Grimsage Matt
2012-07-23, 10:12 PM
Fluff to come.
Personality; They're freindly. But insane. Well, it's more like a combined physical addiction coubled with Asperger's. You know how your brain produces chemicals when it's in a exitied state? Such as intense physical activity or mental activity? Ya, they're addicted to those chemicals, and whats more? They rarely see the long term effects of their inventions. Which can range from merely wierd, to a universe destroying bomb the size of a atom.
Physical Description: They used to be human. Years of mutations and radiation has changed them enough to be considered a seperate race. They tend to be pale, but thats mostly because they don't get out much.
Relations: The first time people met them? They droped from the sky in a fancy space to air ship and said, "Take us to your leader!" Most peoples opinion is this; If we leave them alone, they'll probobly blow themselves up.
Alignment: They tend towards True neutral. Dispite their ofter chaotic mindset, they hold to a strange and strict set of codes, that differs slightly from Grim to Grim, but acts as enough of a stabilzing force.
Lands:They live in space. More accuralty, they'll build bases on various moons. These days, their happier in orbit then planet side.
Religion: Strangly enough, they worship the Deadric Lords.
Language: Intresting, in that english is inditical to common. They also speak Grimkoln, their arcane techospeech.
Adventurers: They adventure because it might stave off boredom. and want to test that new device?
Racial Traits;
-2 Str, -2 Dex, +2 Con, +2 Int, -2 Wis. The Grim are tough and smart, but a few hundred generations living in space has effected their physical strength, and their fine motor skills. And everyone knows theirs nuts, and erratic.
Knowledge Is Power(EX); All the Grim have at least basic technological training. At character Creation, you gain Innovation points equal to your Int mod and 1 Vocation you qualify for. If you take levels in Engineer, your Int mod counts twice for detreiming how many innovation points you have.
Already Insane(EX); The Grim are more then a little nutty. As such, they have Insanity Resistence equal to twice their HD (If they would take sanity damage, they take the indicated amount less). If the sanity rules are not being used, they gain a +4 racial bonus to saves against mind affecting effects for every 10 HD.
Harsh Enviroments(EX); The Grim are used to harsh enviroments. More cold then not, but eh. They gain Cold Resistence equal to their HD, and a +4 Racial bonus on checks against enviromental hazards.
Addiction(EX); The Grim all have a addiction to high mental activity. Also called, they need to keep their minds stimulated. In order to stave off Boredom, each day they must make a very Hard Knowledge or craft check. If they suceed, Boredom is staved off for another day. If they fail by 4 or less, they make the withdrawal check with a +2 bonus. If they fail by 5 or more, they don't recive a bonus. If they never made the check, they get a -15 penalty to the check. This is the highest type of addiction, and cannot be removed or changed. Even polymorph, Wish or Miricle (And mind Rape), can't remove it. It's a integral part of the Grim.
Not used to Heat(EX); The Grim deal better with extreme cold then they do heat. They always treat the enviroment as 2 steps warmer for any negative purpose. They also take +50% extra damage from fire.
Socialy Strange(EX); The Grim are very strange. Blunt as heck, there only thing less subtle then them is a shark to the face. They take a -4 racial penalty on Bluff, Diplomacy, Intimidate and Sense Motive Checks, with non-Grim.
Vat Born(EX); Considering how long lived the Grim are (Practicly immortal), you'd wonder why there are so few of them. They're all sterile. They cannot reproduce naturally, instead realying on reproductive cloning.
Favoured Class;Xenoalchemist (http://www.giantitp.com/forums/showthread.php?t=205119) Or Engineer (http://www.giantitp.com/forums/showthread.php?t=114229)
Hieght/Wieght; As Human.
{table]Age|Young Adult|Adult|Middle Age |Old |Vunrable|Maximum age
Year| 2|8|100,000,000|500,000*15^11|100,000,000,000*99^9 9|N/A[/table]
The Grim grow up very fast, become full adults, physically and mentally by the human age of 8. However, that is where it stops. The Grims Technology prevents physical deteration past that point. They never gain the benifits of aging, nor the penalties. Attacks that would age them instead do 1 Con damage per decade of aging. However, they do keep track.
