinking third eye planted in their forehead, pale blue skin, and two extra arms.</p><p></p><p><strong>Personality:</strong> Trions, also known as avatars, always seem to be somewhat lost in thought. They are not any more intelligent than they were before the Change, but at the same time, their telepathic powers and constant inward focus has given many humans the belief that there is something more to them than what seems apparent. There actually is a bit more to the constant contemplation of trions than meets the eye - every time they sleep, a trion is wracked with horrific visions of terrifying future possibilities that bring numerous questions into their minds once they wake.</p><p></p><p><strong>Environment:</strong> Trions dwell in the same places humans do, though they tend to keep to less populated regions to avoid any contact that might seemingly prove the fears their nighttime visions bring to be true.</p><p></p><p><strong><u>Player Traits</u></strong></p><ul> <li data-xf-list-type="ul"><strong>Cosmetic Mutations:</strong> Unnatural skin (blue).</li> <li data-xf-list-type="ul"><strong>Standard Mutations:</strong> Extra arms, gazing eye, telepathy.</li> <li data-xf-list-type="ul"><strong>Drawbacks:</strong> Ability decay (Strength -2, Charisma -2), frailty, nightmares*.</li> </ul><p></p><p></p><p><span style="font-size: 12px"><strong>Wraith</strong></span></p><p><strong>Range:</strong> Worldwide</p><p></p><p><strong>Physical Appearance:</strong> Wraiths (<em>H. sapiens vitaphagus</em>) resemble thin, pale humans with “shrink-wrapped” faces. </p><p></p><p><strong>Personality:</strong> Like ghouls, wraiths are innately predatory. Also like ghouls, wraiths tend to fall into either “ferals” or repressed societal individuals. Unlike ghouls, however, wraiths do not have the natural tools of a a meat-rending predator and a thirst for blood, instead being able to suck out both body heat and the very vitality of their target. Even though their abilities are not constantly active, wraiths tend to avoid physical contact and have a negative reaction to others touching them, often wearing thick gloves and full-body outfits to avoiding such contact.</p><p></p><p><strong>Environment:</strong> Unlike ghouls, wraiths are not tied to urban environments. They can be found anywhere from ruined cities to abandoned cabins in the woods.</p><p></p><p><strong>Player Traits</strong></p><ul> <li data-xf-list-type="ul"><strong>Cosmetic Mutations:</strong> Unnatural face (skull-like), unnatural skin (deathly pallor).</li> <li data-xf-list-type="ul"><strong>Standard Mutations:</strong> Heat drain*, lifedrinker*, scent.</li> <li data-xf-list-type="ul"><strong>Drawbacks:</strong> Ability decay (Strength -2, Charisma -2), ultraviolet allergy.</li> </ul><p></p><p></p><p></p><p><span style="font-size: 18px"><strong><u>Advanced Human Aberrations</u></strong></span></p><p>Advanced Human Aberrations – AHAs for short – are a step beyond the human offshoots previously detailed as playable characters. While mutant offshoots are still considered to be human subspecies, AHAs are anything but. These beings are such extreme examples of the Change as to be considered their own species, and sometimes even their own genus. From the titanic giants to the varied breeds of faeries, these beings typically dwell away from humans and human offshoots, sometimes even being positively dangerous. AHAs are basically monsters capable of taking character classes, and thus it is theoretically possible that a player could make an AHA character with Game Master approval.</p><p></p><p><span style="font-size: 12px"><u><strong>Demon (Arcanoaberrant)</strong></u></span></p><p><strong>Scientific Name:</strong> <em>Parahomo infernus</em></p><p><strong>Average Height:</strong> 7 feet</p><p><strong>Habitat:</strong> Arid regions</p><p><strong>Native Range:</strong> Australia’s Outback, Africa’s Sahara, the Middle East, and the American Southwest, as well as high-temperature Touchpoints</p><p><strong>Diet:</strong> Nearly any lifeform they can successfully bring down</p><p><strong>Threat to Humans:</strong> High (Aggressive, known to consume humans)</p><p></p><p>No AHA case is quite so pitiable as the demon, a creature animalistic in intellect and nature. Their appearance isn’t exactly calming to the eyes of their human once-kin either, with gorilla-like leg and arm proportions, hunched backs, raw and flaking skin, serpentine tails, clawed feet and hands, and lizard-like heads sporting elongated needle-like teeth and long, curling horns. The fiercely territorial demon clans – groups of 5 to 15 individuals, typically lead by a dominant male demon known as a duke – are wracked with conflict from both outside their groups and within, with rival clans and power-hungry upstarts both aiming to pick a fight with anyone seen as a challenger. Demons are prolific breeders, laying a clutch of 3d8 eggs every year around July or August, which allows groups to potentially spread like wildfire. Egg consumption by both wild creatures and roaming demon “bachelor bands” keep the population in check for the most part, but a clan that has rapid and unchallenged expansion often turns to cannibalism or enslavement of human and human offshoot nomads to keep the fresh meat flowing.</p><p></p><p><strong>Favored Equipment:</strong> Demons do not wear clothing or armor, nor do they craft any buildings of lasting value, instead burrowing out dens in the harsh, dry soil around them. When demons do wield weapons, they are almost always seen using crude clubs made from large animal bones or spears created by hastily lashing an old knife around a long pipe scavenged from nearby ruins.</p><p></p><p><strong>Favored Classes:</strong> When demons actually take classes, it’s almost always Tough or Strong. Those that manage to live long enough to gain levels in an advanced class are typically Horde Warriors, Slavers, or Thrashers.</p><p></p><p><strong><u>Species Traits</u></strong></p><p><strong>Breath Weapon (Su):</strong> Once every 1d6 rounds, as an attack action, a demon can expel a 30-foot cone of flame dealing 2d6 points of fire damage. A Reflex save (DC 10 + the demon’s HD + 1/2 the demon’s Strength modifier) halves the damage taken.</p><p></p><p><strong>Demon:</strong> CR 4; Medium-size Monstrous Humanoid; HD 5d8+25; HP 47; Mas 21; Init +1; Spd 40 ft, burrow 20 ft.; Defense 18, touch 11, flat-footed 17 (+1 Dex, +7 natural); BAB +5; Grap +7; Atk +7 melee (1d6 +2, bite); Full Atk +7 melee (1d6+2, bite) and +2 melee (1d4+1, 2 claws); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Breath weapon, damage reduction 5/ballistic, darkvision 60 ft., fire immunity, scent; AL Clan; SV Fort +6, Ref +7, Will +3; AP 0; Rep +0; Str 15, Dex 12, Con 21, Int 4, Wis 9, Cha 5.</p><p><strong>Skills:</strong> Climb +4, Jump +4, Speak Demon, Survival +3.</p><p><strong>Feats:</strong> Lightning Reflexes, Track.</p><p><strong>Advancement:</strong> 6-10 HD (Medium-size) or by character class.</p><p><strong>Possessions:</strong> Various trinkets gathered from victims.</p><p></p><p></p><p><span style="font-size: 12px"><u><strong>Faerie (Arcanoaberrant)</strong></u></span></p><p><strong>Scientific Name:</strong> <em>Parahomo sylvestris sp.