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New Races - Homebrewed Races


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#21 tasuret

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Posted 09 February 2012 - 08:55 AM

Elric of Melniboné said:

HOMUNCULUS:
 

...

Artificial Essence: Homunculi can spend 50 Zeon points per turn to either recover 5 lost Life Points or 1Fatigue Point. Multiply the recovered number of Life Points or Fatigue Points by the Regeneration Rate of the character. Homunculi cannot regenerate Life Points or recover Fatigue by any other mean, but they can transfer or be transferred Zeon as if they had The Gift.

...

 

Quick question: if it's necessary to use Zeon to recover injuries, but Homunculi can't have The Gift, how do they recover Zeon? Is it done by buying Regeneration Multiples like a Summoner or Alchemist?



#22 ElricOfMelnibone

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Posted 09 February 2012 - 08:35 PM

 You don't require The Gift to recover Zeon or buy MA. Of course for an Homunculus buying Zeon Regeneration Multiples is BETTER since it's much more proficient than buying MA Multiples. Anyway, as a homerule, I allow both Magic Nature and Superior Ki Recovery to all characters even without the Gift. This was initially made for Summoners, which need such advantages bad, even without having The Gift.



#23 tasuret

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Posted 10 February 2012 - 04:37 AM

 Thanks, Elric. Again, I want to thank you for your contributions to the community. I don't think my Anima game would be half as awesome without Alchemy. Your homebrew makes it feel more "feature-complete".



#24 Nurddude

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Posted 10 July 2013 - 05:24 PM

I can't believe that this hasn't been spammed with praise and adoration. Thank you for creating such varied races, as well as your other homebrew, Elric.



#25 ElricOfMelnibone

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Posted 16 March 2014 - 11:19 AM

I don't know how much has changed since my last update, so i re-upload all the stuff here.

 

DVERGR:

All Round Resistance: Not only Dvergr benefit from strong health, granting them exceptional resistance against physical injuries, poisons and even some diseases, but they also have an odd natural capacity of opposing magic and particularly strong minds, which are pretty hard to manipulate. Dvergr benefit from a bonus of +25 to their MR, VR and PhR, as well as a bonus of +10 to their PsR and DR. A Dvergr character cannot take the following Disadvantages: Susceptible to Poisons, Susceptible to Magic, Physical Weakness, Sickly, Easily Possessed, Hemophilia.

Amazing Resilience: One of the most distinctive features of the Dvergr race is their exceptional resilience to death and incredible recovery ability that rivals that of Duk’Zarist. Dvergr automatically overcome Between Life and Death checks and benefit from a bonus of +5 to their Regeneration value.

Bonded Souls: The origins of Dvergr are strictly linked to the actions of few deities and this strong bond makes it very hard for Dvergr to synchronize with other entities, although it does not seem to impede them from severing bonds with all deities. Dvergr characters halve their Elan growth and double their Elan loss while synchronizing with any power different their Favored Deities that vary between the Clans. Also, Dvergr from any Clan can synchronize without penalties to Judas Philosophy. Dvergr characters can only take the Elan Advantage for any previously mentioned power depending on Clan.

The Clan of The North’s Favored Deities are: Noah, Shala, Ymir, Sacred Trees, Aytir Valdr, and Aityr Valheim.

The Clan of The East’s Favored Deities are: Michael, Gabriel, Barakiel, The Nexus, Slumbering Gods, and Aityr Valheim.

The Clan of The South’s Favored Deities are: Edamiel, Ishtar, Ades, Slumbering Gods, The Three Beasts, and Aytir Njordt.

The Clan of The West’s Favored Deities are: Abaddon, Zemial, Eriol, The Primeval Gods, The Three Beasts, Sacred Trees.

Common Upbringing: Regardless of social status, all Dvergr in a Clan are trained together and taught almost the same things within their enclaves, during their early upbringing. Hence Dvergr characters apply following bonuses and penalties to their Secondary Abilities that include their Cultural Roots.

