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Cipher Stars
2013-01-12, 04:34 PM
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Denizens of the Eclipse


An attempt at translating the interesting races of Eclipse Phase into d&d, given relevance and context with a little world of Ecliphage.
Naturally, it is somewhat rushed as my attention span was rapidly degrading.


Ecliphage ("Eh-Cli(As in clip)-Phage(F-Age)")
Ecliphage is a darkened world in which the planet's four moons have entered an orbit which blots out the sun.
Vampiric races and indeed the undead as a whole are highly prominent and integrated with society.
In accommodation to these events, over the course of several centuries the inhabitants of Ecliphage have split off into two primary groups, referring to themselves as the Verinists and Reforged.

Verinists are named in reverence to the great necromancer Verin White who provided the crucial first steps towards necromantic evolution. Utilizing necromancy to reform and modify natural creatures, taking traits from various creatures and through necromancy bind them together to form a new creature.

Reforged are aptly named because where Verinists went through necromancy to advance themselves, Reforged took to the ancient creation forges where they studied, learned, and tapped into their power to learn their ways in order to create new "Shells" or modify existing creatures to enhance their life and survivability.

The two factions are greatly at war between their motherlands, however many neutral civilizations exist that marry the two methods. Though they rarely excel at any one and often live off the scraps of the two great powers, they do sometimes come up with their own creations of note.

Among all the great creations, none were quite so important as those they performed on themselves in order to put the nobler races back towards the top of the food chain.
Whichever side a denizen belongs to, both sides have overcome death. While the base body may die, they have both learned to harness the soul or intelligence of a creature to give them a new lease on life, to be placed within another body natural or unnatural. This is balanced with the many open lands providing plenty of space for population growth as well as the harshness and brutality of the land even within the cities. If not for this mastery over death, even their mightiest creations may not be enough to sustain the noble races against the monstrous environment of Ecliphage.


Format:
Description, a short description on the race.
Ability adjustments, changes from the base race.
Skill adjustments, changes from the base race.
Special, changes or additions to the base race's special capabilities.
Unless otherwise noted, these fields replace the existing benefits of the base race.
Base race refers to the unmodified race, similarly to a template.
All races except basics start out with +2 constitution unless otherwise noted.
Any reference to "nobles" is referring to sentient social races, "The noble races", including humans, elves, halflings, and dwarves. But not races such as Orcs, Giants, Kabolds, and so on.



Neutral Races:
Basics
Unmodified races. Typically associated with grunt or slave work. All basics, however, get a bonus feat at first level. If they would already receive one, they instead can instead choose one skill which they spend half as many points to advance in, and can have two extra ranks in it then normal.




Verinist Races:
Purified
Description:
Purified are necrofixed nobles. Their genome has been cleansed of hereditary diseases and optimized for looks and health, but has not otherwise been substantially remade.
Purified make up the majority of Verinist society.
Ability Adjustments: +2 to one ability score of choice, +2 to charisma, -2 wisdom.
Skill adjustments: +1 skill point per level, +4 at first level.

Superior
Description:
Superior are necromantically enhanced nobles, designed to emphasize specific traits. Their genetic code has been tweaked to make them healthier, smarter, and more attractive. Their metabolism is modified to predispose them towards staying fit and athletic for the duration of an extended lifespan.
Ability Adjustments: All ability scores start out with +1. Another +1 to two ability scores of choice.
Skill adjustments: +1 skill point per level, +4 at first level.
Special: Superior can select four skills in which advancement costs half as much regardless if it is or is not a class skill. Superior's have a +2 to any check to avoid fatigue.

Sages
Description:
Sages are necromantically modified to increase cognitive abilities, particularly learning ability, creativity, attentiveness, and memory. Rumors exist of superenhanced Sages with more extreme intelligence modifications, but necrowork on the brain is notoriously difficult, and many attempts to redesign mental faculties result in impaired function, instability, or insanity.
Ability Adjustments: All mental ability scores start at +2. +2 extra to one of these scores.
Skill adjustments: +2 to any skill based on a mental ability score. Whichever skills uses the ability score the additional +2 was spent costs half as much to advance in.
Special: Sage's Insight. Sages may perform Augury as the spell with no components as a free action once per day as an extraordinary ability.