</em></p><p><strong>Average Height:</strong> 5-7 feet (norm varies by subspecies)</p><p><strong>Habitat:</strong> Various forested regions</p><p><strong>Native Range:</strong> British Isles and western Europe (especially concentrated in Ireland, Scotland, Germany, and France)</p><p><strong>Diet:</strong> Varies</p><p><strong>Threat to Humans:</strong> Varies</p><p></p><p>The faeries are a species of AHAs with subspecies that vary in appearance, but mostly united with a generally humanoid appearance, long and pointed ears, strong enchantments, and a fear of iron. Some of the subspecies of faeries include the following creatures.</p><ul> <li data-xf-list-type="ul"><strong>Glaistig (<em>P. sylvestris paniscus</em>):</strong> With goat-like legs and curling horns on their heads, the fleet-footed glaistigs give off the air of masterful mountain goats as they travel through the highlands in nomadic bands of up to 30 individuals. Little is known about the glaistigs’ lifestyle beyond that they are fond of music to the point of often having some supernatural control over it. Glaistigs are also known as skilled traders and merchants, as they are well-known for having the gift of the golden tongue.</li> <li data-xf-list-type="ul"><strong>Hag (<em>P. sylvestris horridus</em>):</strong> Hags are always-female faeries that have the appearance of being extremely elderly (even if they are actually rather young), as well as a rubbery skin that is typically muted green or brown, sometimes with a pattern akin to that of a leopard frog. Out of an instinctual habit, a hag is always accompanied by two others in a trio known as a coven, aiding each other in their activities. They are a predatory species whose frail appearances should not be taken as an indicator of their surprising strength and agility, and do not shy away from consuming humans and human offshoots as part of their diet.</li> <li data-xf-list-type="ul"><strong>Sidhe (<em>P. sylvestris albus</em>):</strong> The sidhe (pronounced "she") are almost entirely human in appearance, save for the aforementioned faerie ears and an almost porcelain-like color and sheen to their skin, and are always born out of noble families in cities. They are a capricious and flighty lot with a tendency to have contradictory opinions from one day to the next and superfluous desires - for instance, the sidhe that was once the Queen of England is known for alternating between periods of intense altruism and extreme narcissism within a matter of hours, as well as an obsession with objects that are apricot-colored. Sidhe will eat and drink only the finest products they can find, with high quality wine, fresh milk, and expertly-prepared roast turkey being particular delicacies.</li> <li data-xf-list-type="ul"><strong>Troll (<em>P. sylvestris dirus</em>):</strong> Not many humans like trolls. To be fair, not many trolls like humans or their offshoots either, for that matter. These ill-tempered forest dwellers stand at seven feet tall, possessing a generally rotund body shape, oversized hands and feet, cattle-like tails, and bulbous noses. Trolls are not hard to irritate, with bright lights, loud noises, human-wielded magic, and goats (or even goat-like creatures such as their kin, the glaistigs) all being ingredients towards making an upset and unruly creature. Due to just how many things can set them off, these faeries tend to stick to themselves deep in their woodland homes, rarely interacting with any other beings or beasts.</li> </ul><p></p><p><strong>Favored Equipment</strong>: For the most part, faeries utilize the same technology as humans of similar regions (E.G., Old World civilian technology for the sidhe, and nomad tech for glaistigs and hags) as long as it is not made of iron. The exception would be the trolls, who eschew all but the most rudimentary clothing, armor, and weaponry, as well as whatever idiosyncracies my arise in a particular sidhe, such as one sidhe abhorring the use of any equipment made of plastic or disliking wielding firearms with mahogany stocks.</p><p></p><p><strong>Favored Classes:</strong> Glaistigs and sidhe prefer the mental base classes, especially Charismatic Hero, and typically take Occultist, Negotiator, Merchant, or Ambassador if they have an advanced class. Hags are almost always Smart Hero/Mage or Smart Hero/Occultist, as their draw toward the esoteric arts is extremely high. Finally, the gruff and grumpy trolls are usually Tough Heroes - if one has enough drive to take levels in an advanced class, Barbarian is the standard.</p><p></p><p><strong><u>Species Traits</u></strong></p><p><strong>Spell-like Abilities: (Sp):</strong> At will-<em>detect magical aura</em>; 3/day-<em>faerie fire, mending, prestidigitation</em>; 1/day-<em>daze, machine invisibility, trace purge</em>.</p><p></p><p><strong>Bonus Feats:</strong> Faeries gain Armor Proficiency (Light), Archaic Weapons Proficiency, and Simple Weapons Proficiency as bonus feats.</p><p></p><p><strong>Faerie:</strong> CR 2; Medium-size Fey; HD 3d6+3; HP 13; Mas 12; Init +6; Spd 30 ft.; Defense 12, touch 12, flat-footed 11 (+2 Dex); BAB +1; Grap +1; Atk +1 melee (1d8/19-20, longsword); Full Atk +1 melee (1d8/19-20, longsword); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Damage reduction 3/iron, low-light vision, spell-like abilities; AL varies; SV Fort +2, Ref +5, Will +5; AP 0; Rep +0; Str 10, Dex 14, Con 12, Int 14, Wis 14, Cha 14.</p><p>Skills: Bluff +8, Concentration +7, Diplomacy +8, Intimidate +8, Knowledge (Arcana) +8, Listen +8, Read/Write Language (one local human language), Speak Language (one local human language), Spot +8, Survival +8.</p><p>Feats: Archaic Weapons Proficiency, Armor Proficiency (Light), Improved Initiative, Simple Weapons Proficiency, Track.</p><p>Advancement: By character class.</p><p><strong>Possessions:</strong> Longsword, various personal effects.</p><p></p><p><strong><span style="font-size: 12px">Stat Block Changes for Specific Faeries</span></strong></p><ul> <li data-xf-list-type="ul"><strong>Glaistig:</strong> +2 Dexterity, -4 Constitution, +2 Charisma; replace ranks in Intimidate with Perform (Wind Instruments)</li> <li data-xf-list-type="ul"><strong>Hag:</strong> +2 Strength, +2 Constitution, -4 Dexterity; replace ranks in Diplomacy with ranks in Use Magical Device; replace longsword with quarterstaff</li> <li data-xf-list-type="ul"><strong>Sidhe:</strong> -2 Strength, +2 Charisma; replace ranks in Intimidate with ranks in Knowledge (Civics)</li> <li data-xf-list-type="ul"><strong>Troll:</strong> +6 Strength, -2 Dexterity, -4 Charisma; add Scent special quality; replace ranks in Diplomacy with ranks in Climb; replace longsword with greatclub</li> </ul><p></p><p></p><p><span style="font-size: 12px"><u><strong>Giant (Bioaberrant)</strong></u></span></p><p><strong>Scientific Name:</strong> <em>Parahomo giganteus</em></p><p><strong>Average Height:</strong> 30 feet</p><p><strong>Habitat:</strong> Any open area</p><p><strong>Native Range:</strong> Western Europe, with isolated clans elsewhere in Eurasia</p><p><strong>Diet:</strong> Large mammals, humans</p><p><strong>Threat to Humans:</strong> High (Aggressive, pose major hazard to caravans, known to consume humans)</p><p></p><p>While there are many dangers for caravans traveling across the treacherous lands of western Europe, none is quite so frightening to a caravan driver as the prospect of having his truck torn apart as his flailing body is plucked out by the massive hand of a giant raider. As their name implies, giants are...well, giant, having the appearance of thick-skinned and muscular humans towering over the 1- or 2-story buildings that make up most of the standing structures across the European mainland. Bands of these titanic beings take their names after local giant legends, with groups such as the Ferraguts of Spain, the Tartalos of southwest France, and the Novaci of Romania all thundering forth across the countryside under banners made to bring back such legendary fears. Each such band has, in addition to their banner and naming scheme, a central "gang symbol" of sorts that marks that particular band - the aforementioned Tartalos, for instance, have a coming of age ceremony wherein any male giant of the band has his left eye gouged out and covered with a leather patch with the Tartalo band symbol upon it. In addition to those that plunder mainland Europe, there have been at least three other giants bands encountered outside of the species' normal range: the samurai-emulating Daidarabotchi of Japan, the gluttonous and faerie-hating Blunderbores of south England, and the jewel-obsessed Daitya of India.