by Psistrike » Mon Sep 10, 2007 5:03 pm
Cursed races
Out of the all the races within the Realm and those which have shown up over the countless centuries, it was bound to happen to at least a few. Some races were cursed by the very Realm itself for their actions, others cursed by powerful and ancient magics or evil wizards. These cursed races retain the original curse down through the generations and as such are changed from the normal members of their races. Below are a few such cursed races, but not by far all of them. Some day these curses may be broken for some, but not all.
Cursed Dwarf race template
The cursed dwarves of the Realm are limited to one particular curse, placed upon a particular clan long ago by a cruel wizard. Cursed forever more to only be able to live in forest and wooded areas, they can never go to the mountains or underground like their ancestors had a choice to. Leaving the forest slowly drains them, til they die if they don't return to a forest or wooded area after a time. Their appearance is similar to normal dwarves, standing 4 to 4 1/2 feet tall and with compact builds. Their skin though is always of a light tan, living beneath the trees and not deep within the earth. Their eyes tend to be light blue, green or yellow and their hair is always of a light color, from light blond to a dull gray color. They have adapted to living in forests, including learning from elves and making tree-top villages.
Abilities: +2 Strength, +2 Dexterity, +2 Constitution, -2 Charisma [Strong and tough, they are unused to dealing with others due to their forced isolation.]
Skills: Acrobatics 4, Climb 6, Craft [structural] 5, Language [Base: Dwarven; Choose one other], Notice 4, Stealth 4
Feats: Blind-Fight, Breakfall, Challenges 4 [Accelerated Climb, Fighting Climb, Secured Climb, Vanishing], Defensive Roll 2, Dodge Focus 4, Endurance, Favored Environment 2 [woodlands], Headquarters [treetop home], Immunity to Disease, Second Chance [Climb checks], Specialization [Craft [structural]: treetop buildings], Ultimate Skill [Climb], Uncanny Dodge [auditory]
Powers: Immunity 1 [aging; Innate], Leaping 2 [x5 distance; Innate], Super-Movement 3 [Innate; Sure-Footed 2, Swinging], Super-Senses 2 [Innate; Low-Light Vision, Ultravision]
Drawback: Weakness [leaving forests and wooded areas, cumulative -1 drain on all ability scores every 20 minutes; Common, Major, -5 points]
Cost: 40 power points
Note: If using the normal Headquarter rules instead of the new ones from Better Mousetrap, replace the Headquarters feat with the Equipment feat for building the treetop home.
Blood-Cursed Elf race template
These elves long ago betrayed their own race, trying to become the masters of all elves by mind control. They were banished by the elven tribes but the Realm itself was so enraged it cursed them for all time. Tougher and stronger than other elves were now, they carry the mark of their curse in the form of blood-red skin and eyes. They no longer have any need for sleep, constantly wandering without rest and without a home to call their own. Any magic they use has the appearance changed to include a blood-like appearance, no matter how benign it is. The curse will only be lifted when all of the other elves can forgive them and then the Realm will restore them to normal elves once again.
Abilities: +2 Strength, +2 Constitution, +2 Intelligence, -4 Charisma
Skills: Craft [structural] 3, Diplomacy 4, Disguise 4, Knowledge [history] 4, Language [Base: Blood Elvish; English], Notice 4, Profession [choose one] 4, Stealth 4, Survival 8
Feats: Challenge 2 [Face in the Crowd, Vanishing], Diehard, Hide in Plain Sight, Immunity to Poison, Improvised Tools, Skill Adept 2 [Survival], Time Sense
Powers: Immunity 2 [Innate; aging, sleep], Protection 3 [Innate; Noticeable [blood-red skin], -1 point], Super-Senses 3 [Innate; Darkvision, Ultra-Hearing; Noticeable [blood-red eyes and large, pointed ears], -1 point]
Complications: Reputation [Blood-Cursed Elf]
Drawbacks: Incompentent [Charisma skills; very common, -5 points]
Cost: 24 power points
The Lost race template
Ages ago a group of humans sought to subjugate the Realm to their power and with it invade other realities/dimensions. The Realm placed upon them a curse so powerful, it will never be removed. All of the decendants of the humans who tried to do this are known as the Lost, never to find a home and never to find their original city ever again. They appear like other humans except for one major details. A black X mark on their forehead marks them as one of the Lost and this can't be removed or covered up by any means known.
Abilities: +2 Dexterity, +2 Constitution, +2 Intelligence, -4 Charisma
Skills: Bluff 6, Craft [choose one] 4, Intimidate 6, Knowledge [arcane lore] 4, Knowledge [history] 4, Medicine 4, Notice 4, Profession [choose one, normally gather or hunter] 4, Search 4, Sense Motive 4, Sleight of Hand 4, Stealth 4, Survival 4, Swim 4 [Raised to be self-sufficiant and taught many skills, they are all naturally untrusting of others, skilled liers and natural thieves.]
Feats: Challenge 5 [Durable Lie, Fast Craft [chosen Craft skill] 2, Lip Reading, Vanishing], Eidetic Memory, Improved Trick, Improvised Tools, Second Chance [Bluff checks], Skill Adept [Intimidate], Sneak Attack, Taunt
Powers: Super-Movement 1 [Innate; Trackless], Super-Senses 2 [Innate; Low-Light Vision, Time Sense]
Complications: Obsession [regaining lost power], Reputation [The Lost], Temper [when faced with good magic users]
Drawbacks: Cursed [Common, major, -4 points; Cannot use Disguise skill or hide curse mark in anyway. Can never stay in one area for longer than a month.], Incompetent [Charisma skills, very common, -5 points], Poor Healer [very common, moderate, -4 points]
Cost: 22 power points
Last edited by
Psistrike on Tue Oct 16, 2007 4:52 pm, edited 1 time in total.