Post by crystalmancer on May 11, 2018 12:26:30 GMT -5
This is a prototype idea for Races into the game, as the Mysterious Journey will take people across all sorts of worlds, with all sorts of creatures, it is quite possible to encounter creatures that aren't normal humans per say, or even humans at all.
Cyborg/Android
Power Charges
Capacitors and Batteries give you access to Power Charge. A Power Charge is required to empower the cybernetics that require High Power. Think of it as being a different form of Spell Slots. A Power Charge is required to empower the legs, to run faster, and kick with the extra damage. A power charge is required to use the bonus initiative granted by the Positronic Neuralnet.
Cybernetics:
The Battery Bank and Capactor Banks are exclusive of one another. They are so large that you cannot put both together. Though the Radio-isotope thermal reactor can recharge the batteries slowly while at rest, it is incapable of recharging the capacitor banks. It can only be charged by a more powerful, external source of power.
Homonculi share the same qualities of Construct as Androids do, thus, they receive half damage as normal for physical sources of damage. They can still be affected by spells that transmute matter, however, are still able to shield themselves a little against it, unlike Androids, by using their Willpower as per normal. Unlike normal human beings, Homonculi cannot generate any Spell Slot on their own, and must spend 1 spell slot to maintain their body functions per day. Thus, being able to absorb magic in some way is a requirement for surviving a length of time. Without the Syphon, a homonculus loses 1 spell slot per day, until their functions cease. As long as they have Spell Slots to keep functioning, a Homonculus will regenerate as normal, and can be healed by magic, but at only half efficiency. Repair spells also function on them!
Human
Humans are simply put ... Wonderous biomachines that can be found everywhere, in every worlds, and how would you explain that? They are adept at adapting. A human can get used to intense colds, providing they have the required clothing, and they can also get used to quite intense heat, considering they have access to enough water. They can develop a tolerance for more toxic environments, and also thrive in pure jungle worlds. Simply put, they get no penalties, and no bonuses anywhere they go. To them, its just a matter of knowing what to do when the environment changes. After twenty four hours of living in a world, humans adapts, and stops suffering the world's negative effects, or at least negates some of it. With GM permission, they may also share some of that benefit with other races where it makes sense.
Elves
Each species of elves have had some time to adapt to a specific environment. Some elves are more magical in nature, and they may more fit into the Magical Entities below. However, when it comes to the majority of elves, they have a chosen environment where they thrive, and the opposite environment is something that is very difficult for them. As an example, an Aquatic Elf would find itself suffering quite intensely from a Hot, Dry world. The capabilities and Flaws of the elf in question will be created as needed with the GM. Half-Elves however, usually rid themselves of the flaws of elves, but also taken in some of the flaws of humans in the way. In anycase, Half Elves are usually more classified as Humans then Elves, but otherwise is still possible!
Magical Entities
This is where we put entities that have a strong link to Magic. Those creatures of course, are generally more comfortable into high magic worlds. Though, some of those Magical Entities may be instead based on Psionics, so be more comfortable in a Low Magic world. This race applies to many types of creatures, such as the fae, spirits, elementals, some types of elves, certain types of dragons...You are allowed to pick One Positive trait, and one flaw from the following. These are racial traits and flaws, and picking more general flaws may or may not replace these, with GM discretion.
Traits:
Improved Magic Capacity: The Character has 2 extra spell slots to use to cast spells.
Improved Native Magic: The Character has 4 extra spell slots to use for Sealed Abilities.
Animal Communication: This character is natively able to talk with animals and beasts. This may or may not apply to monsters, on a situation basis.
Plant Communication: This character is capable of communicating with plants, though the plants' perspective is limited to what they can normally perceive. Grass knows if something walked on it, trees know if something came by.
Animal Shifting: The character's apt at taking on an animal form. The animal form may have different statistics, but in that case the character is unable to use magic in that form. The statistics are virtually the same, just shuffled around between stats, so increasing one will increase the stat it is linked to into the other form.