</p><p></p><p><strong>Favored Equipment:</strong> Each giant band typically takes a particular melee weapon as their deadly "calling card", almost always being an oversized slashing or bludgeoning weapon (scaled up to size Huge for Medium-size weapons or size Gargantuan for Large-size weapons, with damage increase as appropriate). For instance, the Daitya enjoy the satisfying bloodbath of using a giant spiked club, the Daidarabotchi are well-known for wielding oversized katanas, and the Ferraguts are most happy when wielding massive falchions. The giant stats below simply list the natural attack (slam) damage of giants to allow for various weapons to be plugged in as appropriate. Most giant clans other than the Daidarabotchi either wear no armor, hide armor, or Barbarian junk armor crafted from wrecked caravan truck parts.</p><p></p><p><strong>Favored Classes:</strong> Giants vary in base classes, but almost always go into one of three advanced classes: Barbarian, Raider, or Slaver. Particular bands may also have their own favored advanced classes, such as Archaic Weaponsmaster for the Ferraguts and Thrasher for the Blunderbores.</p><p></p><p><strong><u>Species Traits</u></strong></p><p><strong>Warmonger (Ex):</strong> Giants are brutal in combat, but become especially so if they are wounded. A giant that dips below half its full HP (rounded down) must make a Will save (DC 10 + 1/2 the giant's total HD) or go into a bloodthirsty warrior's rage. A raging giant suffers a -2 penalty to Defense and -4 penalty to attack rolls, but gains a +4 bonus to damage rolls, reflecting a reckless but brutal assault on foes. A raging giant cannot use magic or skills that require concentration, and can only use ranged weapons if it succeeds a second Will save (same DC) each time it attempts an attack.</p><p></p><p><strong>Bonus Feats:</strong> Giants gain Archaic Weapons Proficiency and Simple Weapons Proficiency as bonus feats.</p><p></p><p><strong>Giant:</strong> CR 9; Huge Giant; HD 12d8+72; HP 126; Mas 22; Init +0; Spd 40 ft.; Defense 17, touch 8, flat-footed 17 (-2 size, +9 natural); BAB +9; Grap +24; Atk +14 melee (1d8+7, slam); Full Atk +14 melee (1d8+7, 2 slams); FS 15 ft. by 15 ft.; Reach 15 ft.; SQ Damage reduction 10/ballistic, low-light vision, warmonger; AL Band; SV Fort +14, Ref +4, Will +4; AP 0; Rep +0; Str 25, Dex 10, Con 22, Int 10, Wis 11, Cha 7.</p><p><strong>Skills:</strong> Climb +9, Craft +3, Intimidate +8, Listen +5, Read/Write Language (one local human language), Speak Language (one local human language), Spot +5, Survival +5.</p><p><strong>Feats:</strong> Cleave, Endurance, Great Cleave, Improved Overrun, Power Attack.</p><p><strong>Advancement:</strong> By character class.</p><p><strong>Possessions:</strong> Simplistic clothing, various raided goods.</p><p></p><p></p><p><span style="font-size: 12px"><u><strong>Kobold (Bioaberrant)</strong></u></span></p><p><strong>Scientific Name:</strong> <em>Parahomo troglodytus</em></p><p><strong>Average Height:</strong> 3 feet</p><p><strong>Habitat:</strong> Forests (underground)</p><p><strong>Native Range:</strong> Western Europe</p><p><strong>Diet:</strong> Roots, tubers, mushrooms, and berries</p><p><strong>Threat to Humans:</strong> Low (Isolationist and rarely encountered)</p><p></p><p>Kobolds, also known as gnomes and stonefolk, more or less resemble fat, squat humans of miniscule size that have been roughly carved out of rock and decorated with eyes of diamond and "hair" of cobalt, rarely appear above ground, and are both clumsy and somewhat dense. An encounter with a kobold is typically in one of two flavors: either falling in a hole dug by one, or catching one above ground as it forages. Little is known about just what these strange AHAs actually do with their time or why they even feel the need to eat if they are made of stone, much less any finer points of their biology and whatever culture they may have. A startled kobold will punch with his stony fists or grab rocks and throw them. Tribes of kobolds consist of hunter-gatherers, warriors, and lookouts that interact in a manner not unlike Africa's meerkats.</p><p></p><p><strong>Favored Equipment:</strong> Kobolds rarely ever utilize equipment, though they are fond of gathering interesting-looking objects in their burrows. Of course, as a kobold's definition of "interesting-looking" is more or less anything shiny or geared, one is more likely to find shiny candy wrappers and cheap watches than anything valuable.</p><p></p><p><strong>Favored Classes:</strong> A kobold with class levels typically has levels in Tough Ordinary, Strong Ordinary, or Fast Ordinary, depending on its place in the tribe. Those that have levels in Heroic base classes rather than Ordinary ones are pretty much unheard of, as are those that go even further and take levels in an advanced class.</p><p></p><p><strong><u>Species Traits</u></strong></p><p><strong>Bonus Feats:</strong> Due to their ability to shrug off most blows, kobolds gain Improved Damage Threshold as a bonus feat.</p><p></p><p><strong>Kobold:</strong> CR 1; Elemental (Earth); HD 2d8+9; HP 18; Mas 19; Init -1; Spd 15 ft., burrow 10 ft.; Defense 15, touch 10, flat-footed 15 (+1 size, -1 Dex, +5 natural); BAB +1; Grap -2; Atk +3 melee (1d4+1, slam); Full Atk +3 melee (1d4+1, 2 slams); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Cold resistance 5, damage reduction 3/bludgeoning, darkvision 60 ft., low-light vision, spell resistance 15; AL colony; SV Fort +6, Ref -1, Will +0; AP 0; Rep +0; Str 13, Dex 9, Con 16, Int 6, Wis 10, Cha 7.</p><p><strong>Skills:</strong> Climb +2, Hide +4, Move Silently +2.</p><p><strong>Feats:</strong> Improved Damage Threshold, Toughness.</p><p><strong>Advancement:</strong> 3-6 HD (Small) or by character class.</p><p><strong>Possessions:</strong> Various stolen trinkets.</p></blockquote><p></p>
