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Quests Of Change
Quests Of Change

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Races Part Four (Alpha 0.1)

Restentian

Known as the "Keepers of Order," Restentians are said to be descendants of the first knight orders and lawmakers of the Realm of Mortals. Standing about a foot taller than the average human, Restentians tote skin in cool shades ranging from pale blue to lavender, though always accompanied by hair the color of fresh fallen snow.

Viewed as stoic by some and claimed to be emotionless by others, Restentians are capable of emoting, though their emotional spectrum is subdued and dulled compared to many other peoples. While they may be incapable of feeling the likes of overwhelming elation or an irate burning hatred, they are most often happy to find themselves in a state of content calm. A Restentian's will is notably hard to shake, and they're known to be difficult to manipulate or alter mentally.

Due to their natural mental defenses, many Restentian adventurers aim to help deal with mind-altering threats that others may have more difficulty handling.

Restentian

Defense: +2

Resolve: +2

Move: 5

Psychic Resistance

Natural Calm: When resolving effects of magic or cursed item that factors your resolve, if that effect would cause a mind-altering effect, the Charmed status effect or the Hypnotized status effect, roll twice, ignoring the lower result.

Keeper of Law: If a creature targets you with a spell or ability that causes a mind-altering effect, the Charmed status effect or the Hypnotized status effect, if you succeed your roll against the triggering effect, the next time you'd target the source with an attack or spell, add +2 to the roll.


Goblin

Standing about only about half the height of a human, Goblins are highly energetic small creatures known for to be bursting with energy. Goblins sport short statures, pointed ears akin to that of an elf, and hair in any color of the rainbow.

 The manner is which this unparalleled pep and vigor represent itself in Goblins vary quite greatly. While a goblin inventor may ambitiously tinker away and frequently push the boundry of what they can create, goblin thieves are known to be notorious troublemakers as they satiate their boundless energy through pranks and crimes ranging from petty to severe. If there's one thing that all goblins have in common, it's a hatred of boredom and standing still.

Though their origins can be traced back to their ancient mountain clans that remain to this day, goblins are an incredibly common race that can be found in the most highly populated cities in the Realm of Mortals, as these cities provide significant potential outlets for a goblin's virility. Due to their drive and energy, Goblins will frequently answer the call to adventure.

Goblin

Speed: +4

Move: 5

Small-Sized: Despite being a humanoid, you count as small sized, gaining the benefits of that size category.

Unbridled Energy: When it combat, at the beginning of your turn, you gain one Energy Surge. During your turn, you may spend Energy Surges to use any of the following abilities (no action required).
-3 Surges: Double your movement until the end of your turn.
-3 Surges: Add +2 to your next attack roll.
-5 Surges: You may make one additional hand's worth of actions this turn.
You lose all Energy Surges when you exit combat.


Half-Fairy

As the name would imply, Half-Fairies are the result of a Fairy having an offspring with a mortal humanoid such as a Human, and Elf, or a Beastfolk. These peoples primarily take on traits of their humanoid parent, yet with a Fae twist. For example, while a Half-Fairy may look similar to their Leporine Beastfolk parent, they may sport pinkish hair and eyes of their fairy parent.

Though Half-Fairies are quite uncommon, they can be found within larger cities of the Realm of Mortals. Additionally, these peoples can be found in towns surrounding and even within the Midnight Grove. Though the Midnight Grove may be considered quite dangerous for most mortal adventurers due to fairies' practice of toying with humanoids, due to their fairy blood, Half-Fairies are usually completely ignored as transformative targets when within the Midnight Grove.

Due to the unstable nature of fairy blood and its impact on a Half-Fairy's body, they are known to be quite vulnerable to transformative effects.

Half-Fairy:

Half-Fairy Genealogy: Choose another race to represent your non-fairy parent. You gain that race's stat bonuses, abilities, and movement.

Fairy-Blooded: You are simultaneously classified as both a Humanoid and a Fairy.

Temporary Fairy Flight: One per day, as a one-handed action, you can provide yourself with wings akin to that of your Fairy parent. While active, you can fly as long as you're not holding a shield or a two-handed weapon and not wearing medium or heavier armor. While flying, your movement and finesse increase by 1. These wings last for one minute. 

Corruption Vulnerability: If you'd make a roll against an effect would cause a corrupting or physically transformative effect, roll twice, using the lower roll,


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