Pixie Form: The character can change into a diminutive creature. Normally, the creature has the capability to fly. However, any Strength is nullified, and the damage of any 1 handed weapon drops to 1, and two handed weapons to 2. Their hit points in this form are also halved. However, their base defense climbs from 8 to 13 plus dexterity modifier. Clothes they wear will also shift with them. Though, this ability ceases to function in a low magic world or worse.
Flaws:
Inadaptibility: The character is unable to adapt to an environment other then its own. It suffers double the usual penalties when in a world that is different then where they come from. A world that would have no penalties, but still differs from theirs makes them uncomfortable, even though they take no penalties.
Vulnerability to Cold/Pure Iron: The character takes damage by sheer contact with pure iron, and the proximity of it gives them chills akin to an instinctive fear. Weapons of that material inflict double damage (only the weapon die itself)
Art Entrances: The character is entranced by Music or beautiful art. They must make a 1d20 check with their Wisdom bonus, versus a difficulty of 12, or be dazed while the prestation lasts, or up to one minute.
Dragons
Dragons are great beasts with powerful bodies. Though, it is not exactly where this ratial ability is going, dragons usually have an ability that specifies what kind of beast they actually are. There are the elemental dragons, that are strong with an element, but weak against another. Aquatic dragons maybe able to breathe water, but suffer when a world's atmosphere is thinner. Some dragons maybe able to require very little air to breathe, but have more difficulties when earthbound. What the dragon has, and suffers from, is to be discussed depending on what type of dragon it is. Though, even great beasts such as dragons aren't perfect creatures. They will suffer from a weakness...One they should keep to themselves!
Dragons get to pick three traits, 1 flaw, and also accrue slower experience. Their longevity and stubbornness makes it difficult for them to learn lessons. It takes 2 adventures for a dragon to gain 1 level (You may write it as 'Half' on sheet. So 0.5, 1, 1.5...)
Elemental Resistance/Breath: Pick one of the many elements, your dragon has resistance to the effects of that element, and their breath weapon is also tied to that element. This trait can only picked once, recommands the flaw: Elemental Vulnerability for the opposite element. You can put two traits into the Elemental traits, which grants you immunity to that element instead of resistance. When immune to an element, you are also immune to any status attached to it.
Mighty Roar: Can only be taken when the dragon has no elements (just above) granting them a roar so powerful that it physically shears objects directly in front of them with the shockwave. This damage also comes with a chance to deafen creaturs struck. Like the breath however, you cannot distinguish friends from foes, so if you decide to roar with your allies in the melee, be prepared for the consequences. Recommended Flaw: Harsh voice
Flight: The dragon is able to fly onto mighty wings. Without this trait, the dragon is a Wingless creature. You may also opt to fly without wings, but this increases the cost of this trait to 2. Winged Flight can be disabled if the enemies target your wings, just as someone can have their legs crippled. Recommended Flaw: Clumsy
Water Breathing: The dragon can breathe water. This does not filter out toxins in the water, so poisonous water would poison the dragon, unless otherwise immune. Recommended Flaw: Weak Breath
Efficient Breathing: The dragon needs little air to live, and maybe able to breathe when the air is extremely thin, and they also resist a certain level of air toxicity. Recommended Flaw: Hyperventilation
Huge Size: The dragon in his true form has double the health, however, enemies get a +4 to hit them due to their huge size. Recommended Flaw: Clumsy
Flaws:
Vulnerability: Pick one element, the dragon takes double damage from that element.
Harsh Voice: The dragon's voice is very harsh and barely human, making any attempts at communication difficult. This flaw persists also into human form, thus making communication difficult at all times.
Clumsy: The dragon is clumsy on land. Any rolls that involve athletics are halved, and they never look comfortable when walking. This penalty is also applied when dodging while on the ground.
Weak Breath: This flaw can only be taken with Water Breathing. The dragon has difficulties breathing normal air, and should the air end up being thin or toxic, they would find themselves being consistantly out of breath.
Hyperventilation: When the air is more dense, the dragon chokes on it. The lungs are so efficient that air that is too rich is difficult to deal with, so they end up hyperventilating. Only possible with Efficient Breathing.