[QUOTE="Rappy, post: 6114230, member: 58456"] [B][COLOR="#000080"][SIZE=6][CENTER]Mutants, Playable or Otherwise[/CENTER][/SIZE][/COLOR][/B] [U][B][SIZE=5]Playable Mutants[/SIZE][/B][/U] The following mutant offshoots of humanity represent the most common playable species that exist in the time after the Change. Each entry notes the native locations of the mutant in question, its physical appearance, psychological profile and typical personality, and common environment, as well as the cosmetic mutations, standard mutations, and drawbacks applied to a human to create the mutant. In addition, some mutants must take a specific feat as their human bonus starting feat, and these are noted when appropriate. [B]Note:[/B] Mutations and drawbacks with an asterisk after them are from the Future Player's Companion, and those with two asterisks are from 20 Mutations. [SIZE="3"][B]Angel[/B][/SIZE] [B]Range:[/B] Southeastern Europe and the Middle East (always born in cities) [B]Physical Appearance:[/B] The angels ([I]Homo sapiens elegans[/I]) would be impossible to tell apart from particularly thin humans by appearance alone, were it not for their glittering silver hair, luminescent eyes, and constant ethereal glow. Beyond this, angels resemble their original forms. [B]Personality:[/B] Angels are instinctively altruistic, injecting humor and positive thoughts into even the most dire situations; furthermore, they are capable of telepathic communication and “feeling” the world around them. These traits can lead to some loathing the company of an angel, especially when they are already pushed into situations more stressful than they would like or have the mistaken belief that angels can rob them of their secrets. For others, however, an angel's air of calm in the face of danger is almost therapeutic - indeed, some angels are actually used by certain military groups as counselors for PTSD victims. [B]Environment:[/B] Due to being easily injured and somewhat more susceptible to disease than the average individual, angels typically wear breath masks - or full biohazard suits, if the situation calls for them - outside of sterile compounds. [B]Player Traits[/B] [LIST][*][B]Cosmetic Mutations:[/B] Luminous eyes*, unnatural hair (silver). [*][B]Standard Mutations:[/B] Hypersensitivity, telepathy. [*][B]Drawbacks:[/B] Ability decay (Constitution -2), frailty, glowing**.[/LIST] [SIZE="3"][B]Abominable[/B][/SIZE] [B]Range:[/B] Northern Europe, Russia, northern China and Mongolia, Alaska, and Canada [B]Physical Appearance:[/B] Abominables ([I]H. sapiens ferox[/I]) stand at a greater height than humans, often pushing 9 feet. In addition, their arms are proportionally longer than a human's, their faces have a slightly "squashed", apeish quality to them, and their bodies are coated in long, shaggy hair that can range in color from white or tan all the way to black or deep brown. [B]Personality:[/B] In spite of the brutishness their name implies, abominables have no real instinctual changes added to their pre-Change human natures. [B]Environment:[/B] Abominables typically pursue lives as either traveling wilderness nomads and merchants or the protectors of outlier towns - cities are often simply not built to accommodate beings of their stature, and urban air irritates their sensitive nostrils. [B][U]Player Traits[/U][/B] [LIST][*][B]Starting Feat:[/B] Abominables are naturals at scent trailing - as such, they must select Track as one of their two starting feats. [*][B]Cosmetic Mutations:[/B] Unnatural face (ape-like)**. [*][B]Standard Mutations:[/B] Claws, enlarged form, scent, thick fur coat. [*][B]Drawbacks:[/B] Ability decay (Dexterity -4), heat susceptibility, pheromone repulsion.[/LIST] [SIZE="3"][B]Bogger[/B][/SIZE] [B]Range:[/B] Appropriate habitats in South and Central America, the southeastern United States, the Congo and Nile delta, and southeast Asia [B]Physical Appearance:[/B] Boggers ([I]H. sapiens palustris[/I]), also known as heqet, are easily identified in a crowd – their skin constantly leaks an adhesive slime, their throats have inflatable sacs capable of storing and expelling a concentrated ranged glob of their sticky slime, they are barrel-chested, their legs are frog-like, and their hands and feet have six webbed fingers and toes each. [B]Personality:[/B] The average bogger isn’t really one for socializing, at least when it comes to humans and non-bogger mutants. They tend to keep to isolated, simplistic existences deep in the wilderness, only appearing in human settlements to engage in trade. They are also extremely superstitious and paranoid about supernatural powers, which is somewhat justified given the fact that they are naturally weak to spells. [B]Environment:[/B] Boggers don’t need to be submerged most of the time to survive like deep ones or kouijin, but their amphibian natures, large lungs, and slimy bodies make dwelling out in swamps, marshes, and humid jungles a natural choice. [B]Player Traits[/B] [LIST][*][B]Cosmetic Mutations:[/B] Extra digits (six toes on each foot, six fingers on each hand), unnatural skin (dull green and frog-like), unnatural voice (croaking). [*][B]Standard Mutations:[/B] Adhesive secretions*, expanded lungs*, leaper, sticky ichor*, webbed digits. [*][B]Drawbacks:[/B] Ability decay (Charisma -2), cold susceptibility, magic vulnerability.[/LIST] [SIZE="3"][B]Cambion[/B][/SIZE] [B]Range:[/B] Warm areas of Europe, northern Africa, the Middle East, and Asia [B]Physical Appearance:[/B] Cambions ([I]Homo sapiens infernus[/I]) appear to be less mutated versions of demons (see Advanced Human Aberrations for more on demons). They have raw red skin, serpentine tongues, small horns, and sharp claws, but otherwise lack the almost animal-like appearance of true demons. [B]Personality:[/B] The typical cambion has a slightly nervous disposition around baseline humans and other mutants and is rather impulsive, but is otherwise a standard human personality. [B]Environment:[/B] Cambions tend to dwell in the less-populated areas of desert towns, avoiding overt contact with others. Their ability to withstand somewhat higher temperatures than a human can allows individuals that want solitude to simply wander out into the sands in the middle of the day and think things through under the unforgiving gaze of the sun. [B]Player Traits[/B] [LIST][*][B]Cosmetic Mutations:[/B] Forked tongue, horns, unusual skin (red). [*][B]Standard Mutations:[/B] Claws, energy absorption (fire). [*][B]Drawbacks:[/B] Ability decay (Wisdom -2), cold susceptibility.[/LIST] [SIZE="3"][B]Deep One[/B][/SIZE] [B]Range:[/B] Atlantic coast of North America [B]Physical Appearance:[/B] Deep ones ([I]H. sapiens yhanthlei[/I]), also referred to be some humans as gillmen – whether or not they are actually male, in fact, which makes the nickname something the deep ones find distasteful – have several defining features: frilled gill slits on their necks, thick blue scales, bulging eyes attuned to darkness, recessed chins, and webbed hands and feet. [B]Personality:[/B] In addition to having taste buds that seem geared only to shellfish and squid, deep ones' mindsets differ from humans in the form of species-wide agoraphobia and a tinge of paranoia toward baseline humans and other offshoots. Even though they retain the lungs they had before the Change, the fear of land-dwellers and the open sky itself drives the deep ones into flooded caverns and the submerged ruins of the East Coast cities that suffered the worst of the Blue Friday deluge. [B]Environment:[/B] Deep ones can technically live in either fresh- or saltwater environments, though they prefer brackish or fully oceanic environments to the "salt-voids" found farther inland. It is very rare to see deep ones farther inland than the mouth of a river. [B][U]Player Traits[/U][/B] [LIST][*][B]Cosmetic Mutations:[/B] Unnatural face (fish-like)**. [*][B]Standard Mutations:[/B] Gills, scaly armor, webbed digits. [*][B]Drawbacks:[/B] Light sensitivity, water dependent**.