Monday, March 13, 2017

In Darkest Warrens: Planar Personalities


I'm gearing up for my first Friday Scarabae-In Darkest Warrens mashup and one of my players asked if she could play a Tiefling. Naturally, I went a little bit overboard. So here is a small sample of planar based races made for 'In Darkest Warrens' in mind. Like my previous race post, these races follow a certain pattern of vision, one special ability that is permanent, and one that has a 1/day use. Let's look at our planar personalities.


Aasimar

Brief: Aasimar are a humanoid-planar mix that combines mortals with that of a being of the celestial realm. Aasimar look much akin to humans, with a touch of the light within them. Their eyes often have a glow. Their skin has a touch of paleness to it. Practitioners of magic can detect at times a halo of energy that forms around their head.

Traits

Darkvision: Can see in total darkness up to 60 ft. without penalty. Characters in total darkness see in a greyscale that cannot discern features such as color.

Resistance: Whenever testing a resistance versus Acid, Cold, or Electrical energies a Aasimar adds +1 to their rolls.

Daylight (1/day): Once per day an Aasimar can summon and throw a globe of bright light that fills up an entire room. This light gives off no heat and unlike the spell does not harm creatures vulnerable to sunlight (such as vampire) but instead instills a -1 penalty to creatures vulnerable to sunlight until they leave the area. This spell lasts for one combat scene.



Bladeling

Brief: Bladeling are planar humanoids with metallic silver or grey flesh. Forged from a world of constant warfare, at one time Bladelings were only thought as mere automatons used for battle, but overtime the arcane spark that powered them gave them sapience and sentience. They become free willed creatures. Some still dedicate themselves to battle, others have sought new kinds of adventure.

Traits

Darkvision: Can see in total darkness up to 60 ft. without penalty. Characters in total darkness see in a greyscale that cannot discern features such as color.

Metallic Skin: At the start of play a Bladeling has 2 bonus wound points. Every level they gain an extra +1 wound point besides their default 1.


Blade Storm (1/day): Bladelings are never considered unarmed for the purposes of melee attacks. Once per day they can whip their blades in a frenzy. This is a Test Brawn for a melee attack that damages targets in a forward cone.


Genasi, Air

Brief: The Air-touched are the result of a union between a humanoid and a denizen of the elemental plane of air (often Djinn or Sylphs). They are known for a pale tint to their flesh and a blue or white glow to their eyes.

Traits

Darkvision: Can see in total darkness up to 60 ft. without penalty. Characters in total darkness see in a greyscale that cannot discern features such as color.

Air-Aligned: Air Genasi have a constant energy within them that does not require them to breath. They are immune to suffocation, drowning, or inhalation (such as poisons). They gain a +1 when rolling to resist electrical based spells or effects but a -1 when making tests to resist acid based spells and effects.

Gust of Wind (1/day): Once per day an Air Genasi can channel the stored elemental energy within them and release it as a powerful gust that snuffs candles and knocks down targets in front of the caster in a cone like radius (range near). Caster makes a Mind Test against each target to determine who gets knocked down and who remains standing.

Genasi, Earth

Brief: The Earth-touched are a result of the union between humanoids and Dao, the sentient spirits of the plane of Earth. These humanoids appear like a solidly built humanoid, often the size and build of a Dwarf. They have a skin tone that ranges from shades of brown or grey, resembling the soil or stone from the Elemental plane. Earth Genasi have an amber tint to their eyes.

Traits

Darkvision: Can see in total darkness up to 60 ft. without penalty. Characters in total darkness see in a greyscale that cannot discern features such as color.

Earth-aligned: Earth Genasi’s thick builds and hardiness allows them to remain standing even at 0 hp. They gain +1 to resistances tests made vs. Acid and a -1 to resistance tests made vs. Electricity.

Soften Earth and Stone (1/day): Touching the ground an Earth Genasi transmute the solid earth or stone into a grasping mud that can trap targets within. Any round a target is standing this softened soil requires a Test Brawn in order not to remain trapped in the soil. This spell lasts for 1d6+1 rounds before the ground hardens again.

Genasi, Fire

Brief: Descendents between humanoids and Efreet from the City of Brass, the Fire Touched are humanoids with skin that is a dark red or charcoal black. Their hair tends to range in shades of gold, yellow, or red with burning eyes. They are known for their slender builds and regal stature (very few slouching types in the fire family).

Traits

Darkvision: Can see in total darkness up to 60 ft. without penalty. Characters in total darkness see in a greyscale that cannot discern features such as color.

Fire-algined: Fire Genasi glow as bright as a torch unless they wear thick clothing to cover up. They can also exist comfortably in heated locations without the need for shade or water (though such objects might make them less irritable at times). They gain a +1 on Resistance checks vs. Fire spells and effects and a -1 vs. Cold based spells and effects.

Produced Flame (1/day): The fire-touched can produce a flame in the palm of their hand that extends the radius of their brightness. This spell has 1d6+1 charges and besides being used as a torch it can be used in the following manner: This flame can be used as part of a melee attack that adds +1 to the normal damage. This weapon can also be used as a ranged attack (Test Nimble) dealing 1 damage (fire) to a target. Each use of this ability consumes a charge and at 0 charges the spell dispels. The spell will fade in 1d3 scenes.

Genasi, Water

Brief: With blue or green scales, webbed feet, and gills the Water-touched are descendants of Water Lords and Ladies (such as Marids) and humans. Water Genasi are known to live on the coast and rivers as traders and guides, preferring out of any of the planar touched to avoid adventures outside of their chosen domain (though they can certainly exist outside, other places just make them uncomfortable).

Traits

Darkvision: Can see in total darkness up to 60 ft. without penalty. Characters in total darkness see in a greyscale that cannot discern features such as color.

Water-aligned: Water Genasi’s touch can put out non-magical sources of fire, such as torches of campfires without a roll. Their gills give them water breathing and they gain a +1 to swim checks when necessary- in calm situations they automatically succeed in swim checks. They gain +1 to Cold-based resistance rolls and a -1 to Fire-based resistance rolls.

Fog Cloud (1/day): Once per day a Water Genasi can summon a rolling fog that shrouds and area. The area is considered ‘shadowy’ for terms of light penalties. Low Light and Darkvision cannot penetrate this shroud, unlike other sources of darkness as the mist gets in the way. This spell makes the area a few degrees cooler, making it uncomfortable to certain warm blooded creatures.

Tiefling

Brief: Tiefelings are the most numerous of the planar personalities. They are a result of a union between Humanoids and the denizens of the lower planes. Due to such an unsavory union, Tieflings have a reputation that often follows them around as a people that cannot be trusted. Most Tieflings are humanoid in appearance, but often carry a physical taint of the lower realm such as horns, a tail, skin tones such as dark blue or red, and glowing eyes.

Traits

Darkvision: Can see in total darkness up to 60 ft. without penalty. Characters in total darkness see in a greyscale that cannot discern features such as color.

Resistances: Tieflings add +1 when making resistance rolls to spells or effects based in Cold, Fire, Electricity.

Darkness (1/day): Tieflings can cast a globe of shadows and night that plunges an area into ‘Darkness’ condition for the purposes of visibility. Abilities such as low light vision and darkvision are unable to pierce this darkness to its arcane nature.

Links

'In Darkest Warrens' and other fine Trollish Delver games can be purchased: HERE

A link where you can download these rough notes I made can be downloaded: HERE

No comments:

Post a Comment