Standing Du...Drake: The Dragon is simply put, so large that he's unable to dodge. However, taking all those blows made the Dragon's skin a little harder. He gains Armor rating equivalent to his level!
Human Form: All dragons have a human form. Traits and flaws do not apply in human form, unless otherwise noted. The human form is meant to replicate a human's body, so many of the flaws are not transfered over, and they can hope to pass off as being a human. However, dragons aren't human, and doesn't know the strife that comes with being born weak. They do not gain any advantage of human adaptibility, and will even instinctively refuse the help of humans from their adaptibility.
Dragon Form: Lets all admit, its awesome to be a dragon. To be large, to have all those traits, and that little flaw that is going to hinder you throughout your journey ... but it also paints a giant bulls eye on you. If you aren't careful as to when you become a dragon, its most definate that you will become the primary target as a monster --- and it may also ruin any negotiations by your other party members. People may refuse to ally to a group that is friends with a monster! However, the dragon form also comes with some intrinsic abilities. For one, the dragon form gets a +5 to Strength, Endurance, and Power. However, social stigmata is likely to strongly favor the dragon as a target, so those bonus stats that may go beyond human limits may not be enough to keep them alive. Indeed, if you chose to be Huge, creatures have a substancial bonus to hitting the dragon. A dragon does not have Inherent Armor, either. If a dragon wishes to have Armor, they must hope that people can afford to materials to build one for his true form, or he must seal Spell Points to use magic and harden his scales. Spell Slots sealed for the dragon form, are also sealed for the human form. If the human form does not have enough Spell Slots to maintain the abilities of the dragon form, then they are disabled.
Cyborg/Android
When it comes to Cyborgs, they are able to chose most of the traits below. They are limited to as many Cybernetics Slots as their Stamina Modifier, so one with 4 stamina, can afford to take in 2 slots. As long as they remain within this limit, they maintain their Power, and the cybernetics have no further effect unless included in the use of an Ability (consuming Spell Slots as per usual) as an example, someone with a cybernetic arm could supercharge it with Electric magic and throw a heavy punch. That limit does not change for cyborgs. They are only allowed that few slots, unless they want to lose Power and switch over to Charge. Doing this mid-adventure can be quite costly to a character ...They would most certainly need to change how their life functions, as they'd lose access to all spells, all abilities, etc.
Androids have it a little differently. They can pick up to 10 slots worth of Augments, and switch Power into Charge. The switch means they cannot interract with magic unless extra-ordinary means are involved. (Means that are not available to starting characters) Charge replaces Spell Slots with Capacitor Slots, which allows them to power the extra ability of cybernetic augments even further. Some Augmentations are mandatory for androids. Without them, the Android is unable to do anything. Androids receive 10 slots, and have the replacement for Both Limbs, Torso, and the Positronic Neuralnet for free. Anything else needs to be purchased.
Power Charges
Capacitors and Batteries give you access to Power Charge. A Power Charge is required to empower the cybernetics that require High Power. Think of it as being a different form of Spell Slots. A Power Charge is required to empower the legs, to run faster, and kick with the extra damage. A power charge is required to use the bonus initiative granted by the Positronic Neuralnet.
Cybernetics:
- Augmented Eyes: This costs one point, and grants the cyborg/android the ability to see through multiple spectrums of light, including non-visible light. These eyes are also immune to usual tactics for blinding, though exceptions may occur at GM prerogative (Pitch in the eyes may still blind the character, per example.) The Cybernetic Eyes also grant a +2 accuracy to the use of ranged weapons, and contrast highlighting gives a +5 to notice the concealed. Infrared vision may allow vision in the dark. The eyes can function as normal light without power, they require minimal power to function fully.
- Micro Radio-isotope thermal Generator: Costing 2 point, this generator provides just enough power for the systems that requires low power to function indifinately. The generator creates energy by using heat from decaying radioactive matter. The fuel cell needs to be changed every decade, and can only be found on worlds with a Modern level technology. It is capable of providing 1 charge per hour of rest, thus, being able to fill up a capacitor after 6 hours. However, it will take much longer for it to fully charge batteries.