[/LIST] [B][SIZE="3"]Dryad[/SIZE][/B] [B]Range:[/B] Forested regions of Eurasia [B]Physical Appearance:[/B] An average dryad ([I]H. sapiens pseudophytum[/I]) has few differences from a typical human. The only discernable outer difference is a slight greenish tinge to their blood. As they can be male or female, some more legend-obsessed individuals prefer to refer to dryads as "woodfolk". [B]Personality:[/B] Dryads are afflicted with technophobia, leaving them jittery even in outlier towns. A dryad can overcome this innate phobia with effort, but most prefer to stay away from civilization and keep their use of equipment down to simple wood and stone tools and plant-fiber clothing (if any clothing at all). When not faced with their phobia, dryads tend to be cool, calm, and collected, a trait they can spread to others with the soothing, pollen-like wisps of pheromones that emanate from their bodies. It is not uncommon to see mixed trading caravans of abominables and dryads, as the two offshoots share a disdain for cities and most shrewd business-abominables recognize that the pheromones of the dryads are a merchant's best friend. [B]Environment:[/B] Anywhere where there is plenty of sunlight and a lack of urban structures is a suitable place for a dryad to call home, but most prefer to stick to wooded areas. Due to their technophobia and an intolerance for poisons and disease due to their sensitive photosynthetic bodies, urbania is the definitive anti-dryad habitat. [U][B]Player Traits[/B][/U] [LIST][*][B]Standard Mutations:[/B] Photosynthetic*, soothing pheromones*. [*][B]Drawbacks:[/B] Thin skin, weak immune system.[/LIST] [SIZE="3"][B]Ghoul[/B][/SIZE] [B]Range:[/B] Ruins across the Americas, Africa, Europe, western Asia, and Australia [B]Physical Appearance:[/B] The typical ghoul ([I]H. sapiens hypocola[/I]) is a depressing shell of humanity, with pale, pustule-ridden skin stretched tightly over a thin frame, sharp but rotted teeth dripping with a burning acid, clawed fingers often coated in dirt and dried blood, and contorted digitigrade legs that force a ghoul to adopt a hunched, frog-like stance. [B]Personality:[/B] All ghouls cannot stomach plant matter. Furthermore, they actually have an addiction to the flesh of non-Changed humans. In response to this, most ghouls fall into two categories: the loathers and the ferals. Loathers attempt to reign themselves in to form some modicum of society, eating animals or finding willingly abandoned corpses rather than giving in to their addiction, while ferals openly embrace their "corrupted" nature and roam around their ruined homes in search of unwary treasure hunters or explorers to kill and consume. [B]Environment:[/B] In spite of having the widest range of any human offshoot, ghouls are surprisingly limited in their actual environment: namely, the dark underground portions of ruined cities. For whatever reason, ghouls as a whole either cannot or simply refuse to leave the formerly bustling urban sprawls they called home before the Change. [B][U]Player Traits[/U][/B] [LIST][*][B]Standard Mutations:[/B] Acidic saliva, claws, darkvision, fangs, filtered lungs*, leaper. [*][B]Drawbacks:[/B] Blood hunger, festering sores, hideous visage*, light sensitivity, ultraviolet allergy.[/LIST] [B][SIZE="3"]Goblin[/SIZE][/B] [B]Range:[/B] British Isles, western Europe, and eastern North America [B]Physical Appearance:[/B] Goblins ([I]H. sapiens parvus[/I]) mostly resemble humans, save for their gecko-like fingers and toes, bat-like "radar dish" ears, light coating of thin green scales, and two stubby horns on their forehead. They are also on the lower end of the height scale for typical humans, but not quite so much that they could be described as having dwarfism. Below the skin, goblins are notable for their bird-like hollow bones. [B]Personality:[/B] In spite of their fragile bones, goblins are quite the thrill-seekers, namely due to an innate drive to keep their minds and bodies active. To a goblin, boredom is basically the same thing as depression. [B]Environment:[/B] The nomadic goblins go anywhere they can find adventure, from the ruins of pre-Blue Friday civilization to untamed wilderness filled with mutated beasts. [B][U]Player Traits[/U][/B] [LIST][*][B]Cosmetic Mutations:[/B] Horns, scaly skin. [*][B]Standard Mutations:[/B] Darkvision, pervasive hearing*, wall crawler. [*][B]Drawbacks:[/B] Ability decay (Strength -2), brittle bones.[/LIST] [SIZE="3"][B]Golem[/B][/SIZE] [B]Range:[/B] Worldwide [B]Physical Appearance:[/B] One of the only known human offshoot mechanoaberrants, golems ([I]H. Sapiens automaton[/I]) – also known as effigies, poppets, drones, and countless other regional names – are thick-bodied humans with clearly defined metal plating thinly covered by their skin and eyes that give off a faint white glow. In spite of their appearance, they are still technically humanoids that just happen to also be natural cyborgs. [B]Personality:[/B] Golems have no major differentiating personality traits compared to baseline humans, but tend to have some difficulties conveying emotions due to altered vocal chords and steady faces. [B]Environment:[/B] It is not uncommon to see a golem in any stage of civilization, from major cities down to small outposts and scavenging parties. Indeed, their ability to take intense physical punishment, stride in polluted air unharmed, and dish out immense concussive force with their unarmed strikes alone, a golem is a valued asset for anyone who wants to get rough and tumble out in the wastelands of the world. [B]Player Traits[/B] [LIST][*][B]Cosmetic Mutations:[/B] Luminous eyes*, unnatural face (difficulty emoting)**, skin (plasticine), unnatural voice (monotone). [*][B]Standard Mutations:[/B] Armor plates*, filtered lungs*, shock absorber*, system shock*, thunder fist*. [*][B]Drawbacks:[/B] Ability decay (Dexterity -2, Charisma -2), reduced speed (25 ft.).[/LIST] [SIZE="3"][B]Koujin[/B][/SIZE] [B]Range:[/B] Warm coasts of eastern Asia and Japan [B]Physical Appearance:[/B] The koujin ([I]Homo sapiens carcharias[/I]) of the Pacific are the sleek warm-water equivalents of the sluggish cold-water deep ones of the Atlantic. They have slick dark gray to black skin with pale gray underbellies, shark-like faces and teeth, webbed hands and feet, and a slight dorsal fin protruding from their back. [B]Personality:[/B] In spite of their appearance, koujin are docile. They only consume small fish that will not put up a struggle, and have a rather strong fear of getting into a full-on brawl with each other or any other species. Those that can overcome their fear of battle prove to be dangerous foes, however, and particularly strong-willed koujin are favored as bodyguards. [B]Environment:[/B] Due to the fact that their eyes are sensitive to light and their fear of conflict keeps them away from other species, koujin clans typically gather in rocky outcroppings near reefs. [B]Player Traits[/B] [LIST][*][B]Cosmetic Mutations:[/B] Unnatural face (shark-like), unnatural skin (shark-like). [*][B]Standard Mutations:[/B] Darkvision, fangs, gills, scent, webbed digits. [*][B]Drawbacks:[/B] Combat fear, water dependent**.