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Quests Of Change
Quests Of Change

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Races Part Three (Alpha 0.1)

Myth-Blood

Myth-Bloods are among the least common races found within the realm, with origins deriving from famed immortals and demigods. Myth-Bloods are humanoid creatures that can vary greatly in appearance based on the two subtypes of Myth-Bloods: Pure and Partial.

A Pure Myth-Blood is created when the blood, hair, or a piece of an immortal or demigod comes in contact with an unstable influx of magical energy, with a Myth-Blood springing forth from such a conflux. Influxes of Pure Myth-Bloods take place in the rare instances that demigods wage severe combat against others of their own kind. A Pure Myth-Blood looks quite similar to a human. However, due to the volatile magics that run through their veins, a Pure Myth-Blood's hair often resembles a raging bonfire as long as they're conscious, while their eyes are pupil-less pools of light. Depending on the immortal or demigod a Myth-Blood's origin is tied to, their skin, hair, and eyes are often varying shades of a color associated with that being. For example, a Pure Myth-Blood with an origin tied to Bliss, Demigod of Joy will often have skin, hair, and eyes in various shades of pink.

A slightly more common type of Myth-Blood, Partial Myth-Bloods are the result of procreation between a demigod (or a Myth-Blood) and a creature of another race. If a child is born from a demigod parent and a parent of a mortal race, the resulting child will always be a Myth-Blood. Lacking the luminous eyes and hair of a Pure Myth-Blood, Partial Myth-Bloods often resemble their mortal parents, whilst maintaining the coloration associated with the associated demigod.

Myth-Bloods can notably cannel the volatile magics within them, temporarily bolstering their combative capabilities at the cost of their own health.

As one of the least common races found within the realm, Myth-Bloods will often go their entire lives without meeting another of their kind, and they can be found in any of the realm's largest cities. 

All Myth-Bloods

Resolve: +2

Speed: +2

Move: 5

Pure Myth-Blood:

Unstable Outburst: As a two-handed action, you can enter an unstable form, heightening your magical capabilities and damage output at the cost of your defenses. While transformed this way, your eyes and hair glow brightly, producing bright light in a radius of three spaces. Whenever you deal damage to a creature with a spell or attack, you may increase the damage by 1d8. This bonus damage increases to 2d8 when you gain your second base class and to 3d8 when you gain an advanced class. While transformed this way, you are vulnerable to all damage. At the beginning of each of your turns, you can choose to end this transformation prematurely. After one minute passes, this transformation automatically ends.

Partial Myth Blood:

Unstable Acceleration: As a two-handed action, you can channel your demigod heritage to increase your mobility. While transformed this way, sparks of magical energy surround you, causing any creature that starts its turn on an adjacent space to sustain 1d6 damage of a type that you and your GM agree fits your demigod heritage (choose during character creation). Your movement doubles. While transformed this way, you are vulnerable to all damage. At the end of each of your turns, if you didn't move at least five spaces while you're transformed, you sustain 1d6 damage of the damage type chosen to reflect your demigod heritage. At the beginning of each of your turns, you can choose to end this transformation prematurely. After one minute passes, this transformation automatically ends.


Arancrian

Most commonly found within villages within lush jungles, underground settlements, and within sizable cities, Arancrians are a humanoid people with several features akin to that of an arachnid. Though an Arancrian may appear akin to a pale human an Arancrian, possesses several notable differences that allow them to be spotted in a crowd. In addition to their blackened eyes, red pupils, and accentuated canine teeth, an Arancrian's arms, legs, and backs are covered in a hard black defensive exoskeletons. 

Arancrians are known to detest wearing gloves, shoes, or other garments that cover their hands or feet, an Arancrian's hands and feet are capable of producing a web-like substance that allow them to scale walls with ease. Many Arancrians are capable of using their webs in order to ensnare their foes in combat.

Due to their aptitude for climbing, Arancrian villages are often found high within the trees or within sizable vertically aligned tunnel systems

Arancrian

Defense: +2

Finesse: +2

Move: 5

Poison Resistance

Expert Climber: You can move up vertical surfaces as though they were flat land.

Ensnaring Web: Once per hour, as a one-handed action, you can produce a net of ensnaring webs to hinder a target's maneuverability. Choose a creature within two spaces of you. For the next 1d4 turns, that creature's finesse and movement are each reduced by -1.


Anquandri

Said to be the result of rituals performed by ancient humans to bring about ultimate combatants, Anquandri are a people's noted for their above average size and number of arms. Though an Anquandri has many traits that one would expect from humans, they stand between seven and eight feet tall, and each sport an additional set of arms. 

Though the Anquandri are a people noted for their physical prowess, due to the nature of the rituals that initially created this race, the Anquandri are uniquely incapable of wielding magic. Though some Anquandri have utilized magic weaponry and items that allow them to cast spells, they are incapable of naturally casting spells. Despite this, the Anquandri are among the most sought after mercenaries and soldiers in the realm, said to each fight like an entire platoon.

Though Anquandri have many of their own settlements within tropical climates such as islands and jungles, they can be found across the realm in any city known for mercenary or adventuring work.

Anquandri

Strength: +2

Speed: +2

Move: 5

Devoid Of Magic: You cannot cast spells.

Four-Armed: You have an additional set of arms. You still have two-hands worth of actions. These additional arms cannot be used to carry shields. However, through the use of these additional muscular arms, an Anquandri is capable of wielding a two-handed weapon in one hand and dual-wielding two-handed weapons. When dual wielding two-handed weapons this way, each hand is considered holding a piece of equipment and an attack with a two-handed weapon held this way can be made as a one-handed action. If each of your additional arms aren't carrying any items or equipment, you may make an additional one-handed action as long as that action is used to make an unarmed attack.

Epitome Of Brawn: You can carry twice as much weight as characters of other races.


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