The Clan of The North has following modifiers: -10 Acrobatics, +25 Athleticism, +15 Climb, -15 Ride, -20 Swim, +5 Search, +5 Appraisal, -5 Herbal Lore, +10 Memorize, -15 Navigation, -15 Occult, +10 Science, +40 Withstand Pain, +15 Composure, +10 Feats of Strength, +10Disguise, -20 Stealth, +10 Trap Lore, +10 Lock Picking, -20 Dance, +35 Forging.

The Clan of The East has following modifiers: -10 Acrobatics, +15 Athleticism, +25 Climb, -15 Ride, -20 Swim, +5 Notice, +5 Search, +5 Track, +10 Medicine, +10 Memorize, +15 Occult, -15 Navigation, +10 Withstand Pain, +20 Composure, +10 Disguise, +5 Hide, +5 Stealth, -20 Dance, +20 Forging.

The Clan of The South has following modifiers: -10 Acrobatics, +10 Athleticism, +15 Climb, +15 Jump, -15 Ride, -20 Swim, +15 Notice, +10 Search, +5 Animals, +5 Herbal Lore, +5 Memorize, -10 Occult, -15 Navigation, +15 Withstand Pain, +15 Composure, +10 Disguise, +10 Hide, +10 Stealth, +5 Theft, +5 Lock Picking, +10 Trap Lore, -10 Music, -20 Dance, +20 Forging.

The Clan of The West has following modifiers: -10 Acrobatics, +5 Athleticism, +15 Climb, +5 Ride, -20 Swim, +5 Search, +10Intimidate, +10 Memorize, +15 Occult, -15 Navigation, +20 Withstand Pain, +20 Composure, +10 Disguise, +5 Hide, +5 Stealth, -20 Dance, +20 Forging.

Relentless: Dvergr have an exceptional endurance to physical labor and can carry heavy weights with mind-fazing ease. A Dvergr character benefits from a bonus of +40 Wear Armor and has 2 additional Fatigue Points.

Stout Size: Despite their incredibly strong bodies and heavy mass, Dvergr are usually much shorter than average humans. Dvergr apply a modifier of -7 to their Size, and apply the lowest possible height and maximum possible weight for their size. Unfortunately for them, their stout building makes it hard for them to move quickly, hence they apply a penalty of -1Agility, and an extra penalty of -1 to their Movement value. Also their appearance is pretty odd for most other humanoids, hence they are generally considered as suffering from a penalty of -2 to their Appearance Attribute. A Dvergr character can take the Unattractive Disadvantage if having a value of 5 Appearance, having it drop to a value of 3. Dvergr characters can never benefit from the Charm advantage.

Supernatural Bindings: Although few Dvergr are born with supernatural capacities, they are sealed supernaturally by some pacts they dealt in a time long past. Dvergr characters with The Gift, Incomplete Gift, and/or Access to Psychic Powers can only take or change class into one of the following classes depending on the Clan. A Dvergr can never take any Mystic or Psychic Archetype Class except for those indicated below.

The Clan of The North has access to following classes: Earth of Fire Sage, Spellcrusher, Cleric (Noah, Ymir, or Shala), Pantheon Clerics (Aytir Valdr, Aytir Valheim, Lillium, or Judas), Warcaster, Bard, Earth or Fire Elementalist, Technomancer, Golem Master, Golem Warmaster, Mental Earthbender or Mental Firebender, Worldbender.

The Clan of The East has access to following classes: Earth or Water Sage, Saint, Cleric (Gabriel, Michael, or Azrael), Pantheon Clerics (Aytir Valheim, Nexus, Aramense, or Judas), Shieldcaster, Mirrorer, Earth or Water Elementalist, Psymmoner, Gatekeeper, Gate Guardian, Mental Waterbender or Mental Earthbender, Matrix Surfer.

The Clan of The South has access to following classes: Air or Water Sage, Animist, Cleric (Edamiel, Ishtar, or Ades), Pantheon Clerics (Aytir Njordt, Three Beasts, Slumbering Gods, or Judas), Necrocasters, No Face, Air or Water Elementalist, Seer, Breaker, Dragon Summoner, Mental Waterbender or Mental Airbender, Bomber.

