Singhilarity
2008-09-15, 05:59 PM
Having just finished Neil Gaiman's exceptional Neverwhere (http://en.wikipedia.org/wiki/Neverwhere), I felt inspired to cook up a race with abilities similar to those of Door's Family.
Simply put, they are able to open locked/stuck objects, or create doors where none exist.
Thus spawned my idea for Portfolk;
LA + 1 or +2
Racial Bonuses; +2 to CHA, +4 to Escape Artist, +2 to Move Silently, +2 to UMD, +4 to search checks for finding hidden doors
Lowlight Vision 30'
Spell-like Abilities; Knock, Passwall (as Caster Level 9th - 10 feet long)
Portfolk may use their Spell-Like Abilities a number of times per day equal to their Charisma Modifier. When they reach half of their limit, they become fatigued, if they reach the limit, roll a d20. On a 1, they permanently lose 1 point of CON.
Portfolk may never have a Lawful alignment. They naturally resent authority, and will avoid contact with such figures to the best of their ability.
Portfolk have a particular fondness for complex mechanical devices, and, though many have a sense of honour, such devices, if pocketable, tend to disappear the minute they're unguarded in the presence of a Portfolk.
Favoured Class; Rogue.
No one knows the precise origins of the Portfolk, a semi-nomadic race of pale, wiry humanoids. Made distinct from other Humans by their eyes, the irises of which are often a firey orange interspersed with lilac purple, Portfolk are drawn to cities, though rarely observed walking it's streets, as they are near universally despised by authoritarian rulers and their enforcers.
Wily, slow to trust, and quick to steal and run, Portfolk take only what they need to survive. They live by their wits, the support of their clan, and their insatiable curiosity. They are surprisingly mechanically clever, for a people who so openly avoid common society, and it is unknown, exactly how they manage to coax objects, even stone walls, into opening for them, though on the rare occasions that they have chosen to discuss their knack (either to a friend who has distinctly earned their trust, or a favour - for they are a people notoriously obsessed with debts, or under extreme duress in the face of familial torture - for they are quite honourbound, in their way) they state merely that they "listen to how, and help the thing to open. All things want to be opened, you know"
For all their secrecy, the Portfolk are thoroughly casual about their abilities, and have never hesitated to use them (whether for escape, or some other purpose) in front of other people. They generally don't assume they'll stick around long enough to ever have to explain it.
Portfolk are quite a short-lived race, though this usually has to do with their choice to live underground, vagabond lives in busy metropolises, much to the chagrin of the local police. Adulthood starts at age 15, though they are working from age 6. It is rare to meet a Portfolk older than age 45, and those who do live beyond their late adult years are revered as elders, not expected to surface nearly as regularly, for they are the keepers of wisdom, lore, and tradition. Age does not diminish the Portfolk's physical capabilities, though, and many an unsuspecting citizen has been startled by the reflexes and strength of a seemingly aged Portfolk.
All members of a Portfolk clan are expected to contribute by whatever means they can - whether finding food, information, or goods, minding the youth, crafting wares/clothing or keeping lookout.
It is uncommon for a Portfolk to leave their city, but it has been known to happen, more often than not due to some debt incurred (something they will honour in fullness, though they resent it), though occasionally by their own volition. There is a 50/50 chance that such Portfolk will ever return.
Lone Portfolk have been known to settle down with Humans, in a city, and start a family. Their children always seem to have a similar knack for causing openings and passageways when needed, and though such domesticated Portfolk scarcely use their abilities, they will always teach their children how to use their powers to their fullest benefit. They are as disdainful as the local authorities as the authorities are of them, though once domesticated, there seems to be an unspoken truce, if not an uneasy one. Domesticated Portfolk often have a longer lifespan than their bretheren, though they rarely pass their mid 60s. The oldest on record seems to have barely made 70.
Portfolk will occasionally hold Market, and this is, for them, the most joyous of occasions. They will spread word through trusted sources at the beginning of the week before hand, Finding a Portfolk Market is a fortunate thing indeed, for there you will find many rare and exotic furnishings and devices available for startlingly cheap, though they are most oft scavenged or stolen. They have no fondness for money, and would rather exchange their wares for useful or interesting trinkets, or, for the brave (or foolish) a favour, which you can be absolutely certain they will call in.