- Augmented Legs: Costing 1 point, this grants faster movement speed, +5 to jump, and an extra 1d6 damage on Kick attacks. They function normally with low power, but require high power to grant the bonus. The bonus is not given if only one limb is augmented, and in that case it does not cost. It can be used to replace a limb lost in an accident.
- Augmented Arms: Costing 1 point, this grants more precision in movement, and greater strength. Dexterity skill checks gain a +2 bonus, and unarmed attacks with hands gain an extra 1d6 damage. They function normally with low power, but require high power for the bonus.The bonus is not given if only one limb is augmented, and in that case it does not cost. It can be used to replace a limb lost in an accident.
- Augmented Lungs: Costing 1 point, the augmented lungs offer a filter against toxins and helps absorb oxygen from thin admospheres. In case of all Limb replacement, and Brain Replacement, this cybernetic becomes obsolete. Requires low power to function normally.
- Positronic Neuralnet: Costing 2 points, this implant has replaced the brain entirely. At this point, more spiritual people consider the character to no longer be a living being. From this moment, you cease to be a Cyborg, and become a full on Android. The soul is distorted. Nobody knows what happens to it. Is it destroyed, or has it become one with the electronics within the brain? In anycase, should the brain be destroyed, death is permanent and irreversible. However, independant power supply can maintain the memories for a few weeks as long as the brain casing remains intact. You may still be able to possess emotions, but mind control is now possible via hacking and programming. With this on, all cybernetics meant for life support can now be removed, for all that is required at this point is energy. Requires low power to function normally. When high power is available, this grants +4 to initiative.
- Subdermal Graphite Armor: For each points put into this ability, grants 2 points of Armor that stacks with other sources of armor. Maximum of five stacks. This requires no power to function normally.
- Built-in weapon: A weapon can be built into each of the cybernetic limbs. They do not cost any points as long as they are small arms. Larger weapons will cost 1 point however, and Heavy weapons cannot be installed. Requires: Cybernetic Arm, or Cybernetic Leg. Energy weapons require high power to function. Other weapons require no power, but may require ammunition.
- Torso Replacement: Replacing the entire torso with a cybernetic variant, allows to better protect the squishy parts within. This costs 2 points, and grants immunity to critical hits. Requires no power to function normally. If Taken by a Cyborg, lowers Power by 2.
- High Energy Capacitor Bank: Costs two points, to protect against Electricity discharges. For every 10 points of electricity damage absorbed (before any vulnerability is applied) the capacitor bank will store 1 charge. Using this to recharge in a 120volt outlet, it is equivalent to 1 Charge per minutes of charge. This capacitor bank can hold 5 charges for 2 slots, or 10 charges for 3. When the Capacitors are full, they stop absorbing damage, and any extra Electricity damage will inflict damage according to the vulnerability. Trying to somehow force the capacitors to take more charge may cause them to explode, immediately incapacitating you. However, the capacitors cannot be directly targetted by spells, as they should be hidden safely inside. This provides high power for modules, no matter how many are used, it can keep those modules in function for up to the charge in the capacitors. The Capacitors can Overclock a cybernetic with a high power charge, costing 1 extra charge to allow to double the bonus given by the said cybernetics. However, for every cybernetics such overclocked, one hour is drained, and the heat level rises. It can be used safely for 1 round in hot worlds, 2 rounds on temperate worlds, and 4 rounds on cold worlds. Going beyond will inflict 1d6 (Cold), 2d6(Temperate), 4d6(Hot) that cannot be reduced or absorbed by any form of armor or protection. This damage is internal. As a note, if two cybernetics are overclocked and overheated, the damage is additive, and may quickly become lethal. The Capacitor also protects the Capacitor Slots from Charge statistics.
- Battery Bank: The Battery Bank can be used to power low-power systems for 1 day per charge. The Battery Bank increases the Capacitor Slot capacity by 5, 10, and 15.