The Clan of The West has access to following classes: Air or Fire Sage, Morpher, Cleric (Abaddon, Zemial, or Eriol), Pantheon Clerics (Sacred Trees, Three Beasts, The Primeval Gods, or Judas), Bloodcaster, Sinner, Air or Fire Elementalist, Gambler, Occultist, Shifter, Mental Firebender or Mental Airbender, Psypocalypse.

The Four Clans: Dvergr nowadays constitute four separate Clans that have segregated in distant places in Gaia. These Clans interrupted all communications between themselves and the rest of the world until very recently for an extremely prolonged time, hence they developed highly independent cultures. The Four Clans are: The Clan of The North (located underneath Muspellheim and northern part of Miürenheim’s Mountain Range), The Clan of The East (located in the buried city of Tiz), The Clan of The South (located in the lower reaches of The Lightless Hall), and The Clan of The West (located underneath the Mountain Range of Winds).

Uncommon Physique: Muscles of Dvergr form a compact and extremely powerful structure, sustained by bones which are broader and harder than those of humans. Hence Dvergr benefit from a bonus of +2 Constitution and +1 Strength, and cannot Deduct Two Points from a Characteristic through Disadvantages to lower their Constitution or Strength. Dvergr are considered as  having Inhumanity for all that concerns Strength or Constitution.

Level Modifier: +1.

 

DVERGR NEPHILIM:

Resistance: +15 Magic, Venom and Physical Resistance. Cannot buy Susceptible to Poisons, Susceptible to Magic or Physical Weakness.

Stout: -1 Movement. -2 Size and cannot increase it using Uncommon Size Advantage. Always have minimum Height and maximum Weight for their Size class. Deduct 1 from Appearance. Can buy Unattractive even if they have 6 Appearance (going to 4 Appearance). Cannot buy Charm Advantage.

Uncommon Constitution: +1 Constitution, cannot Deduct Two Points from a Characteristic Disadvantage to lower their Constitution.

Relentless: +20 Wear Armor, +1 Fatigue.

Immortal Soul: -3 XP per session.

DP COST: 80DP.

 

AH CHIINCHE:

Chitinous Bodies: Ah Chiinches have a natural AT4 against all attacks.

Extreme Tenacity: Ah Chiinches have a +40 bonus to all Resistance checks that would cause them automatic death and all Withstand Pain checks and can keep fighting until their Life Points have reached ten times their constitution below 0.

Eyeless Sight: In order to survive, Ah Chiinches became something completely different from the human beings they originated from. They lack eyes and perceive the world through their antennae. They have the Extrasensorial Vision and Round Vision special rules. They cannot buy either Blind as disadvantage.

Four Arms: Ah Chiinches have a total of 4 arms, meaning they can wield up to 4 weapons, two two-handed weapons, or combinations of those. Attacks with additional weapons suffer the usual -40 Attack Penalty. Ah Chiinches treat he Ambidextrous advantage as a 1-3CP cost one, reducing the Attack Penalty of one additional arm Attack to -10 for each CP spent. Ah Chiinches with the Gift don’t suffer the gestureless casting penalties, as far as they have 2 free hands. Also, Ah Chiinches may employ the additional arms to carry an Enormous size weapon as if their Size class was Big.

Human Size: Despite their great strength, Ah Chiinches are almost human sized, hence they apply a modifier of -2 to their Size class.

Incredible Bodies: The insectoid body structure grants Ah Chiinches with the ability to perform exceptional feats. Ah Chiinches are Inhuman, Without Unconsciousness and Tireless and benefit from a bonus of +2Str. Ah Chiinches can have a difference between Str and Con superior to 2 points. Anyway, their unusual body structure makes so that any attempt to make a Medicine check on a Ah Chiinche from a non-Ah Chiinche character is increased two levels in difficulty, unless the character has spent a long time studying Ah chiinches’ anatomy.