Paragons
Description:
Paragons are nobles necrofixed with improved athletic capabilities like endurance, eye-hand coordination, and cardiovascular functions. Olympians are common among athletes,dancers, freerunners, and soldiers.
Ability Adjustments: All physical ability scores start at +2. +2 extra to one of these scores.
Skill adjustments: +2 to any skill based on a physical ability score. Whichever skills uses the ability score the additional +2 was spent costs half as much to advance in.
Special: Paragon's Physique. Paragons may remain conscious until destroyed at 0 HP. Once per day, they can grant themselves DR/- towards a single attack in which a d10+Con Mod is rolled which is the resulting damage resistance, afterwhich they gain temporary HP equal to their HD lasting until the end of the encounter. Using this ability ends all bleeding or poison effects until the end of the encounter.

Bloodkin
Description:
Bloodkin are nobles necrofixed to have their traits bonded with vampiric qualities. Bloodkin are tailor-made for media icons, elite socialites, XP stars, models, and narcissists. Bloodkin gene sequences are specifically designed for distinctive good looks. Ethereal and elfin features are common, with slim and lithe bodies. Their metabolism has also been sanitized to eliminate unpleasant bodily odors and their pheromones adjusted for universal appeal.
Ability Adjustments: Constitution +2, Dexterity +2, Charisma +6
Skill adjustments: +2 to all charisma based skills, which cost half as much to advance in. Select four such skills which are always class skills and can have two extra ranks then normal. The Bloodkin has a +4 bonus to any two perform skills and either bluff, diplomacy or intimidate.
Special: Blood Drain. Bloodkin have a pair of hollow retractable fangs which can bite for 1d4 damage, or drain blood from a creature every round it maintains a pin or against a willing victim. Draining blood deals 1 point of constitution damage each round and grants the bloodkin 2 temporary HP per constitution damage delivered with this effect, which lasts for twelve hours or until depleted.
Drinking blood is the only way bloodkin can obtain usable nutrients. Their bodies try to reject non-blood intake, which can be negated by a drop or two of blood.
Bloodkin do not age, and do not have a constitution score.

Furies
Description:
Furies are combat focused Verinists. These necrofixed creations feature genetics tailored for endurance, strength, and reflexes, as well as behavioral modifications for aggressiveness and cunning. To offset tendencies for unruliness and macho behavior patterns, furies feature gene sequences promoting pack mentalities and cooperation, and they tend to be biologically female.
Ability Adjustments: +4 Str, +4 Dex, +2 Con, -2 Int, +2 Wis.
Skill adjustments: +4 Balance, Climb, Jump, Survival, Tumble.
Special: Furies always have a BaB one stage higher then their class levels suggest and they always maximize their HD. If HD would be maximized anyway, they gain +2 extra HP per HD. Furies stay conscious until they would be destroyed.
There are three versions of the Furies.
Airborn: The Furies have a fly speed equal to twice their land speed at good maneuverability. They suffer no effects from high altitudes or thin air. They have +10 to spot checks.
Infantry: The Furies have a burrow speed 1/2 their land speed. They do not need to breath. They have tremorsense 30ft.
Deepwater: The Furies have a swim speed equal to their land speed. They do not need to breath. They suffer no effects from deep sea travel otherwise unprotected, such as pressure or cold. They have darkvision and can see clearly submerged in water.

