Showing posts with label Necromundus Races. Show all posts
Showing posts with label Necromundus Races. Show all posts

Tuesday, January 6, 2009

Dracoids: An Introduction

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Ursinoids: An Introduction

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Elves: An Introduction

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Dwarves: An Introduction

Dwarves are "short, stout and bold" creatures who inhabit the realm of Necromundus, and are "often fond of treasure and ale". Awarded extra points in the areas of Perception, Willpower, Strength and Constitution, the race radiates strength, stubbornness, perceptivity, and vigor. Dwarves function in three classes only- Warrior, Rogue or Magic User. For reasons unknown, Healing evades their skills.

Though there are not as many inherent skills and abilities for dwarves as other races, they come with a few natural advantages. First, Dwarves are blessed with the treasure skill, which increases the likelihood of rare loot drops during combat. Their abilities also allow them to stun opponents and earn extra turns in combat. (See Bluster). Finally, lacking a set canon within the game, dwarves are incredibly flexible to play. Concepts for dwarf characters are encouraged to be innovated, interesting, and creative- remember that this is an after-life of sorts, and many creatures were not as they appear in Necromundus while they were alive. For JTS players looking to expand their game play with a sense of continuity, Chiaroscuro players may choose to submit a deceased Halaghi concept to Necromundus as well.

Sauroids: An Introduction

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Tauroids: An Introduction

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Lupoids: An Introduction

None of the following suggestions are cannon, they are simply suggestions that myself and fellow Lupoid players have found to work well in RP. Feel free to use as many or as few as you wish, and to add anything else you find works well.

One of the things we've found to be enjoyable in RP, as well as a bit of a challenge for ourselves, is to make our Lupoids act like wolves. What does this mean? No facial expressions except snarling, expression of emotion is done primarily through the tail, ears and eyes. The following basic guidelines, based on dogs, have worked well so far:

* Happy - Tail wagging, ears erect, possible barking.
* Content - Tail swishing slowly back and forth. This is more of an everyday, 'there's not much going on' type of expression.
* Anger - Ears flat, snarling, hair on back of neck bristling.
* Shame or Fear - Tail between legs, whimpering.
* Frustration, Mild Anger - Ears flat, growling.

Also, Lupoids have been played so far as having a low growl of a voice, this has so far been expressed by simply posing as such, or in some case doubling the letter 'r' every time it appears in the part being spoken. An example pose would look something like this:

Garviel nods, "I agrree."

Finally, if you wish to use it is a little something called Bloodlust. I've played around with it a little, and have gotten positive feedback from multiple players so far. When a good deal of blood has been spilled is the only time when Bloodlust will come into play. Roll willpower at either -1 or -2 (-2 would only be in extreme cases, large battles and the like). If the result is negative, Bloodlust has set in. The Lupoid in question will essentially go insane with the sheer thirst for blood, and will attack just about anything, regardless of how foolish or stupid it may be to do so. Sometimes weapons will be disbanded in favor of teeth and claws, other time it wont, this all really depends on the situation and the Lupoid. In order to stop the effects of bloodlust, once it sets in, the Lupoid should roll willpower again with the same modifier before every pose. If a positive result is made, then the Lupoid manages to overcome the affects and can regain normal activities, whatever thy may be.

Felinoids: An Introduction

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Humanoids: An Introduction

Humanoids, the basic race of any fantasy world. They are versatile, able to take any class, even if they have slightly lower stats than any other race. But, at the same time, they have a significant advantage over other races - an amazing sense of self.

When a person passes away happy with who they are, they become a humanoid - an empowered version of the person they were in life. They may have a desire to improve upon themselves, as everyone does, but have no desire to be something, or someone, different.

As a result of this trait, humanoids are often capable of things those of other races are not. They might stop another in his tracks through sheer will, banish enemies by the refusal to believe in them, or even, with a little luck, shrug off even the unavoidable.

Humanoids: An Introduction

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Demons: An Introduction

Demons are the servants of the Descendant Powers that want to take over Necromundus. Some have been Demons for long ages, others are fallen souls who have earned Necromundus as a first assignment.

Demons are sexless beings (although for ease of communication or whatever temptation they may have going they can take on the characteristics of a specific gender, this is entirely a choice and one which can be altered). In their purest form, they are largely featureless beings of broadly humanoid shape, sporting very large wings and bearing an aura of crimson flame with a heavy scent of sulphur.

While they are capable, with some effort, of taking on any form - there will always be some sign to those that look for it that one is dealing with a Demon and not a felinoid, lupoid, human or other being. The simplest sign is, of course, the red or black wings demons often sport. Fangs are also common, as is a lingering scent of sulphur in the air, or footsteps that burn or harm the earth. Demons are often far more capable than Angels at disguising their nature, and though they can never appear fully human it can often take a true member of a given race to know for certain that the being one faces is Not One Of Us.