- Dermal Solar Cells: Allows the surface skin of the machine to be covered with solar cells, allowing to increase charge by 1 every 4 hours of solar exposition However, it requires to go around shirtless, or it will not provide enough power to charge the energy storage. It costs 1 point.
- Jet Packs: There are two types of Jetpacks. Using either fuel or Charge. A fuel cannister allows up to one hour of flight, with use based on a minute to minute. Whereas a Charge can power flight for 1 minute. The Jetpacks requires complete leg replacement and torso replacement, so the cost is hefty on a Cyborg.
- Energy Shielding: The Energy Shield provides protection at the cost of Energy. While powered, it provides 2 Deflection. Feeding a Charge climbs it to 5, and if you Overload it, it climbs to 10.
- Dermal Stealth Enhancement: Cannot be used along with the Dermal Solar Cells. It only affects the skin, and not what is above it. While active, it allows the Android to change their skin to appear as though someone else. Though not as efficient as some form of magic, it gives +2 to any social checks when trying to appear human. For the cost of 1 charge per round, allows to turn invisible to optics. An Android is also invisible to Spirit Sense by virtue of not being alive.
- Nanite Repair System: This requires Power to function, allowing the android or the cybernetic parts of a cyborg to repair damage over time at a rate of 1 hit point per hour. Putting a Charge into it allows the cyborg to heal by 1d8+Endurance modifier, and Overloading (causing heat) allows to heal by 3d8+Endurance modifier. However, any damage caused by Overheating cannot be repaired by charge, only with time.
- Nitrogen Capsule Cooling: Can store up to 2 nitrogen capsules that can reduce Heat by 5 on use. Using the capsule causes a loud hissing noise, and plumes of nitrogen gas to evaporate. The capsules need to be reloaded, and low tech worlds may not have the means to provide liquid nitrogen. Can be used multiple times, each times adding 2 extra capsules.
- Grappling Arm: Allows to fire the arm on a metal wire to use as a grappling hook, or to capture objects at a distance. Cannot be used at the same time as a built-in weapon. Allows to make a single Punch at a range.
The Battery Bank and Capactor Banks are exclusive of one another. They are so large that you cannot put both together. Though the Radio-isotope thermal reactor can recharge the batteries slowly while at rest, it is incapable of recharging the capacitor banks. It can only be charged by a more powerful, external source of power.
Due to the Construct nature, every parts that are cybernized receive damage resistance except if the source is from lightning(Capacitor banks negates this). Torso replacement replaces all organs with cybernetic variants, which means there is no longer a possibility for critical hits, and the torso also receives half damage. Cybernized parts can still be affected by magic that affects materials however. It maybe possible to gain protections against these as well, but the methods maybe quite difficult to acquire.
The Heat Management is the worst enemy of an android. Everything about them produces tremendous amounts of heat, and if one choses to use the capacitor, it is even worse. An Android can hold as many charges of heat as their Endurance statistic, minimum 1. In a normal world, it takes about a minute to discharge one unit of heat, but that rule changes depending on the worlds where they are. Under the sun in a hot world, the android is unable to dissipate any heat, and the simple fact of using a Charge causes 1 point of Heat, and Heat is not discharged until night when it gets cooler, and even then, it is at a rate of 1 point per hour. In an icy cold world, 1 point of heat is discharged per round. When going above the limit of Heat of the android's body, it begins to take damage. 1d6 per rounds over the heat limit, per heat points over the limit. So, if someone is 4 heat points above his limit, he takes 4d6 damage per round. This damage is internal and ignores the ability androids have to reduce damage in half, armor, or all other forms of protection. Since the heat is internal, wearing armor or clothing that protects against heat does not stop this damage from happening. Likewise, for every 10 fire damage an Android takes, (after the reduction), their Heat level raises by 1. So, catching an android in a steady stream of flame throwers can defeat them by overheating.