Specter
Description:
Specters are partially designed for combat applications, but their primary focus is stealth and infiltration.
Their genetic profile encourages speed, agility, and reflexes, and their minds are modified for patience and problem-solving.
Ability Adjustments: +4 Dex, +2 Int, +2 Wis, +2 Cha.
Skill adjustments: +2 Appraise, Balance, Bluff, Decipher Script, Disguise, Escape Artist, Forgery, Gather Information, Hide, Listen, Move Silently, Perform (Two), Sense Motive, Slight of Hand, Tumble.
Special: Specters have a percent chance to avoid detection equal to 5% per HD. Whenever they would fail a hide, move silently, disguise, or slight of hand check they this ability provides a second line of defense similar to miss chance, but rolled after the skill check as the specter has to be actively avoiding detection.
Specters have +10 land speed over the base race.

Neotenics
Description:
Neotenics are nobles modified to retain a childlike form. They are smaller, more agile, inquisitive, and less resource-depleting, making them ideal for habitat living or in situations where it pays to have as little an impact as possible. Some people find neotenics distasteful, especially when employed in certain media and less reputable work capacities.
Ability Adjustments: -2 str, +4 dex, +2 wis +2 Cha. Neotenics do not benefit from the automatic +2 con.
Skill adjustments: +6 bluff, -2 intimidate, +4 disguise, move silently, hide, and tumble.
Special: Neotenics are small size with human or elf as a base race, and often get a circumstance benefit in social interactions or to get lost in a crowed, however it may also become a penalty in some cases.

Aberrant
Description:
The Aberrant are completely redesigned humans: humans 2.0. Their cardiovascular systems are stronger, the digestive tract has been sanitized and restructured to eliminate flaws, and they have otherwise been optimized for good health, smarts, and longevity with numerous necromantic mods. The aberrant look close to human, but are different in very noticeable and sometimes eerie ways: taller, lack of hair, slightly larger craniums, wider eyes, smaller noses, smaller teeth, and elongated digits.
Ability Adjustments: +2 to any two.
Skill adjustments: +4 to any four, +6 to any two.
Special: Poison and disease immunity. Immunity to critical hits. +4 to charisma checks with undead, mindless undead don't recognize the aberrant as a threat or enemy- or food source. Aberrant are healed by negative energy, but half as much healing from positive energy. Aberrant have fast healing equal to their HD.



Reforged Races:
Reforged have less racial options but they in general are more potent, in addition to often having better equipment and basic races having various artificial enhancement options.


The following two races are vat-grown, biological bodies with extremely undeveloped brains that are augmented with an implanted forgeminds and arcane systems to enhance the poorer functions of body.
Though often run by a Substitute Intelligence, they are are socially unfavored in some stations, used as slave labor in others, and even illegal in some Reforged countries.
Because they underwent accelerated growth in their creation and were mostly grown as separate parts and then assembled, their biological design includes some shortcuts and limitations, offset with implants and regular maintenance. They lack reproductive capabilities. In many countries, their legal status is a hotly contested issue.


Lovecrafted
Description:
Lovecrafted are exactly what they seem—faux humans designed purely for intimate entertainment purposes. Lovecrafted have extra nerve clusters in their erogenous zones, fine motor control over certain muscle groups, enhanced pheromones, sanitized metabolisms, and the genetics for purring. Naturally, they are crafted for good looks and charisma and enhanced in other areas as well.
Lovecrafted are capable of switching their sex at will to male, female, hermaphrodite, neuter, or other intersex variations
Ability Adjustments: +2 Con, +2 Dex, +4 Charisma
Skill adjustments: +2 to all charisma based skills, which cost half as much to advance in. Select four such skills which are always class skills and can have two extra ranks then normal. The lovecraf has a +4 bonus to any two perform skills and either bluff, diplomacy or intimidate.
Special: Lovecrafted have Forgeminds, they are immune to mind effecting effects. A Lovecraft's body consists of many artificial enhancements and is in fact only somewhat organic. The Lovecraft has 50% critical resistances. Lovecrafted have a +4 bonus to constitution checks to avoid fatigue or exhaustion, and can benefit from 4 hours of sleep instead of 8 hours.

