User:Aarnott/Lego Bin 15/Races
Contents
[hide]Races[edit]
Races other than the ones listed below probably exist, but are considered to be monsters. That is to say, they are children of the gods that were not powerful enough to be called "God-born". Players can choose any of the following races or suggest a different race to their DM as a monster progeny of the gods.
Humans[edit]
It is somewhat a strange thing that the most prevalent race in an oceanic world would be a predominantly land-bound, ape-like creature. Humans are said to have been given the most secrets from the goddess Selione. They have a heroic spark in them that yearns for exploration and conquest. When a human climbs a cliff side, they look to the mountain ahead as their new goal. These are the best traits of humans and they are what allow them to flourish.
The worst traits of humans are just as extreme. Humans can be a cruel and heartless lot, making even the cold-blooded tortoise folk seem to be kind. Many a nation has tried to impose its beliefs and strength over other nations. And, as history would show, these nations, no matter how strong they grow, do fall.
Either way, human culture is really the major culture of Mystos. They are a superstitious and spiritual people, but not to the point of zealotry. Humans live their lives with the understanding that they will die. They try to be the best they can at what they do, but never overindulge with one aspect of their life. As such, even the lowliest farmer will be an avid learner and take joy in all the little things in life: it is just human nature to be that way.
Racial Features
Same as PHB.
Tortoise Folk[edit]
Tortoise folk are very common in Mystos and use their natural abilities in the sea to a great advantage. As a species, they are just as varied as humans. Many groups of tortoise folk are traders, and use small cargo boats to carry goods along coasts where the trade winds assist their travels. Some smaller groups of tortoise folk are much nastier: they are bloodthirsty pirates that viciously attack merchants travelling through their regions. Whether they are nasty pirates or thrifty merchants, their common name varies by region. Besides "tortoise folk", they are also called "shells", "tortons", "beakers", or "tortles".
Although most tortoise folk have small coastal colonies that barely utilize the land mass of even one island, there are a few groups that have set up a grouping of colonies across nearby islands. As a species, they don't tend to need large areas of land because they often have a natural affinity to the oceans and hunt for fish. In fact, other races have made the mistake of attempting to colonize the same island of tortoise folk, only to discover later that the island was spoken for. Depending on the tortoise folk, this can result in peaceful cooperation or they may try to drive the colonists away.
As far as tortoise folk pirates are concerned, the Blood Shell Raiders are the largest group of pirates. They have many horrible methods of attacking ships and are widely identified as a scourge to free trading. They are most easily identified by their crimson red shells and sharp, jagged beaks (although some other tortoise folk may have these characteristics as well).
Many tortoise folk believe that the great goddess, Mysta, is actually of the form of their people. Whether this is true or not, it is generally agreed upon that she swims the oceans of Mystos alongside tortoise folk guards. And whether or not her true form is of a reptilian humanoid or a more ape-like humanoid is not what is wholly relevant to most tortoise folk people. They instead revere her connection to the oceans and see her as a bringer of life. As such, even the most cruel of tortoise folk will honor her by wielding her favored weapons: the trident and net.
The Mystos campaign setting uses the following racial traits for tortoise folk:
- Ability Scores: +2 Constitution, and +2 Wisdom (tide born) or +2 Strength (dragon born)
- Size: Medium
- Speed: 5 squares
- Vision: Normal
- Languages: Common, Aquius
- Skill Bonuses: +2 Athletics (swimming only), +2 Endurance
- Swimmer: You have a swim speed of 5 squares and can hold your breath 10x as long as a regular human.
- Tortoise Resilience: You can use your second wind as a minor action instead of a standard action
- Tortoise Weapon Proficiency: You gain proficiency with the trident and net.
- Tortoise Shell: You can perform ceremonies to have your shell act as a suit of armor. These ceremonies cost the same amount of gold as buying the armor would (that is, your shell basically is the armor).
- Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
Tortoise folk that are tide born (ie. take the +2 bonus to Wisdom), gain the following features:
- Waterbreathing: You can freely breathe underwater.
- Withdraw: You can use Withdraw as an encounter power.
Withdraw Tortoise Folk Racial Power
| |
You quickly duck away into your shell, strengthening your defense. | |
Encounter | |
' | Personal |
Trigger: You are hit by an attack against your AC. | |
Effect: Gain a +2 bonus to your AC against the triggering attack. |
Tortoise folk that are dragon born (ie. take the +2 bonus to Strength), gain the following features:
- Bloodlust: You gain a +2 racial bonus to damage against bloodied enemies.
