This race has a bloodline taint which I have left as an optional aberration, although I considered modeling it as a specialization...problem with that is if I do, then emon can't also choose from a specialization. Ultimately the taint is a powerful trait which eventually corrupts the emon's humanity, swallowing it whole....enough, perhaps, to weigh out the advantages knowing that too many elemental traits will turn the PC into a dangerous NPC.
The
People of Emon
Also known as the Emoniae, the people of this
distant land exist far in the west, beyond the ruined expanse of the wastelands
of Camrinal. Emon was the greatest independent threat to Camrinal in its era of
rule, and the Emoniae were a culture of sorcerers much like the Empire. When
the Final War erupted, their lands were devastated, and the Empire sought to
exterminate their greatest rivals as quickly as possible. When the conflict
ended with the destruction of Camrinal, most of Emon’s warriors were caught in
the destruction, and destroyed. Still, there were plenty of survivors back
home, now mostly dwelling in ancient, deep enclaves within the vast Adasatrak
Mountains where they stood guard against the outside world.
Today the Emoniae are still driven by magic as a
way of life and such arts find a greater acceptance within their mountain
fortresses than anywhere else. The Emoniae remain isolated and tend to mistrust
the young eastern kingdoms that have arisen from the ashes of the Final War. It
is also the only land where the study and worship of the Old Gods is still
permitted.
Elemental
Taint:
Emoniae revere the elemental old gods, and still worship them. There is a chance
that any emoniae has some elemental heritage in his or her bloodline. The
immediate effect is an innate basic understanding of the elemental tongue and
an affinity for that element, which means that they tend to be regarded
favorably by elementals of like type that they meet (at GM's discretion a +2 reaction modifier; see
below for other features this taint induces).
The Emoniae As a PC
Many emoniae have a talent for magic, and are most
commonly mages by class. Emoniae are, like pureblooded of Camrinal, prone to
attracting the attention and interest of demons, spirits, elementals, old gods
and other beings from the Elemental Realms. Elves have an abnormal fascination
for them, and as a result it is more common to run into half-elves of mixed
elvish and emoniae blood than any other combination. Emoniae are a special type
of human, with the following racial traits:
·
Emoniae gain +1 in intelligence
or +1 in Fighting.
·
Emoniae may choose Focus:
intelligence (arcane lore) or Focus: intelligence (natural lore) to start.
·
Emoniae move at a speed of
10+dexterity like other men.
·
Emoniae learn the common
(Aeronostic) tongue as well as Emonish, their cultural language.
·
Emoniae roll on the
following benefits table:
Emoniae Benefits
2D6 Benefit
2 +1
Intelligence
3-4 Focus:
intelligence (writing)
5 Focus:
communication (persuasion)
6 Weapon group: staves or light blades
6 Weapon group: staves or light blades
7-8 +1
communication
9 Focus:
intelligence (elemental affinity)
10-11 Focus:
willpower (self-discipline)
12 +1
Willpower
Emoniae
Focus: elemental affinity (choose one elemental type)
This focus lets the emon mage add his focus
bonus to elemental attacks of the same type (i.e. fire, air, water, earth,
shadow). Gaining this focus also means that the emon has elemental taint (see
next), can speak the elemental language of choice, and may gain the focus bonus
on positive reaction rolls with elementals.
Elemental
Taint
An emon who chooses to be a mage and also gains
the elemental affinity focus gains elemental taint. The first time this
happens, usually at level 1-3 (the GM can roll randomly to determine when),
he or she begins to manifest a sign of elemental
corruption, usually in the form of a glow or emission from the skin, and a slow
but certain "change" on the skin that seems to be a manifestation of
that emon's elemental taint (stone-like skin, persistent water running from
pores, smoke, or a misty fog following the emon). This first manifestation is
cosmetic and can be suppressed with concentration (a TN 11 vs. willpower
(self-discipline) check). Once the
emoniae reaches level 4 and chooses a specialist discipline, each rank of
proficiency thereafter the emoniae must make a check against willpower
(self-discipline) at TN 12 (novice), TN 16 (expert), and TN 21 (master) to
avoid manifesting new taint effects. This roll becomes harder (-2 penalty) if
the elementalist specialization is taken.
Roll each time to see what manifests:
Emoniae Elemental Corruption Chart
1D6 Elemental Corruption Type
1-3 Elemental
resistance: take half damage from the elemental type you are tainted by; if you
roll this a second time gain immunity to that elemental type damage.
4-5 Gain
power to summon an elemental of your corruption type for 1 hour. Requires 5
minutes of concentration to summon and 5 MP to cast. The second time you roll
this you learn to summon a larger elemental for 8 MP, and the third time a huge
elemental for 12 MP.
6 gain permanent emission of elemental type: stone skin (gain 5
AR), fire erupts from flesh (immune to damage from it but deals 1D6 to all on
touch), air (gains levitate at will at your speed), or water (emits water
permanently, gains water breathing). These traits are very difficult to
disguise and require a willpower (self-discipline) check of TN 18 to supress
for 1 hour. The second time you roll this effect you become a true elemental
being. The form changes noticeably to be "more" of the elemental type
and the emon's humanity becomes suppressed. Breathing is no longer necessary.
The third time you roll a 6 the emon gains the ability to plane shift to his
elemental plane of appropriate type at will for 6 MP. The fourth time the emon
rolls 6 on this chart he becomes a true elemental and departs the material
plane, becoming an NPC at the GM's discretion.
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