Races Part Two (Alpha 0.1)
Added 2021-10-21 22:25:54 +0000 UTCLahareth
The Lahareth are an inherently magical species possessing naturally brilliant and fast-thinking minds. They have fair green skin that ranges in shade from seafoam to cyan, hair in varying shades of green and blue, and two large horns akin to those of an impala that appear to be made of translucent crystalline material. Their bodies and facial features are slender and sleek, comparable to those of an elf.
The horns that sprout from a Lahareth’s head are incredibly valuable due to their magical nature. It is said that if a being collects the horns of fifty Lahareth, they may be used in a ritual capable of granting a single wish. A Lahareth’s horns are incredibly sacred within the species culture, with these horns being directly connected to their cognition. The horns of a Lahareth faintly glow whenever they become impassioned, think deeply, or exhibit a strong emotional reaction. However, If a single horn is removed from a Lahareth, much of that individual's mindpower leaves along with with the horn. While they retain their personality upon the first horn's removal, it’s as if they act as simplified versions of themselves, having difficulty looking beyond concepts and ideas at face value. If the second horn were to be removed, their mind is damaged to a much more devestating degree, as the Lahareth at hand thinks half as quickly, becoming consistently vacant and docile. The greatest fear of any Lahareth is the removal of their horns, and they will protect them at any cost. If a Lahareth’s horn is broken, it can only be regrown through a practice known as the Ritual of Regrowth.
This has led towards the increased reclusion of many Lahareth, as other inhabitants of the realm have attempted to harvest their horns seeking wishes beyond their wildest dreams. Lahareth form small settlements in the depths of forests and within remote islands where they hope to not be disturbed. Despite this, as their minds are naturally so sharp, astute, and quick thinking, many become bored with their mundane seclusion and head out on adventures to gain new experiences and new stimuli to experience.
Mind +3
Extra +2 Maximum MP Per level
Move: 5
Lahareth Horns: When calculating damage of a physical attack against a Lahareth, before the damage is dealt, the attacker may declare they are attacking the Lahareth's horns. If they do, no damage is dealt to the Lahareth. However, if the damage dealt is more than double the Lahareth's remaining HP, one horn is broken. A horn can be restored by undergoing a Ritual of Regrowth, which can be performed over the course of an hour by three or more willing Lahareth.
You have the following traits based on how many of your horns are in tact:
-2 Horns: Unflinching Psyche: When resolving an effect that would charm you, hypnotize you, or alter your mind, you may add 1d4 to the result of your roll or reduce the result of the roll from the source of such an effect.
-1 or 2 Horns: Channel Horns: As a one-handed action, you can cause your horns to glow, providing light that sheds within three spaces of you. You may end this effect as an action.
-0 Horns: Empty Mind: Your +3 Mind Modifier is replaced by a -3 Mind modifier. Additionally, subtract three from all knowledge and awareness rolls you make. However, you are now immune to psychic damage.
Merfolk:
Denizens of the water, Merfolk can be found all over the world in both freshwater and saltwater environments, though their forms tend to vary based on where they are found. The appearance of merfolk are as varied as the fish in the sea, taking on humanoid appearances, though with scales akin to a wide variety of fish. While freshwater merfolk are bipedal creatures with subdued scales of cool shades across their body, deep-sea merfolk lack legs, instead sporting elegant fish-like tails and scales akin to that tropical fish. While deep-sea merfolk tend to have difficulty maneuvering on land, few races can match their mobility within the water.
All Merfolk:
Resolve +2
Mind +2
Water Absorption: If you would take water damage, gain that much HP instead.
Amphibious: You can breath both air and water.
Fresh Water Merfolk:
Move: 5 (On land and in water)
Deep-Sea Merfolk:
Move: 3
Excellent Swimmer: Move +6 in water
Cold Resistance
Ogre:
A massive and muscular folk known for their muscular physiques and prominent, sharp teeth, few races offer as much inherent physical might than ogres. While they are found primarily in nomadic tribes within mountainous regions and tundra, Ogres can be seen in nearly every region, as they are frequently sought after for their service within various militaries, as mercenaries, and bodyguards. Conversely, while many Ogres are capable of channeling their inner rage into strength, some tribes of Ogres known as the Oni train to suppress such urges, and are among the calmest and most self-disciplined beings in the realm. While all ogres stand several feet above humans, with heights ranging from 7 to 8 feet tall, the appearance of an Ogre is heavily dictated by their subrace. While Viridian Ogres tote deep, greenish skin with dark hair, the Skin of an Oni most often appears bright red, with small horns atop their head with hair as white as the fallen snow.
All Ogres:
Strength +2
Defense +2
Move: 5
Physical Specimen: Increase your Physicality by +3
Viridian Ogre:
Primal Rage: Once per combat, at the beginning of your turn, you may enter a primal rage. Until end of turn, you gain +2 strength and finesse. Your weapon attacks gain critical potential if they don’t already have it, and if they do, the required roll to land a critical hit is lowered by 1.
Oni:
Purifying Meditation: You can spend one hour meditating. If you do, you end all status effects and mind-altering effects afflicting you except those that can only be removed by a Ritual of Purification. If you are afflicted by a damaging poison, its damaging effect is stopped as long as you are meditating.