Insectoids: Ah Chiinches are considered monstrous by the standards of any humanoid race and are pretty uninterested in appearance themselves. They’re considered as having Aspect 1 while interacting with any other race. Also any character is considered as having Aspect 5 while interacting with them, including other Ah Chiinches. They cannot buy the Unattractive disadvantage. Also, Ah Chiinches have -100 to all their Social checks, when interacting with other races and cannot buy Charm, Disquieting or Seducer advantages.

Mute: Ah Chiinches’ communication is based on pheromone transmission of messages. Although they are capable of rational thinking, they don’t have any way to reproduce sounds and are therefore considered Mute. All Ah Chiinches with the Gift are considered as having the Unspoken Casting advantage. They cannot buy Mute as a disadvantage.

Level Modifier: +1.

 

AH CHIINCHE NEPHILIM:

Distaste for Aesthetics: Al Chiinche Nephilims consider all humanoids as having Aspect 5.

Insectoid Stamina: Ah Chiinche Nephilims are Tireless.

Tenacity: Ah Chiinche Nephilims have a +20 bonus to all Resistance checks that would cause them automatic death and all Withstand Pain checks.

Immortal Soul: Ah Chiinche Nephilims suffer a penalty of -2XP earned per session.

DP COST: 70DP.

 

FAFNR:

Armors Curse: Fafnrs cannot wear armors while in their Drakonic form. If forced into an armor, the Fafnr’s body immediately shapeshifts to its human form. If a Fafnr doesn’t want to develop any wear armor ability, he can exchange both his Strength and any Class Bonus to the Wear Armor ability with an equivalent bonus to his Life Points. Fafnrs cannot buy the Use of Armor advantage.

Blood Bonds: Residing apart from the world for most part of history, Fafnrs have developed only a limited number of Blood Bonds. Thus, they can only choose Blood Bonds from the following list: Kagutsuchi’s Blood, Niflheim’s Blood, Rudraska’s Blood, Toa’s Blood, Pandemonium’s Blood (and Shadow Child), Sephira’s Blood, Uroboros’ Blood, Eternal Blood, Natural Weapons (which does not count as a Blood Bond for them), Dragon’s Blood, Demon’s Blood, Avatar’s Blood, Latent Blood. They can also have Lim Sidhe’s Blood, but can only choose Incarnations of heroes that were Fafnrs in their life.

Children of Fire and Ice: Fafnrs only suffer half damage from Fire and Ice effects. Fafnrs cannot buy the Vulnerable to Heat or Cold Disadvantage.

Cumbersome Bodies: The bodies of Fafnr lack some flexibility typical of other humanoid races. Hence they suffer a -10 Initiative penalty and cannot gain any benefit from any Martial Art while in their Drakonic form. Fafnr cannot choose the Slayer class.

Damage Reduction: Fafnrs deduct -10 from Base Damage suffered from any source. Fafnrs may also spend DPs to buy further Damage Reduction from the Damage Reduction Power (they already have the first level), with the limits of Gnosis described in the Increasing Power Section.

Dragon Eyes: Fafnrs can spend DPs to buy Special Perception Creature Powers, with the limits of Gnosis described in the Increasing Power Section, except for Extrasensorial Vision.

Dragon Scales: Fafnrs have an AT6 Physical Armor and an AT4 Mystical Armor. Fafnrs may spend DPs to further buy Physical Armor and Mystical Armor, with the limits of Gnosis described in the Increasing Power Section.

Human Form: Fafnrs can shapechange their form to that of a humanoid being of any race and same sex, but they always assume the same shape. While in Human Form, they don’t have any of their racial powers or restrictions. It takes a full turn shapeshifting from one form to the other and the Size change added to the presence of scales on the Drakonic shape may easily cause dresses to rip. Also, wearing armors inhibits the ability of Fafnrs of reverting to their Drakonic form.

Increasing Power: Fafnrs can buy selected Creature Powers (described elsewhere) as if they were beings with a Gnosis of 20. The Gnosis Limit goes up to 25 at Level6, 30 at Level11, and 35 at Level16. Their actual Gnosis is not affected by this rule and they are always considered as Natural Beings.