[/LIST] [B][SIZE="3"]Ogre[/SIZE][/B] [B]Range:[/B] Most of the northern hemisphere [B]Physical Appearance:[/B] Few people are quite prepared to see an ogre ([I]H. sapiens mephitis[/I]) in the flesh. While they are typically "only" 7 feet tall, being outclassed in height by the mighty abominables, ogres make up for it in their intimidating features: thick bodies concealing elephantine bones, blunt but nonetheless frightening tusks forcing a permanent underbite, and an ominous cloud of lung-burning smog hanging around them like a deathly shroud. [B]Personality:[/B] To say that ogres have a short fuse would be insulting to short fuses - even a slight show of distaste can force an ogre to muster their willpower to not simply pummel the offending individual's face into a bloody pulp. Still, genuine shows of friendship can still win an ogre over as easily as they could before the Change, and it is not uncommon for one to be the "muscle" of adventuring teams of explorers heading out into the various ruins of the world. [B]Environment:[/B] Ogres can live in even the most polluted of environments, making them particularly common workers and scavengers in the old outlier towns with less than safe air conditions. Their dislike of heat is pretty much the only qualifying factor for where an ogre can't be found in their range. [B][U]Player Traits[/U][/B] [LIST] [*][B]Starting Feat:[/B] Ogres must select either Toughness or Ultra Immune System as one of their two starting feats. [*][B]Standard Mutations:[/B] Choking pollution*, filtered lungs*, skeletal reinforcement. [*][B]Drawbacks:[/B] Heat susceptibility, reduced speed (20 ft.), uncontrollable rage*. [/LIST] [SIZE="3"][B]Spirit[/B][/SIZE] [B]Range:[/B] Worldwide [B]Physical Appearance:[/B] A spirit ([I]H. sapiens occultus[/i]) is not that different from a waifish human. Most differences are only noted when the spirit actively uses their powers. [B]Personality:[/B] Like their physical traits, spirits have few mental differences with humans. The main ones are that spirits are often impulsive and, for reasons unknown to themselves or to others, they tend to become extremely nervous around spellcasters or arcanoaberrant creatures. [B]Environment:[/B] Spirits can live wherever humans do, though they shy away from any community that has a particularly large number of spellcasters. [B]Player Traits[/B] [LIST][*][B]Standard Mutations:[/B] Force barrier, telekinetic mind. [*][B]Drawbacks:[/B] Ability decay (Strength -2, Wisdom -2).[/LIST] [B][SIZE="3"]Trion[/SIZE][/B] [B]Range:[/B] India and southeastern Asia [B]Physical Appearance:[/B] A trion ([I]H. sapiens hyperosapiens[/I]) resembles a willowy pre-Change human in most ways, as long as one ignores the unblinking third eye planted in their forehead, pale blue skin, and two extra arms. [B]Personality:[/B] Trions, also known as avatars, always seem to be somewhat lost in thought. They are not any more intelligent than they were before the Change, but at the same time, their telepathic powers and constant inward focus has given many humans the belief that there is something more to them than what seems apparent. There actually is a bit more to the constant contemplation of trions than meets the eye - every time they sleep, a trion is wracked with horrific visions of terrifying future possibilities that bring numerous questions into their minds once they wake. [B]Environment:[/B] Trions dwell in the same places humans do, though they tend to keep to less populated regions to avoid any contact that might seemingly prove the fears their nighttime visions bring to be true. [B][U]Player Traits[/U][/B] [LIST] [*][B]Cosmetic Mutations:[/B] Unnatural skin (blue). [*][B]Standard Mutations:[/B] Extra arms, gazing eye, telepathy. [*][B]Drawbacks:[/B] Ability decay (Strength -2, Charisma -2), frailty, nightmares*.[/LIST] [SIZE="3"][B]Wraith[/B][/SIZE] [B]Range:[/B] Worldwide [B]Physical Appearance:[/B] Wraiths ([I]H. sapiens vitaphagus[/I]) resemble thin, pale humans with “shrink-wrapped” faces. [B]Personality:[/B] Like ghouls, wraiths are innately predatory. Also like ghouls, wraiths tend to fall into either “ferals” or repressed societal individuals. Unlike ghouls, however, wraiths do not have the natural tools of a a meat-rending predator and a thirst for blood, instead being able to suck out both body heat and the very vitality of their target. Even though their abilities are not constantly active, wraiths tend to avoid physical contact and have a negative reaction to others touching them, often wearing thick gloves and full-body outfits to avoiding such contact. [B]Environment:[/B] Unlike ghouls, wraiths are not tied to urban environments. They can be found anywhere from ruined cities to abandoned cabins in the woods. [B]Player Traits[/B] [LIST][*][B]Cosmetic Mutations:[/B] Unnatural face (skull-like), unnatural skin (deathly pallor). [*][B]Standard Mutations:[/B] Heat drain*, lifedrinker*, scent. [*][B]Drawbacks:[/B] Ability decay (Strength -2, Charisma -2), ultraviolet allergy.[/LIST] [SIZE=5][B][U]Advanced Human Aberrations[/U][/B][/SIZE] Advanced Human Aberrations – AHAs for short – are a step beyond the human offshoots previously detailed as playable characters. While mutant offshoots are still considered to be human subspecies, AHAs are anything but. These beings are such extreme examples of the Change as to be considered their own species, and sometimes even their own genus. From the titanic giants to the varied breeds of faeries, these beings typically dwell away from humans and human offshoots, sometimes even being positively dangerous. AHAs are basically monsters capable of taking character classes, and thus it is theoretically possible that a player could make an AHA character with Game Master approval. [SIZE="3"][U][B]Demon (Arcanoaberrant)[/B][/U][/SIZE] [B]Scientific Name:[/B] [I]Parahomo infernus[/I] [B]Average Height:[/B] 7 feet [B]Habitat:[/B] Arid regions [B]Native Range:[/B] Australia’s Outback, Africa’s Sahara, the Middle East, and the American Southwest, as well as high-temperature Touchpoints [B]Diet:[/B] Nearly any lifeform they can successfully bring down [B]Threat to Humans:[/B] High (Aggressive, known to consume humans) No AHA case is quite so pitiable as the demon, a creature animalistic in intellect and nature. Their appearance isn’t exactly calming to the eyes of their human once-kin either, with gorilla-like leg and arm proportions, hunched backs, raw and flaking skin, serpentine tails, clawed feet and hands, and lizard-like heads sporting elongated needle-like teeth and long, curling horns. The fiercely territorial demon clans – groups of 5 to 15 individuals, typically lead by a dominant male demon known as a duke – are wracked with conflict from both outside their groups and within, with rival clans and power-hungry upstarts both aiming to pick a fight with anyone seen as a challenger. Demons are prolific breeders, laying a clutch of 3d8 eggs every year around July or August, which allows groups to potentially spread like wildfire. Egg consumption by both wild creatures and roaming demon “bachelor bands” keep the population in check for the most part, but a clan that has rapid and unchallenged expansion often turns to cannibalism or enslavement of human and human offshoot nomads to keep the fresh meat flowing. [B]Favored Equipment:[/B] Demons do not wear clothing or armor, nor do they craft any buildings of lasting value, instead burrowing out dens in the harsh, dry soil around them. When demons do