Homonculi are the Magical equivalent to Androids. Unlike Golems, they do have a mind and are able to act, but they still do not possess a real complete soul. Though they maintain an attachment to Magic, as they are powered by Magic. They follow the same rules when constructing android, but cannot make use of any of the augmentations that deal generation or storage of Charge (They do not use Charge, they still use Spell Slots). Any cybernetics that require Charge can be used by a Homonculus, but does not receive any extra boons due to their lack of Charge.
The power is stored internally into magic batteries, that is built-in via the Power statistics. Instead, they gain a few possibilities that can replace the previous Cybernetics. Note that they receive the limbs, and torso for free, which grants them immunity to critical hits as normal.
- Lenses of Revealing: Using the Power within, they are able to perceive Magic. Though it does not give them further defense against it, it still allows them to perceive that energy, and possibility try to avoid the effects.
- Etherano Emitter: The Homonculus can wrap their limb with magic energy. To allow both limbs, it must be purchased twice. If combined with the Lenses of Revealing, this can be used to block any spells that normally requires Line of Sight, by disrupting the magic as it forms. In this case, you must win a contest between your weapon skilll and the casting skill of the opponent. This also allows to spend Spell Slots and improve the damage of unarmed strikes. This costs 1 slot per limb. Replaces the built-in weapon. The damage augmentation is 1d8 per attack. Spending a spell slot activates that weapon for an entire round.
- Etherano Syphon: Syphoning magic out of the air allows them to charge their Spell Slots. It takes 1 hour of syphoning to generate 1 Spell Slot. In a low magic world, this does not allow them to regain spell slots, but they remain active. In a null magic world, they are unable to use that power to function, and must spend spell slots for each day spent into that world, or their functions may end.
- Spell Matrix: This allows the homonculus to focus the magic stored within, and then create an effect. Thouch, each matrix can only replicate one effect at a time, so multiple Matrices are required to create an effect. This costs 1 augmentation slot each. It is how a Homonculus creates its abilities. Each use consumes Spell Slots as appropriate. Though, each Spell Matrix requires 1 extra spell slot for use. So a Spell Matrix that would be equivalent to a cantrip would consume 1 Spell Slot. This extra spell slot cost does not stack with the extra cost for a Sealed Slot Ability, so a lot of Homonculi create always-on spell effects via those, by keeping some of the power they generate constantly reserved towards it.
- Etherano Vampire: While touching a receptacle of Spell Slot, the Homonculus does 2d4, versus the Power Modifier of the target. The Homonculus can drain that many spell slots, and regain only half. Using it unwillingly on allies may anger them. It is also possible to be corrupted if used on a source of corrupted magic. A corrupted Homonculus' personality will be altered. However, the Lenses of Revealing would allow them to know either or not the magic is corrupt.
- Elemental Battery: Chose one of the elements of the game. The magic of that element rather then causing harm, recharges the spell slot of the homonculus. It takes 10 point of damage to recharge 1 spell slot(note that the damage of that single element is negated). Taking this ability a second time allows to take a boon when taking the chosen damage. The boon must have some kind of link with the chosen damage, such as having an aura of heat when hit by fire, or discharging electricity when hit by lightning. This ability functions against most sources of magic, but can be overpowered if abused. Walking into lava or sticking your fingers in a 240v power outlet may have interesting results, as the energy comes in faster then they can discharge it...
Homonculi share the same qualities of Construct as Androids do, thus, they receive half damage as normal for physical sources of damage. They can still be affected by spells that transmute matter, however, are still able to shield themselves a little against it, unlike Androids, by using their Willpower as per normal. Unlike normal human beings, Homonculi cannot generate any Spell Slot on their own, and must spend 1 spell slot to maintain their body functions per day. Thus, being able to absorb magic in some way is a requirement for surviving a length of time. Without the Syphon, a homonculus loses 1 spell slot per day, until their functions cease. As long as they have Spell Slots to keep functioning, a Homonculus will regenerate as normal, and can be healed by magic, but at only half efficiency. Repair spells also function on them!