Natural Weapons: Fafnrs have natural weapons with a Base Damage of 40 or 60, depending on their Size. Fafnrs must learn how to use them as normal. Fafnrs may spend DPs to buy the following creature Powers that apply to their Natural Weapons, with the limits of Gnosis described in the Increasing Power Section: Increased Damage, Damage Energy, Armor Modifier, Increased Critical, Breakage Bonus, Accumulate Attack, Natural Charge, Defensive Style (which is not cumulative with the Secondary Weapon Defensive Style Module), Shield.

Overwhelming Power: Fafnrs have +1Str, +1Con, +1Pow, +1Wil and +1Per. They are also Inhuman.

Resistant: Fafnrs have +20 to their Magic Resistance and +20 to their Physical Resistances. Fafnrs may spend DPs as creature to further increase these two Resistances, with the limits of Gnosis described in the Increasing Power Section.

Level Modifier: +3.

 

FAFNR NEPHILIM:

Children of Fire and Ice: Fafnr Nephilims only suffer half damage from Fire and Ice effects.

Damage Reduction: Fafnr Nephilims deduct -5 from Base Damage suffered from any source.

Will of a Dragon: Fafnr Nephilims have +1Pow.

Resistant: Fafnrs Nephilims have +15 to their Magic Resistance and +15 to their Physical Resistances.

Immortal Soul: Fafnr Nephilims suffer a penalty of -3XP earned per session.

DP COST: 75DP.

 

HOMUNCULUS:

Artificial Body and Mind: Homunculus have a bonus of +3 that can be distributed freely among their characteristics. Choose a Secondary Abilities Field for each Homunculus. All Abilities from that Field start with a base of 20 even without spending there any DPs, and gain a +5 Bonus per Level. This bonus is cumulative with either Jack of All Trades and/or Professional Advantages, although those two are not cumulative between themselves.

Artificial Essence: Homunculi can spend 50 Zeon points per turn to either recover 10 lost Life Points or 1Fatigue Point. Multiply the recovered number of Life Points or Fatigue Points by the Regeneration Rate of the character. Homunculi cannot regenerate Life Points or recover Fatigue by any other mean, but they can transfer or be transferred Zeon as if they had The Gift. The limit of what homunculi can regenerate is dictated by their Regeneration value as normal. When spending Zeon to recover lost Life Points, an homunculus recovers from an amount of penalties equal to that it should recover in one day due to its regeneration value. If Life Points are lost due to a Sacrifice, the homunculus only recovers 5 Life Points per 50 Zeon points spent, regardless of his Regeneration value.

Extraordinary Resistance: Although they cannot develop any ki ability, Homunculi are automatically considered as benefitting from Use of Necessary Energy, Elimination of Necessities and Elimination of Penalties. They also benefit from a bonus of +40 to all Resistances.

Lonely Existence: Homunculi cannot get the Familiar, Henchman, Animal Companion, Shelee Essence, and Great Love advantages. They can never have any Familiar or Shelee.

Soulless: Homunculi do not have any ki points and cannot develop any ki or Summoning Ability, except for Summon which they can only use for Alchemy checks. They can still develop Nemesis Abilities and Ars Magna. An Homunculus can never develop any Elan, except with Edamiel, Ymir, or Judas Philosophy, have any Blood Bond, except for Proxy Azoth, nor take The Gift (or Incomplete Gift), or Access to Psychic Disciplines, although they can receive a Natural Technique, Natural Spell, and/or Natural Psychic Power Advantage. Homunculi are unaffected by any Soul-Related effect as well as the Eyes of Death powers. They’re considered as having Gnosis 0 and Natura 5, but are otherwise unaffected by any Gnosis based power/immunity.

Unnatural Presence: Homunculi are considered as automatically having the Annoying and Disquieting Disadvantage/Advantage that do not count toward their Advantage/Disadvantage limit. They can never receive the Charm, or Great Speaker advantage.

Level Modifier: +2.