wield weapons, they are almost always seen using crude clubs made from large animal bones or spears created by hastily lashing an old knife around a long pipe scavenged from nearby ruins. [B]Favored Classes:[/B] When demons actually take classes, it’s almost always Tough or Strong. Those that manage to live long enough to gain levels in an advanced class are typically Horde Warriors, Slavers, or Thrashers. [B][U]Species Traits[/U][/B] [B]Breath Weapon (Su):[/B] Once every 1d6 rounds, as an attack action, a demon can expel a 30-foot cone of flame dealing 2d6 points of fire damage. A Reflex save (DC 10 + the demon’s HD + 1/2 the demon’s Strength modifier) halves the damage taken. [B]Demon:[/B] CR 4; Medium-size Monstrous Humanoid; HD 5d8+25; HP 47; Mas 21; Init +1; Spd 40 ft, burrow 20 ft.; Defense 18, touch 11, flat-footed 17 (+1 Dex, +7 natural); BAB +5; Grap +7; Atk +7 melee (1d6 +2, bite); Full Atk +7 melee (1d6+2, bite) and +2 melee (1d4+1, 2 claws); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Breath weapon, damage reduction 5/ballistic, darkvision 60 ft., fire immunity, scent; AL Clan; SV Fort +6, Ref +7, Will +3; AP 0; Rep +0; Str 15, Dex 12, Con 21, Int 4, Wis 9, Cha 5. [B]Skills:[/B] Climb +4, Jump +4, Speak Demon, Survival +3. [B]Feats:[/B] Lightning Reflexes, Track. [B]Advancement:[/B] 6-10 HD (Medium-size) or by character class. [B]Possessions:[/B] Various trinkets gathered from victims. [SIZE="3"][U][B]Faerie (Arcanoaberrant)[/B][/U][/SIZE] [B]Scientific Name:[/B] [I]Parahomo sylvestris sp.[/I] [B]Average Height:[/B] 5-7 feet (norm varies by subspecies) [B]Habitat:[/B] Various forested regions [B]Native Range:[/B] British Isles and western Europe (especially concentrated in Ireland, Scotland, Germany, and France) [B]Diet:[/B] Varies [B]Threat to Humans:[/B] Varies The faeries are a species of AHAs with subspecies that vary in appearance, but mostly united with a generally humanoid appearance, long and pointed ears, strong enchantments, and a fear of iron. Some of the subspecies of faeries include the following creatures. [LIST][*][B]Glaistig ([I]P. sylvestris paniscus[/I]):[/B] With goat-like legs and curling horns on their heads, the fleet-footed glaistigs give off the air of masterful mountain goats as they travel through the highlands in nomadic bands of up to 30 individuals. Little is known about the glaistigs’ lifestyle beyond that they are fond of music to the point of often having some supernatural control over it. Glaistigs are also known as skilled traders and merchants, as they are well-known for having the gift of the golden tongue. [*][B]Hag ([I]P. sylvestris horridus[/I]):[/B] Hags are always-female faeries that have the appearance of being extremely elderly (even if they are actually rather young), as well as a rubbery skin that is typically muted green or brown, sometimes with a pattern akin to that of a leopard frog. Out of an instinctual habit, a hag is always accompanied by two others in a trio known as a coven, aiding each other in their activities. They are a predatory species whose frail appearances should not be taken as an indicator of their surprising strength and agility, and do not shy away from consuming humans and human offshoots as part of their diet. [*][B]Sidhe ([I]P. sylvestris albus[/I]):[/B] The sidhe (pronounced "she") are almost entirely human in appearance, save for the aforementioned faerie ears and an almost porcelain-like color and sheen to their skin, and are always born out of noble families in cities. They are a capricious and flighty lot with a tendency to have contradictory opinions from one day to the next and superfluous desires - for instance, the sidhe that was once the Queen of England is known for alternating between periods of intense altruism and extreme narcissism within a matter of hours, as well as an obsession with objects that are apricot-colored. Sidhe will eat and drink only the finest products they can find, with high quality wine, fresh milk, and expertly-prepared roast turkey being particular delicacies. [*][B]Troll ([I]P. sylvestris dirus[/I]):[/B] Not many humans like trolls. To be fair, not many trolls like humans or their offshoots either, for that matter. These ill-tempered forest dwellers stand at seven feet tall, possessing a generally rotund body shape, oversized hands and feet, cattle-like tails, and bulbous noses. Trolls are not hard to irritate, with bright lights, loud noises, human-wielded magic, and goats (or even goat-like creatures such as their kin, the glaistigs) all being ingredients towards making an upset and unruly creature. Due to just how many things can set them off, these faeries tend to stick to themselves deep in their woodland homes, rarely interacting with any other beings or beasts.[/LIST] [B]Favored Equipment[/B]: For the most part, faeries utilize the same technology as humans of similar regions (E.G., Old World civilian technology for the sidhe, and nomad tech for glaistigs and hags) as long as it is not made of iron. The exception would be the trolls, who eschew all but the most rudimentary clothing, armor, and weaponry, as well as whatever idiosyncracies my arise in a particular sidhe, such as one sidhe abhorring the use of any equipment made of plastic or disliking wielding firearms with mahogany stocks. [B]Favored Classes:[/B] Glaistigs and sidhe prefer the mental base classes, especially Charismatic Hero, and typically take Occultist, Negotiator, Merchant, or Ambassador if they have an advanced class. Hags are almost always Smart Hero/Mage or Smart Hero/Occultist, as their draw toward the esoteric arts is extremely high. Finally, the gruff and grumpy trolls are usually Tough Heroes - if one has enough drive to take levels in an advanced class, Barbarian is the standard. [B][U]Species Traits[/U][/B] [B]Spell-like Abilities: (Sp):[/B] At will-[I]detect magical aura[/I]; 3/day-[I]faerie fire, mending, prestidigitation[/I]; 1/day-[I]daze, machine invisibility, trace purge[/I]. [B]Bonus Feats:[/B] Faeries gain Armor Proficiency (Light), Archaic Weapons Proficiency, and Simple Weapons Proficiency as bonus feats. [B]Faerie:[/B] CR 2; Medium-size Fey; HD 3d6+3; HP 13; Mas 12; Init +6; Spd 30 ft.; Defense 12, touch 12, flat-footed 11 (+2 Dex); BAB +1; Grap +1; Atk +1 melee (1d8/19-20, longsword); Full Atk +1 melee (1d8/19-20, longsword); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Damage reduction 3/iron, low-light vision, spell-like abilities; AL varies; SV Fort +2, Ref +5, Will +5; AP 0; Rep +0; Str 10, Dex 14, Con 12, Int 14, Wis 14, Cha 14. Skills: Bluff +8, Concentration +7, Diplomacy +8, Intimidate +8, Knowledge (Arcana) +8, Listen +8, Read/Write Language (one local human language), Speak Language (one local human language), Spot +8, Survival +8. Feats: Archaic Weapons Proficiency, Armor Proficiency (Light), Improved Initiative, Simple Weapons Proficiency, Track. Advancement: By character class. [B]Possessions:[/B] Longsword, various personal effects. [B][SIZE="3"]Stat Block Changes for Specific Faeries[/SIZE][/B] [LIST][*][B]Glaistig:[/B] +2 Dexterity, -4 Constitution, +2 Charisma; replace ranks in Intimidate with Perform (Wind Instruments) [*][B]Hag:[/B] +2 Strength, +2 Constitution, -4 Dexterity; replace ranks in Diplomacy with ranks in Use Magical Device; replace longsword with quarterstaff [*][B]Sidhe:[/B] -2 Strength, +2 Charisma; replace ranks in Intimidate with