Human
Humans are simply put ... Wonderous biomachines that can be found everywhere, in every worlds, and how would you explain that? They are adept at adapting. A human can get used to intense colds, providing they have the required clothing, and they can also get used to quite intense heat, considering they have access to enough water. They can develop a tolerance for more toxic environments, and also thrive in pure jungle worlds. Simply put, they get no penalties, and no bonuses anywhere they go. To them, its just a matter of knowing what to do when the environment changes. After twenty four hours of living in a world, humans adapts, and stops suffering the world's negative effects, or at least negates some of it. With GM permission, they may also share some of that benefit with other races where it makes sense.
Elves
Each species of elves have had some time to adapt to a specific environment. Some elves are more magical in nature, and they may more fit into the Magical Entities below. However, when it comes to the majority of elves, they have a chosen environment where they thrive, and the opposite environment is something that is very difficult for them. As an example, an Aquatic Elf would find itself suffering quite intensely from a Hot, Dry world. The capabilities and Flaws of the elf in question will be created as needed with the GM. Half-Elves however, usually rid themselves of the flaws of elves, but also taken in some of the flaws of humans in the way. In anycase, Half Elves are usually more classified as Humans then Elves, but otherwise is still possible!
Magical Entities
This is where we put entities that have a strong link to Magic. Those creatures of course, are generally more comfortable into high magic worlds. Though, some of those Magical Entities may be instead based on Psionics, so be more comfortable in a Low Magic world. This race applies to many types of creatures, such as the fae, spirits, elementals, some types of elves, certain types of dragons...You are allowed to pick One Positive trait, and one flaw from the following. These are racial traits and flaws, and picking more general flaws may or may not replace these, with GM discretion.
Traits:
Improved Magic Capacity: The Character has 2 extra spell slots to use to cast spells.
Improved Native Magic: The Character has 4 extra spell slots to use for Sealed Abilities.
Animal Communication: This character is natively able to talk with animals and beasts. This may or may not apply to monsters, on a situation basis.
Plant Communication: This character is capable of communicating with plants, though the plants' perspective is limited to what they can normally perceive. Grass knows if something walked on it, trees know if something came by.
Animal Shifting: The character's apt at taking on an animal form. The animal form may have different statistics, but in that case the character is unable to use magic in that form. The statistics are virtually the same, just shuffled around between stats, so increasing one will increase the stat it is linked to into the other form.
Pixie Form: The character can change into a diminutive creature. Normally, the creature has the capability to fly. However, any Strength is nullified, and the damage of any 1 handed weapon drops to 1, and two handed weapons to 2. Their hit points in this form are also halved. However, their base defense climbs from 8 to 13 plus dexterity modifier. Clothes they wear will also shift with them. Though, this ability ceases to function in a low magic world or worse.
Flaws:
Inadaptibility: The character is unable to adapt to an environment other then its own. It suffers double the usual penalties when in a world that is different then where they come from. A world that would have no penalties, but still differs from theirs makes them uncomfortable, even though they take no penalties.
Vulnerability to Cold/Pure Iron: The character takes damage by sheer contact with pure iron, and the proximity of it gives them chills akin to an instinctive fear. Weapons of that material inflict double damage (only the weapon die itself)
Art Entrances: The character is entranced by Music or beautiful art. They must make a 1d20 check with their Wisdom bonus, versus a difficulty of 12, or be dazed while the prestation lasts, or up to one minute.
Dragons
Dragons are great beasts with powerful bodies. Though, it is not exactly where this ratial ability is going, dragons usually have an ability that specifies what kind of beast they actually are. There are the elemental dragons, that are strong with an element, but weak against another. Aquatic dragons maybe able to breathe water, but suffer when a world's atmosphere is thinner. Some dragons maybe able to require very little air to breathe, but have more difficulties when earthbound. What the dragon has, and suffers from, is to be discussed depending on what type of dragon it is. Though, even great beasts such as dragons aren't perfect creatures. They will suffer from a weakness...One they should keep to themselves!
Dragons get to pick three traits, 1 flaw, and also accrue slower experience. Their longevity and stubbornness makes it difficult for them to learn lessons. It takes 2 adventures for a dragon to gain 1 level (You may write it as 'Half' on sheet. So 0.5, 1, 1.5...)