Labormade
Description:
Part superior noble, part machine, these reforged are virtually indistinguishable from superiors. Labormade are often used in menial labor jobs where interaction with humans is necessary.
Ability Adjustments: +2 Str, +4 Con
Skill adjustments: +4 to a profession skill. +1 skill point per level, +4 at first level.
Special: Labormade have Forgeminds, they are immune to mind effecting effects. A Labormade's body consists of many artificial enhancements and is in fact only somewhat organic. The Labormade has 50% critical resistances. Labormade have a +4 bonus to constitution checks to avoid fatigue or exhaustion, and can benefit from 4 hours of sleep instead of 8 hours.


The following races all benefit from the following:
No need for Breathing, Sleeping, Eating, Aging.
Pain filters, which allow them to remain conscious until destroyed.
They are unaffected by any but the most extreme temperatures and environments. Count any hostile environment as two closest to the nearest beneficial state.
Electric Resistance equal to HD.
Enhanced HD, they always have a maximized d10 HD.

Plateworker
Description:
Plateworkers are similar to Labormade, however they are made highly durable with visible forgeplates and a very modified body. They have three pairs of arms coming from a large shell like plate on their back. One set has large crushing pincers, one is more human like, and one is three fingered and thicker, which is primarally used while the more human like arms are kept in the shell for protection.
Their hard plates and very durable bodies make them exceptionally useful in hazardous environments.
Ability Adjustments: +4 strength.
Skill adjustments: +4 to a profession skill. +1 skill point per level, +4 at first level.
Special: Plateworkers have Forgeminds, making them immune to mind effecting effects. They are immune to critical hits, and do not have a constitution score. They have damage resistance/Adamantine equal to their HD and very small robots emerge from the shell to repair their body when damaged giving them fast healing 5, +2 every 3HD.
Plateworkers are immune to fire, cold, and acid damage. They have as swim speed equal to 1/2 their land speed. They have a climb speed equal to 1/2 their land speed and can lock themselves in place at will.
Plateworker's land speed is 20ft, and they have the construct type.

Case
Description:
Cases are extremely cheap, mass-produced shells intended to provide an affordable option for those who need a new body or shell due to complications or death.
Though many varieties of case shells exist, they are uniformly regarded as shoddy and inferior. Most cases are vaguely anthropomorphic with resemblance to a noble race, with a thin framework body standing just shorter than an average human. They suffer from frequent malfunctions.
Ability Adjustments: None, but they lack a constitution score.
Skill adjustments: None.
Special: Cheap, Cases can be purchased for a small handful of gold coin, making them by far the most affordable option for someone in need of a new body or shell. They are not immune to critical hits, as they aren't as finely crafted and a well placed blow may disrupt them or jostle sensitive equipment.


Forgeborn
Description:
Forgeborn are anthropomorphic shells (androids and gynoids). They are typically used for the low-class. Though they look humanoid, synths are easily recognizable as non-biological unless they spend extra to appear like a living creature.
Forgeborn make up the majority of the Reforged population.
Ability Adjustments: +2 Str, +2 Int. -2 Charisma (optional).
Skill adjustments: +1 skill point per level, +4 at first level.
Special: They are immune to critical hits, and do not have a constitution score. They have the construct type.

Reaper
Description:
The reaper is a common combat shell, used in place of living soldiers and typically operated via remote manipulation or by a Substitute Intelligence. The reaper’s core form is an armored disc, so that it can turn and present a thin profile to an enemy.
Four legs/manipulating arms and four weapon mounts are folded inside its frame. The reaper’s shell is made of arcane materials, allowing these limbs and weapon mounts to extrude in any direction desired and even to change shape and length.
Ability Adjustments: +2 Strength, +4 Dex, +2 wis. -10 Charisma, minimum 1.
Skill adjustments: +2 to five, +4 to two skills.
Special: They are immune to critical hits, and do not have a constitution score. They have the construct type. An enemy directly behind or facing the Reaper treats it as though the Reaper was a diminutive sized creature. Reapers get a free attack per round at it's highest attack bonus.