ranks in Knowledge (Civics) [*][B]Troll:[/B] +6 Strength, -2 Dexterity, -4 Charisma; add Scent special quality; replace ranks in Diplomacy with ranks in Climb; replace longsword with greatclub[/LIST] [SIZE="3"][U][B]Giant (Bioaberrant)[/B][/U][/SIZE] [B]Scientific Name:[/B] [I]Parahomo giganteus[/I] [B]Average Height:[/B] 30 feet [B]Habitat:[/B] Any open area [B]Native Range:[/B] Western Europe, with isolated clans elsewhere in Eurasia [B]Diet:[/B] Large mammals, humans [B]Threat to Humans:[/B] High (Aggressive, pose major hazard to caravans, known to consume humans) While there are many dangers for caravans traveling across the treacherous lands of western Europe, none is quite so frightening to a caravan driver as the prospect of having his truck torn apart as his flailing body is plucked out by the massive hand of a giant raider. As their name implies, giants are...well, giant, having the appearance of thick-skinned and muscular humans towering over the 1- or 2-story buildings that make up most of the standing structures across the European mainland. Bands of these titanic beings take their names after local giant legends, with groups such as the Ferraguts of Spain, the Tartalos of southwest France, and the Novaci of Romania all thundering forth across the countryside under banners made to bring back such legendary fears. Each such band has, in addition to their banner and naming scheme, a central "gang symbol" of sorts that marks that particular band - the aforementioned Tartalos, for instance, have a coming of age ceremony wherein any male giant of the band has his left eye gouged out and covered with a leather patch with the Tartalo band symbol upon it. In addition to those that plunder mainland Europe, there have been at least three other giants bands encountered outside of the species' normal range: the samurai-emulating Daidarabotchi of Japan, the gluttonous and faerie-hating Blunderbores of south England, and the jewel-obsessed Daitya of India. [B]Favored Equipment:[/B] Each giant band typically takes a particular melee weapon as their deadly "calling card", almost always being an oversized slashing or bludgeoning weapon (scaled up to size Huge for Medium-size weapons or size Gargantuan for Large-size weapons, with damage increase as appropriate). For instance, the Daitya enjoy the satisfying bloodbath of using a giant spiked club, the Daidarabotchi are well-known for wielding oversized katanas, and the Ferraguts are most happy when wielding massive falchions. The giant stats below simply list the natural attack (slam) damage of giants to allow for various weapons to be plugged in as appropriate. Most giant clans other than the Daidarabotchi either wear no armor, hide armor, or Barbarian junk armor crafted from wrecked caravan truck parts. [B]Favored Classes:[/B] Giants vary in base classes, but almost always go into one of three advanced classes: Barbarian, Raider, or Slaver. Particular bands may also have their own favored advanced classes, such as Archaic Weaponsmaster for the Ferraguts and Thrasher for the Blunderbores. [B][U]Species Traits[/U] Warmonger (Ex):[/B] Giants are brutal in combat, but become especially so if they are wounded. A giant that dips below half its full HP (rounded down) must make a Will save (DC 10 + 1/2 the giant's total HD) or go into a bloodthirsty warrior's rage. A raging giant suffers a -2 penalty to Defense and -4 penalty to attack rolls, but gains a +4 bonus to damage rolls, reflecting a reckless but brutal assault on foes. A raging giant cannot use magic or skills that require concentration, and can only use ranged weapons if it succeeds a second Will save (same DC) each time it attempts an attack. [B]Bonus Feats:[/B] Giants gain Archaic Weapons Proficiency and Simple Weapons Proficiency as bonus feats. [B]Giant:[/B] CR 9; Huge Giant; HD 12d8+72; HP 126; Mas 22; Init +0; Spd 40 ft.; Defense 17, touch 8, flat-footed 17 (-2 size, +9 natural); BAB +9; Grap +24; Atk +14 melee (1d8+7, slam); Full Atk +14 melee (1d8+7, 2 slams); FS 15 ft. by 15 ft.; Reach 15 ft.; SQ Damage reduction 10/ballistic, low-light vision, warmonger; AL Band; SV Fort +14, Ref +4, Will +4; AP 0; Rep +0; Str 25, Dex 10, Con 22, Int 10, Wis 11, Cha 7. [B]Skills:[/B] Climb +9, Craft +3, Intimidate +8, Listen +5, Read/Write Language (one local human language), Speak Language (one local human language), Spot +5, Survival +5. [B]Feats:[/B] Cleave, Endurance, Great Cleave, Improved Overrun, Power Attack. [B]Advancement:[/B] By character class. [B]Possessions:[/B] Simplistic clothing, various raided goods. [SIZE="3"][U][B]Kobold (Bioaberrant)[/B][/U][/SIZE] [B]Scientific Name:[/B] [I]Parahomo troglodytus[/I] [B]Average Height:[/B] 3 feet [B]Habitat:[/B] Forests (underground) [B]Native Range:[/B] Western Europe [B]Diet:[/B] Roots, tubers, mushrooms, and berries [B]Threat to Humans:[/B] Low (Isolationist and rarely encountered) Kobolds, also known as gnomes and stonefolk, more or less resemble fat, squat humans of miniscule size that have been roughly carved out of rock and decorated with eyes of diamond and "hair" of cobalt, rarely appear above ground, and are both clumsy and somewhat dense. An encounter with a kobold is typically in one of two flavors: either falling in a hole dug by one, or catching one above ground as it forages. Little is known about just what these strange AHAs actually do with their time or why they even feel the need to eat if they are made of stone, much less any finer points of their biology and whatever culture they may have. A startled kobold will punch with his stony fists or grab rocks and throw them. Tribes of kobolds consist of hunter-gatherers, warriors, and lookouts that interact in a manner not unlike Africa's meerkats. [B]Favored Equipment:[/B] Kobolds rarely ever utilize equipment, though they are fond of gathering interesting-looking objects in their burrows. Of course, as a kobold's definition of "interesting-looking" is more or less anything shiny or geared, one is more likely to find shiny candy wrappers and cheap watches than anything valuable. [B]Favored Classes:[/B] A kobold with class levels typically has levels in Tough Ordinary, Strong Ordinary, or Fast Ordinary, depending on its place in the tribe. Those that have levels in Heroic base classes rather than Ordinary ones are pretty much unheard of, as are those that go even further and take levels in an advanced class. [B][U]Species Traits[/U][/B] [B]Bonus Feats:[/B] Due to their ability to shrug off most blows, kobolds gain Improved Damage Threshold as a bonus feat. [B]Kobold:[/B] CR 1; Elemental (Earth); HD 2d8+9; HP 18; Mas 19; Init -1; Spd 15 ft., burrow 10 ft.; Defense 15, touch 10, flat-footed 15 (+1 size, -1 Dex, +5 natural); BAB +1; Grap -2; Atk +3 melee (1d4+1, slam); Full Atk +3 melee (1d4+1, 2 slams); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Cold resistance 5, damage reduction 3/bludgeoning, darkvision 60 ft., low-light vision, spell resistance 15; AL colony; SV Fort +6, Ref -1, Will +0; AP 0; Rep +0; Str 13, Dex 9, Con 16, Int 6, Wis 10, Cha 7. [B]Skills:[/B] Climb +2, Hide +4, Move Silently +2. [B]Feats:[/B] Improved Damage Threshold, Toughness. [B]Advancement:[/B] 3-6 HD (Small) or by character class. [B]Possessions:[/B] Various stolen trinkets. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Dusk of Man, Dawn of Magic [d20 Modern post-apocalyptic occult setting]
Top