Elemental Resistance/Breath: Pick one of the many elements, your dragon has resistance to the effects of that element, and their breath weapon is also tied to that element. This trait can only picked once, recommands the flaw: Elemental Vulnerability for the opposite element. You can put two traits into the Elemental traits, which grants you immunity to that element instead of resistance. When immune to an element, you are also immune to any status attached to it.
Mighty Roar: Can only be taken when the dragon has no elements (just above) granting them a roar so powerful that it physically shears objects directly in front of them with the shockwave. This damage also comes with a chance to deafen creaturs struck. Like the breath however, you cannot distinguish friends from foes, so if you decide to roar with your allies in the melee, be prepared for the consequences. Recommended Flaw: Harsh voice
Flight: The dragon is able to fly onto mighty wings. Without this trait, the dragon is a Wingless creature. You may also opt to fly without wings, but this increases the cost of this trait to 2. Winged Flight can be disabled if the enemies target your wings, just as someone can have their legs crippled. Recommended Flaw: Clumsy
Water Breathing: The dragon can breathe water. This does not filter out toxins in the water, so poisonous water would poison the dragon, unless otherwise immune. Recommended Flaw: Weak Breath
Efficient Breathing: The dragon needs little air to live, and maybe able to breathe when the air is extremely thin, and they also resist a certain level of air toxicity. Recommended Flaw: Hyperventilation
Huge Size: The dragon in his true form has double the health, however, enemies get a +4 to hit them due to their huge size. Recommended Flaw: Clumsy
Flaws:
Vulnerability: Pick one element, the dragon takes double damage from that element.
Harsh Voice: The dragon's voice is very harsh and barely human, making any attempts at communication difficult. This flaw persists also into human form, thus making communication difficult at all times.
Clumsy: The dragon is clumsy on land. Any rolls that involve athletics are halved, and they never look comfortable when walking. This penalty is also applied when dodging while on the ground.
Weak Breath: This flaw can only be taken with Water Breathing. The dragon has difficulties breathing normal air, and should the air end up being thin or toxic, they would find themselves being consistantly out of breath.
Hyperventilation: When the air is more dense, the dragon chokes on it. The lungs are so efficient that air that is too rich is difficult to deal with, so they end up hyperventilating. Only possible with Efficient Breathing.
Standing Du...Drake: The Dragon is simply put, so large that he's unable to dodge. However, taking all those blows made the Dragon's skin a little harder. He gains Armor rating equivalent to his level!
Human Form: All dragons have a human form. Traits and flaws do not apply in human form, unless otherwise noted. The human form is meant to replicate a human's body, so many of the flaws are not transfered over, and they can hope to pass off as being a human. However, dragons aren't human, and doesn't know the strife that comes with being born weak. They do not gain any advantage of human adaptibility, and will even instinctively refuse the help of humans from their adaptibility.
Dragon Form: Lets all admit, its awesome to be a dragon. To be large, to have all those traits, and that little flaw that is going to hinder you throughout your journey ... but it also paints a giant bulls eye on you. If you aren't careful as to when you become a dragon, its most definate that you will become the primary target as a monster --- and it may also ruin any negotiations by your other party members. People may refuse to ally to a group that is friends with a monster! However, the dragon form also comes with some intrinsic abilities. For one, the dragon form gets a +5 to Strength, Endurance, and Power. However, social stigmata is likely to strongly favor the dragon as a target, so those bonus stats that may go beyond human limits may not be enough to keep them alive. Indeed, if you chose to be Huge, creatures have a substancial bonus to hitting the dragon. A dragon does not have Inherent Armor, either. If a dragon wishes to have Armor, they must hope that people can afford to materials to build one for his true form, or he must seal Spell Points to use magic and harden his scales. Spell Slots sealed for the dragon form, are also sealed for the human form. If the human form does not have enough Spell Slots to maintain the abilities of the dragon form, then they are disabled.