- Bite: You can use Bite as an encounter power.
Bite Tortoise Folk Racial Power
| |
You snap your powerful beak, tearing through your opponent. | |
Encounter | |
Minor Action | Melee |
Target: One creature | |
Attack: Strength vs. Fortitude | |
Hit: 1d6 + Strength Modifier damage.
Increase to 2d6 damage at 11th level. Increase to 3d6 damage at 21st level. |
Elves[edit]
Elves in Mystos are difficult for other races to understand. They don't really find any joy in life and are only interested in survival and efficiency. It is said that elven children are highly emotional and go through many years of training their mind to control their wild emotions. Nobody really sees elf children, however, because the only interaction with elves is minor trade agreements (elves tend to be very self-sufficient) or small battles (there is no history to date of elves being conquered). Whatever their goals or motivations may be, they certainly don't let other races know; and this fact makes elves seem very untrustworthy.
Elven heroes are braver than any human could be. They literally don't show fear (whether they experience it or not is a different matter entirely). Their intentions to adventure often raise a lot of questions from other folk. They are so badass they will probably keep it to themselves, however.
The Mystos campaign setting uses the following racial traits for elves:
All of the PHB traits for elves are used with the following changes:
- Skill bonuses are changed to: +2 Arcana, +2 Perception
- Fey Origin is removed (there is no Feywild in Mystos)
- Elven Will: You gain a +1 racial bonus to your Will defense. In addition, you gain a +5 racial bonus to saving throws against charm effects and fear effects.
Orcs[edit]
On the complete opposite end of the spectrum, there are orcs. Orcs in Mystos cause (and lose) a lot of wars. As soon as an orc colony has enough resources to fight, they probably will. It isn't because they can't farm. In fact, many orcs are excellent farmers. The problem is, orc pregnancies are 2 months long and they reach an equivalent of young adulthood at around 10 years old. The result is a lot of hungry mouths to feed. War is the only solution, if only for population control.
There are a few orc colonies that have learned to control their population in different ways. In one such colony, they will examine their offspring for any defects. Should the child have even slightly non-symmetrical features or poor musculature, they will be ritually sacrificed to the gods. The result is a society of orc warriors that are in perfect physical condition. Coupled with a focus on mastering war, these orcs are not to be trifled with. They are often called noble orcs since they are the only orcs that can actually both lay claim to land and actually have held that land for a long time.
Unlike the standard fantasy concept of orcs, Mystos orcs are perfectly well adapted to the sun and the sea. In fact, although orc ships may be more quickly and crudely constructed than ships other races send out, their ships are more often seen in high traffic areas. Orcs just love the sea and they make excellent swimmers.
The Mystos campaign setting uses the following racial traits for orcs:
- Ability Scores: +2 Strength, and +2 Dexterity (savage orc) or +2 Charisma (noble orc)
- Size: Medium
- Speed: 6 squares
- Vision: Normal
- Languages: Common, Orcish
- Skill Bonuses: +2 Athletics, +2 Intimidate
- Orc Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.
- Thick Skin: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
- Warrior's Rush: You can use Warrior's Rush as an encounter power.
Warrior's Rush Orc Racial Power
| |
You charge with unstoppable ferocity unhampered by terrain or foe. | |
Encounter ✦ Healing, Weapon | |
Standard Action | Melee Weapon |
Target: One creature | |
Attack: Strength vs. Armor Class | |
Hit: 1[W] + Strength Modifier damage, and you can spend a healing surge.
Increase to 2[W] damage at 11th level. Increase to 3[W] damage at 21st level. | |
Special: Make a charge as part of this attack. For this charge only, you ignore difficult terrain and do not provoke opportunity attacks. |
Credit for this ability goes here [1]
Halflings[edit]
Halflings in Mystos are really just small humans. Or at least it seems that way. They look a lot like humans, after all.
Being a small race, they are not very good at defending themselves against other humanoids. Pretty much everyone is just bigger and stronger than they are. As a result, most halflings are put into slavery by one empire or another. Many of them are 10th generation slaves and really don't know anything different.