Simply put, they are able to open locked/stuck objects, or create doors where none exist.
Thus spawned my idea for Portfolk;
LA + 1 or +2
Racial Bonuses; +2 to CHA, +4 to Escape Artist, +2 to Move Silently, +2 to UMD, +4 to search checks for finding hidden doors
Lowlight Vision 30'
Spell-like Abilities; Knock, Passwall (as Caster Level 9th - 10 feet long)
Portfolk may use their Spell-Like Abilities a number of times per day equal to their Charisma Modifier. When they reach half of their limit, they become fatigued, if they reach the limit, roll a d20. On a 1, they permanently lose 1 point of CON.
Portfolk may never have a Lawful alignment. They naturally resent authority, and will avoid contact with such figures to the best of their ability.
Portfolk have a particular fondness for complex mechanical devices, and, though many have a sense of honour, such devices, if pocketable, tend to disappear the minute they're unguarded in the presence of a Portfolk.
Favoured Class; Rogue.
No one knows the precise origins of the Portfolk, a semi-nomadic race of pale, wiry humanoids. Made distinct from other Humans by their eyes, the irises of which are often a firey orange interspersed with lilac purple, Portfolk are drawn to cities, though rarely observed walking it's streets, as they are near universally despised by authoritarian rulers and their enforcers.
Wily, slow to trust, and quick to steal and run, Portfolk take only what they need to survive. They live by their wits, the support of their clan, and their insatiable curiosity. They are surprisingly mechanically clever, for a people who so openly avoid common society, and it is unknown, exactly how they manage to coax objects, even stone walls, into opening for them, though on the rare occasions that they have chosen to discuss their knack (either to a friend who has distinctly earned their trust, or a favour - for they are a people notoriously obsessed with debts, or under extreme duress in the face of familial torture - for they are quite honourbound, in their way) they state merely that they "listen to how, and help the thing to open. All things want to be opened, you know"
For all their secrecy, the Portfolk are thoroughly casual about their abilities, and have never hesitated to use them (whether for escape, or some other purpose) in front of other people. They generally don't assume they'll stick around long enough to ever have to explain it.
Portfolk are quite a short-lived race, though this usually has to do with their choice to live underground, vagabond lives in busy metropolises, much to the chagrin of the local police. Adulthood starts at age 15, though they are working from age 6. It is rare to meet a Portfolk older than age 45, and those who do live beyond their late adult years are revered as elders, not expected to surface nearly as regularly, for they are the keepers of wisdom, lore, and tradition. Age does not diminish the Portfolk's physical capabilities, though, and many an unsuspecting citizen has been startled by the reflexes and strength of a seemingly aged Portfolk.
All members of a Portfolk clan are expected to contribute by whatever means they can - whether finding food, information, or goods, minding the youth, crafting wares/clothing or keeping lookout.
It is uncommon for a Portfolk to leave their city, but it has been known to happen, more often than not due to some debt incurred (something they will honour in fullness, though they resent it), though occasionally by their own volition. There is a 50/50 chance that such Portfolk will ever return.
Lone Portfolk have been known to settle down with Humans, in a city, and start a family. Their children always seem to have a similar knack for causing openings and passageways when needed, and though such domesticated Portfolk scarcely use their abilities, they will always teach their children how to use their powers to their fullest benefit. They are as disdainful as the local authorities as the authorities are of them, though once domesticated, there seems to be an unspoken truce, if not an uneasy one. Domesticated Portfolk often have a longer lifespan than their bretheren, though they rarely pass their mid 60s. The oldest on record seems to have barely made 70.
Portfolk will occasionally hold Market, and this is, for them, the most joyous of occasions. They will spread word through trusted sources at the beginning of the week before hand, Finding a Portfolk Market is a fortunate thing indeed, for there you will find many rare and exotic furnishings and devices available for startlingly cheap, though they are most oft scavenged or stolen. They have no fondness for money, and would rather exchange their wares for useful or interesting trinkets, or, for the brave (or foolish) a favour, which you can be absolutely certain they will call in.