 

OKAMI:

Fiery Temper: Okamis tend to act passionately and have serious difficulties at restraining their instincts. Okamis cannot add their Willpower Bonus to their Composure secondary ability or put any natural bonus on it. They cannot buy Natural Learner for Composure, although if they buy a Natural Learner for the whole Vigor Field, it will affect Composure as well.

Fight Through Soul: Okamis can add their Power Bonus to the damage of any attack they make, regardless of its nature.

Natural Weapons: Okamis have natural weapons (claws and fangs) with base damage 40. They must learn to use them, as normal.

Oppose Through Will: Okamis can deduct their Willpower Bonus from Base Damage of any attack they suffer.

Powerful Smell: Okamis have +1Per and they automatically benefit from the Acute Senses (Smell) advantage, without having to buy it, affecting Track Secondary Ability as well. They cannot buy it a second time.

Strong Soul: Okamis have +1Wil and +1Pow.

Tsukiyomi’s Children: If an Okami takes the Tsukiyomi’s Blood advantage, he doubles its All Action Bonus and applies it to the MR Check Difficulty of the Wolf’s Howl.

Wolf Howl: Once per day, an Okami can use an Active Action to emit a strong howl with mystical effects. All enemies within 100m of the Okami, are affected and must surpass a MR check against a difficulty of 120. If they fail it by less than 40, they become subject to the Fear state, if they fail it by more than 40, they become subject to the Terror state. The effects last for a number of minutes equal to the failure level.

Level Modifier: +2.

 

OKAMI NEPHILIM:

Fiery Temper: Okami Nephilims tend to act passionately and have serious difficulties at restraining their instincts. Okami cannot add their Willpower Bonus to their Composure secondary ability or put any natural bonus on it.

Strong Willed: Okami Nephilims have a +1Willpower bonus.

Powerful Smell: Okami Nephilims benefit from the Acute Senses (Smell) advantage, without having to buy it. They cannot buy it a second time.

Tsukiyomi’s Chosen: If an Okami Nephilim takes the Tsukiyomi’s Blood advantage, he will benefit from an extra +5 bonus to its effects.

Immortal Soul: Okami Nephilims suffer a penalty of -2XP earned per session.

DP COST: 45DP.

 

ELDEOFOL:

Barbaric: Regardless of Class, Eldeofols have an increased cost of +1DP in all Intellectual Secondary Abilities, but they have a decreased cost of -1DP to all Athletics and Vigor Secondary Abilities, up to a minimum cost of 1.

Crushing Strength: Eldeofols have a bonus of +20 to Base Damage inflicted with melee attacks and if they cause a Critical with a melee attack, the level is increased by +20.

Easy Minds: Eldeofols have -20PsR.

Green Hard Skin: Eldeofols have a natural AT3 against all attacks not based on Energy. This is treated as an additional armor layer that gives no penalties. They also have a Damage Barrier 40 against all physical attacks.

More Brawn Than Brain: Eldeofols have a bonus of +1Str and Con, but suffer a penalty of -1Int and Per. They also benefit from a +2Fatigue bonus. Despite that they aren’t that much bigger than humans and hence have a -1 Size modifier.

Night Vision: Eldeofols halve all penalties for seeing in natural darkness.

Unstoppable: Eldeofols are Without Unconsciousness.

Level Modifier: +2.

 

ELDEOFOL NEPHILIM:

Big but Dull: Eldeofol Nephilims benefit from a +1Con bonus, but suffer from -1Int penalty.

Fatigue Resistant: Eldeofol Nephilims have +1Fatigue.

Hard Hitters: Eldeofol Nephilims add +10 to the Damage they inflict with melee attacks.

Hard Skin: Eldeofol Nephilims have a natural AT2 against all physical attacks.

Night Vision: Eldeofol Nephilims halve penalties for seeing in natural darkness.

Immortal Soul: Eldeofol Nephilims suffer a penalty of -2XP earned per session.

DP COST: 50DP.

 

TROLD:

Amphibious: Trolds can move through water with their base movement value and breathe freely in water.

Clumsy: Trolds suffer from a -1Dexterity and Agility Penalty.