Even if a halfling wanted to rise up against its oppressive overlords, nothing would come of it. Other halflings are just not stupid enough to try to face off against big races.
Halflings that still have their freedom are usually a wild lot. They live in tribes and worship exotic gods (that probably don't exist, but might be monstrous children of the real gods). These halflings function primarily as hunter-gatherers, with few skills in agriculture. They also live in the farthest reaches of the world, away from civilized realms.
In short, wild halflings are something like ancient Pigmy populations (abnormally small and not very advanced).
The kind of halflings that are adventurers tend to be a mixture of luck, fearlessness, and a bit of scoundrel. They have to learn any trick they can to survive. And those that do are often more cunning or tricky than most big folk.
The Mystos campaign setting uses the following racial traits for halflings:
All of the PHB traits for halflings are used with the following additions:
- +2 Charisma can be exchanged for +2 Intelligence
- Dilettante: At 1st level, you choose a 1st-level at-will power from a class different from yours. You can use that power as an encounter power. You can change the any ability score used by this power to use a different ability score of your choice.
Goblins[edit]
Goblins are basically the same deal as halflings, except they are very small orcs. Unlike halflings, however, enslaving goblins is usually not worth the effort. Goblins live an average of 10 years (if they survive to old age), reaching maturity within a year. They are horribly nasty during their first few years and will sooner die than follow instructions.
Goblins, with their very quick development, are more like pests than an actual race. In fact, goblins take the place of rats in many societies (stealing food, feeding on garbage, and rapidly multiplying).
There have only been a few goblin heroes and they have all met comical fates spun by the gods. Goblins are the underdogs of this world, even to halflings, and everyone takes delight in kicking them when they are down: even the gods. It takes something special for a goblin to be a hero and even then they are destined to have a death that will be told as a silly story for the ages, if they are lucky enough to be remembered.
The Mystos campaign setting uses the following racial traits for goblins:
- Ability Scores: +2 Constitution, +2 Dexterity or +2 Charisma
- Size: Small
- Speed: 6 squares
- Vision: Low-light
- Languages: Common, Orcish
- Skill Bonuses: +2 Bluff, +2 Stealth
- Bloodthirsty: You gain a +1 racial bonus to attack rolls against bloodied foes.
- Goblin Reflexes: You gain a +1 racial bonus to your Reflex defense.
- Goblin Readiness: You gain a +2 bonus to your initiative checks.
- Goblin Tactics: You can use Goblin Tactics as an at-will power.
Goblin Tactics Goblin Racial Power
| |
You avoid your enemy’s blow and cleverly slink past his defenses. | |
At-Will | |
Immediate Reaction | Personal |
Trigger: You are missed by a melee attack. | |
Effect: You shift 1 square. |
Sirens[edit]
Known as the daughters of Mysta and Maeli (not an unusual event for same-gendered gods to have affairs, but certainly unusual for progeny to spring from such a coupling), the sirens are an exclusively female race that live in tidal reefs. They have several fish-like qualities, such as fins along their head and back and scales in some locations (in addition to skin). They have webbed fingers and toes and gills (they are still able to breathe air).
Sirens speak with a musical voice and have a natural affinity for song. Many legends speak of sirens leading foolish sailors to their doom; these legends are undoubtably true. Many sirens draw pleasure in the suffering of males.
Some sirens feel the need to protect other races that were not gifted with their affinity to the sea. They feel that it is their duty as daughters of Mysta to use Mysta's blessings for good.
The Mystos campaign setting uses the following racial traits for sirens:
- Ability Scores: +2 Intelligence, +2 Charisma
- Size: Medium
- Speed: 6 squares
- Vision: Normal
- Languages: Common, Aquius
- Skill Bonuses: +2 Bluff, +2 Diplomacy
- Swimmer: You have a swim speed of 6 squares and can hold your breath underwater indefinitely.
- Fire Resistance: You have resist fire 5 + one-half your level.
- Siren's Song: You can use Siren's Song as an encounter power.
Siren's Song Siren Racial Power
| |
You sing a mystical song, drawing your enemy exactly where you want them. | |
Encounter ✦ Charm | |
Standard Action | Ranged 5 |
Target: One creature | |
Attack: Charisma vs. Will | |
Hit: Shift the target a number of squares equal to your Intelligence modifier. The target is dazed until the end of your next turn. |