Personality; They're freindly. But insane. Well, it's more like a combined physical addiction coubled with Asperger's. You know how your brain produces chemicals when it's in a exitied state? Such as intense physical activity or mental activity? Ya, they're addicted to those chemicals, and whats more? They rarely see the long term effects of their inventions. Which can range from merely wierd, to a universe destroying bomb the size of a atom.
Physical Description: They used to be human. Years of mutations and radiation has changed them enough to be considered a seperate race. They tend to be pale, but thats mostly because they don't get out much.
Relations: The first time people met them? They droped from the sky in a fancy space to air ship and said, "Take us to your leader!" Most peoples opinion is this; If we leave them alone, they'll probobly blow themselves up.
Alignment: They tend towards True neutral. Dispite their ofter chaotic mindset, they hold to a strange and strict set of codes, that differs slightly from Grim to Grim, but acts as enough of a stabilzing force.
Lands:They live in space. More accuralty, they'll build bases on various moons. These days, their happier in orbit then planet side.
Religion: Strangly enough, they worship the Deadric Lords.
Language: Intresting, in that english is inditical to common. They also speak Grimkoln, their arcane techospeech.
Adventurers: They adventure because it might stave off boredom. and want to test that new device?
Racial Traits;
-2 Str, -2 Dex, +2 Con, +2 Int, -2 Wis. The Grim are tough and smart, but a few hundred generations living in space has effected their physical strength, and their fine motor skills. And everyone knows theirs nuts, and erratic.
Knowledge Is Power(EX); All the Grim have at least basic technological training. At character Creation, you gain Innovation points equal to your Int mod and 1 Vocation you qualify for. If you take levels in Engineer, your Int mod counts twice for detreiming how many innovation points you have.
Already Insane(EX); The Grim are more then a little nutty. As such, they have Insanity Resistence equal to twice their HD (If they would take sanity damage, they take the indicated amount less). If the sanity rules are not being used, they gain a +4 racial bonus to saves against mind affecting effects for every 10 HD.
Harsh Enviroments(EX); The Grim are used to harsh enviroments. More cold then not, but eh. They gain Cold Resistence equal to their HD, and a +4 Racial bonus on checks against enviromental hazards.
Addiction(EX); The Grim all have a addiction to high mental activity. Also called, they need to keep their minds stimulated. In order to stave off Boredom, each day they must make a very Hard Knowledge or craft check. If they suceed, Boredom is staved off for another day. If they fail by 4 or less, they make the withdrawal check with a +2 bonus. If they fail by 5 or more, they don't recive a bonus. If they never made the check, they get a -15 penalty to the check. This is the highest type of addiction, and cannot be removed or changed. Even polymorph, Wish or Miricle (And mind Rape), can't remove it. It's a integral part of the Grim.
Not used to Heat(EX); The Grim deal better with extreme cold then they do heat. They always treat the enviroment as 2 steps warmer for any negative purpose. They also take +50% extra damage from fire.
Socialy Strange(EX); The Grim are very strange. Blunt as heck, there only thing less subtle then them is a shark to the face. They take a -4 racial penalty on Bluff, Diplomacy, Intimidate and Sense Motive Checks, with non-Grim.
Vat Born(EX); Considering how long lived the Grim are (Practicly immortal), you'd wonder why there are so few of them. They're all sterile. They cannot reproduce naturally, instead realying on reproductive cloning.
Favoured Class;Xenoalchemist (http://www.giantitp.com/forums/showthread.php?t=205119) Or Engineer (http://www.giantitp.com/forums/showthread.php?t=114229)
Hieght/Wieght; As Human.
{table]Age|Young Adult|Adult|Middle Age |Old |Vunrable|Maximum age
Year| 2|8|100,000,000|500,000*15^11|100,000,000,000*99^9 9|N/A[/table]
The Grim grow up very fast, become full adults, physically and mentally by the human age of 8. However, that is where it stops. The Grims Technology prevents physical deteration past that point. They never gain the benifits of aging, nor the penalties. Attacks that would age them instead do 1 Con damage per decade of aging. However, they do keep track.