Inexplicable Regeneration: Trolds have a fixed Regeneration of 18, regardless of their Constitution. Anyway, they must use their base Regeneration against any damage suffered from Fire or Acid Effects.

Psychic Nulls: Trolds can never have Access to Psychic Powers or Natural Psychic Powers, but they are Immune to the effects of Matrixes with a Potential up to Impossible. This immunity does not apply against Pyrokinesis Powers.

Racial Terror: Trolds suffer from Terror state whenever they witness 3 or more Fire Intensities. If they have the Gift, they can never choose spells from the Fire Path. Trolds cannot have Kagutsuchi’s Blood.

Level Modifier: +2.

 

TROLD NEPHILIM:

Aquatic Movement: Trold Nephilims can move through water with their base movement value.

High Regeneration: Trold Nephilims have bonus of +2 to their Regeneration Rate.

Racial Fear: Trold Nephilims suffer from Fear state whenever they witness 6 or more Fire Intensities. If they have the Gift they can never choose spells from the Fire Path and if they have Psychic Powers, they cannot choose powers from Pyrokinesis Discipline.

Psychic Resistance: Trold Nephilims have a bonus of +30 to their Psychic Resistance.

Immortal Soul: Trold Nephilims suffer a penalty of -3XP earned per session.

DP COST: 70DP.

 

STAR CHILDREN:

Flawless Structure: A Star Child substitutes any of his characteristics that is under 9 with a 9. Star Children cannot get the following disadvantages: Atrophied Member, Sickly, Susceptible to Poison, Nearsighted, Serious Illness, Mute, Blind or Deafness.

Limited Supernatural Program: Star Children can get Access to a Psychic Discipline and Incomplete Gift advantages, but they cannot gain Access to all Psychic Disciplines and The Gift.

Not from Gaia: Star Children cannot get any Blood Bond advantage, except from Experimental DNA.

Technological Prodigy: Star Children add +60 to their final Science Secondary Ability score.

Utility Programs: All Star Children innately have Use of Ki and Use of Nemesis abilities.

Level Modifier: +3.

 

RISEN:

Master Undeads: Risen are Undead creatures, hence they have Physical Exemption and Regeneration0 regardless of their Constitution. Risen do not have any ki points and cannot develop any ki Ability. They can still develop Nemesis Abilities and Ars Magna and can have Nemesis Points which they can use instead of Ki points (and buy for the same price) to fuel Ars Magna and Nemesis Abilities only. Risen can only affect Undead Creatures with their Summoning Abilities, but benefit from a +20 bonus to all of them. A Risen suffers double Damage from any Blessed attack and is considered as an “evil-natured” creature, regardless of its actual demeanor.

Natural Necromancy: If a Risen has The Gift, he/she gains Natural Knowledge of Necromancy and Necromancy Elemental Compatibility for free. Moreover, a Risen can cast Innate Necromancy Spells with a Zeon cost 10 points higher than normal.

Necromantic Aura: Once reached Level10, a Risen develops an Aura, which it can activate and deactivate at will. The aura will automatically have radius of 5m, and a PhR or MR check difficulty of 100, but the Risen must spend up to 120DPs to buy its effect or effects or to increase the area radius, as if it had Gnosis 30. The check difficulty is increased by 10 each following Level. Upon reaching Level18, the character may choose to spend up to 160 additional DPs on it to add additional effects and/or increase the radius of effect, as if having Gnosis 35. The aura affects only targets chosen by the Risen and can be activated or deactivated as a Passive Action, although it cannot be activated and deactivated during the same turn.

Necromantic Touch: Once reached Level5, a Risen develops the ability to add a Mystic Effect to his her physical Attacks. The effect will automatically have a PhR or MR check difficulty of 100, but the Risen must spend up to 100DPs to buy its effect or effects, as if buying the Creatures Power with Gnosis 20. The check difficulty is increased by +10 each following Level. Upon reaching Level17, the character may choose to spend up to 140 additional DPs on it to add additional effects, as if having Gnosis 25.