Unlike any other race but the Angels, Demons don't just arrive in Necromundus, but are sent there with a purpose and a duty in mind. They may have to 'wake' to this awareness, but it's more a matter of time than anything that could be avoided. An demon's duty binds its will; it is physically incapable of betraying its duty regardless of what pains or tortures might be visited upon it. Likewise, Demons are uniformly considered 'evil' beings. They may well appear kind or friendly, but they are always 'evil'.


RP NOTES:

While not wishing to force players to be 'classically evil', that Demons are an evil race is a given - not a guess or supposition. A demon which fails to be evil, and fails to perform evil acts, may well expect the Greater Descendant Powers to take note of their dereliction of duty and visit horrible punishments upon them. Demons, like Angels, do not have free will. At the very least, a demon should be intent on corrupting and deceiving other PCs in some harmful manner, or on gaining control over them to influence the city toward the Descendant Powers.

Demons, like Angels, are mystical beings. They hold great power compared to many of the denizens of Necromundus, at the price of their free will. They are also subject to unique weaknesses which are not shared by any but their Angelic cousins.

Capture: While it would ordinarily be very difficult to bind an infernal creature such as a Demon, it can be done by a Mage or Priest versed in the correct ceremonial magics. However, to do this requires possession of the Demon's true name. (NOTE: No Demon on Necromundus will ever introduce itself or willingly refer to itself by its true name, so don't go thinking this is any kind of easy task!) Once a Demon is summoned into the mystic circle, it is bound there by the will of the casting priest or mage. This confinement is defined by a contested Willpower roll, once per day - if the Demon's roll is higher, the Demon has broken free. If the captor's roll is higher, the Demon is held bound for the next 24 hours.

Torture: As it is, again, difficult to cause harm to a creature as infernal in nature as a Demon, other methods have been devised. Magic can be used to cause a Demon harm, but the most effective torture again involves use of a Demon's True Name. Deliberate mispronunciations of the True Name cause a demon harm not unlike drawing fingernails across the blackboard of the soul. As this causes the demon great pain without doing it physical harm, it is favored (by those who can obtain the True Name required) as a form of interrogation. This is often the only form of torture that will gain the attention of a Demon at all, given how merciless their superiors often are in meting out punishment for any failures.

Angels: An Introduction

Angels are the servants of the Ascendant Powers that watch over Necromundus. (Or, as the Demons might say, servants of the powers trying to take over Necromundus.)

Angels are sexless beings (although for ease of communication, they'll often take on the characteristics of a specific gender, this is entirely a choice and one which can be altered). In their purest form, they are largely featureless beings of broadly humanoid shape, sporting very large wings and radiating a warm brilliant light.

While they are capable, with some effort, of taking on any form - there will always be some sign to those that look for it that one is dealing with an Angel and not a felinoid, lupoid, human or other being. The most common sign is their inherent radiance; light shines from an Angel's form regardless of what that form might be. Other common signs are a pleasant fragrance trailing in the Angel's wake, an aura of peace, joy or love, or in some cases wings on an otherwise wingless race (such as a winged felinoid or winged lupoid).

Unlike any other race but the Demons, Angels don't just arrive in Necromundus, but are sent there with a purpose and a duty in mind. They may have to 'wake' to this awareness, but it's more a matter of time than anything that could be avoided. An angel's duty binds its will; it is physically incapable of betraying its duty regardless of what pains or tortures might be visited upon it. Likewise, Angels are uniformly considered 'good' beings. They're not always kind or friendly, but they are always 'good'.

Angels, like Demons, are mystical beings. They hold great power compared to many of the denizens of Necromundus, at the price of their free will. They are also subject to unique weaknesses which are not shared by any but their Demonic cousins.

Capture: While it would ordinarily be very difficult to bind an ethereal creature such as an Angel, it can be done by a Mage or Priest versed in the correct ceremonial magics. However, to do this requires possession of the Angel's true name. (NOTE: No Angel on Necromundus will ever introduce itself or willingly refer to itself by its true name, so don't go thinking this is any kind of easy task!) Once an angel is summoned into the mystic circle, it is bound there by the will of the casting priest or mage. This confinement is defined by a contested Willpower roll, once per day - if the Angel's roll is higher, the Angel has broken free. If the captor's roll is higher, the Angel is held bound for the next 24 hours.

Torture: As it is, again, difficult to cause harm to a creature as ethereal in nature as an Angel, other methods have been devised. Magic can be used to cause an Angel harm, but the most effective torture again involves use of an angel's True Name. Deliberate mispronunciations of the True Name cause an angel harm not unlike drawing fingernails across the blackboard of the soul. As this causes the angel great pain without doing it physical harm, it is favored (by those who can obtain the True Name required) as a form of interrogation.