Nemesis Masters: Risen buy all Nemesis Abilities with a 5MK discount. Risen halve (rounding up) all ki costs for using Nemesis Abilities.

Regeneration: Risen may buy Regeneration points as if they were a creature with Gnosis 10. This Gnosis increases by 5 points each 4 Levels, up to a maximum of 35.

Level Modifier: +1, +2 after getting Necromantic Touch if from Fighter, Domine, Prowler or Novel Archetype, otherwise +2 after getting Necromantic Aura.

 

FAES:

Enormous Variability: There are no two Faes resembling each other. After rolling for characteristics, a Fae character may lower up to 4 characteristics by -1 (the same characteristic can be chosen up to 3 times) to raise up to 4 characteristics by +1 (the same characteristic can be chosen up to 3 times), within the limits of Very Smalls. Faes are considered Inhuman for all actions based on any characteristic but Strength and Constitution.

Extremely Variable Powers: Faes can spend DPs to buy the following creature powers as if they were creatures with Gnosis0: Natural Weapons, Increased Damage, Increased Critical, Special Trap, Natural Flight, Physical Resistances, Physical Armor, Gliding. Additionally, Faes can buy the following creature powers as if they were creatures with Gnosis20: Additional Attacks, Increased Reaction, Damage Energy, Armor Modifier, Special Attack, Poisonous Attack, Added Mystical Effect, Supernatural Attack, Elemental Attack, Independent Attack, Retarded Attack, Disguised Attack, Reflect Attacks, Natural Distance Weapon, Random Additional Attacks, Damage Reduction, Defensive Style, Shield, Incremented Special Attack, Special Movements, Automatic Transport, Increased Movement, Mystical Flight, Mystical or Psychic Resistance, Immaterial Shape, Elemental Shape, Physical at Will, Innate Magic, Innate Psychic Ability, Metamorphosis, Invisibility and Undetectable, Aura, Special Means of Vision, Supernatural Detection, Special Senses. Finally, Faes can buy the following creature powers as if they were creatures with Gnosis30: Mystical Armor, Permanent Effect, Supernatural Mastery, Natural Magic.

Healing Nature: Faes regenerate 10Life Points per turn, regardless of their Constitution value. This highened Regeneration won’t work on areas where Magic energies are particularly low.

Magic Creatures: Faes always have The Incomplete Gift for free. By spending 1CP, they can get The Gift, instead. Faes never use Necromancy spells. To determine which Theorem the Fae uses roll a d100 on the following table:

1-70 Natural Magic Theorem.

71-90 Shamanic Theorem.

91-96 General Theorem.

97-99 Vodoun Theorem.

100 Onmyoudo Theorem.

Very Small: Maximum Str and Con values for Fae characters is 4, regardless of rolled Characteristics and their Size is always considered as being 2. A Fae character can never raise by non-Supernatural means its Str and Con values beyond 4.

Level Modifier: +1.

 

FAE NEPHILIMS:

Limited Variable Powers: Fae Nephilims can spend DPs to buy the following creature powers as if they were creatures with Gnosis0: Natural Weapons, Increased Damage, Increased Critical, Special Trap, Physical Resistances, Physical Armor, Increased Reaction, Armor Modifier, Disguised Attack, Shield, Special Movements, Increased Movement, Special Means of Vision.

Little Variability: After rolling for characteristics, a Fae Nephilim character may lower up to 2 characteristics by -1 (the same characteristic cannot be chosen more than once) to raise up to 2 characteristics by +1 (the same characteristic cannot be chosen more than once).

Healing Nature: Fae Nephilims add +1 to their Regeneration rate.

Magic Nature: Fae Nephilims must always buy either The Incomplete Gift or The Gift for their normal CP cost.

Smaller: Fae Nephilims suffer from a penalty of -1 to their Str and Con values and have their Size reduced by 2, up to a minimum size of Small. A Fae character can spend CPs to increase its Str and Con values at character’s creation.

Immortal Soul: Fae Nephilims suffer a penalty of -2XP earned per session.

DP COST: 40DP.






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