PlotChris
Nick : Extra Undead Activity Posts : 172 Join date : 2009-05-13 Age : 37 Location : In the hearts and minds of all true dreamers
| Subject: GYPSY RACIAL ADVANTAGES Fri Nov 06, 2009 10:35 pm | |
| GYPSY RACIAL ADVANTAGES
Origins: Gypsies are not truly their own race. Instead, they are what could be considered a ‘sub-race’ of sorts. For the most part, Gypsies look like, sound like, and act like Humans. However, they are NOT Humans. If anything, Gypsies are cursed Humans. Unfortunately for Gypsies, that is probably the most factually correct information anyone knows about them.
According to the ancient legends, there was a very large community of Humans that lived all over the great forest of Eredeti. These Humans lived in harmony with their natural surroundings and were master hunters and trappers, providing most of the fresh meat and furs for the nearby city of Deragon. They were also highly devout to the goddess of the moon, Bendis. Somehow, at some point, these forest dwellers greatly offended their patron deity and brought her wrath upon them. She expressed her displeasure by inflicting them ALL with a powerful and horrible curse. This curse drove the afflicted insane and many of them had their bodies forcibly misshapen into unspeakable forms. After some months of dealing with this tragedy, the strongest survivors ventured forth to the city of Deragon in order to seek aid from the healers of that city. However, their curse proved virulent and was spread to any they came in contact with. Other Humans were particularly hard hit as they were hit with the full force of the curse by even being in the same area as the afflicted. In order to preserve their city, the citizens of Deragon slaughtered many of those who became infected by the curse and exiled the survivors into Eredeti forever, on pain of death. Having nowhere else to go, and no solace or hope of a cure, the cursed people fled deep into their forest. Thus, the Gypsy race was born.
Seeking guidance from local spirits, the Gypsy people were eventually able to deal with their curse for the most part. But the damage had been done and the Gypsy people began to fracture into different tribes. Some tribes embraced their curse and sought to gain control over it. Others tried to suppress the curse and regain the Humanity they had lost. In modern Mordavia, the most severe aspects of the curse have faded and many Gypsies have been able to work their way back into mainstream society. Unfortunately, a Royal Decree that has stood for 20,000 years keeps the Gypsy people in exile and subject to final death…if they can be found. But truth be told, today’s Gypsies could be any Human that you come across and it is nearly impossible to tell them apart unless they use their Gypsy abilities…in which case you are probably dead before you can react to them. And the only place to really ‘easily’ find a Gypsy is deep in Eredeti, but anyone will tell you that only a fool goes looking for Gypsies on their home turf.
Attributes: Gypsies are a bit stronger and much tougher than their Human cousins due to their millennia of time in Eredeti. They have retained some of the Human advantages to grouping together but boast a number of abilities both physical and metaphysical that are distinctly their own. Gypsies are usually very good at pretending to be Human and are only identifiable as Gypsies when they use their distinctly Gypsy abilities. Otherwise, they pass as average Humans, except for those few who give themselves over to their curses.
Applications: Gypsies usually try to pass for Humans, as discovery of their Gypsy nature means certain death in most areas of the Kingdom. However, they excel as hunters, trackers, and guides of all sorts. In particular, and not surprisingly, they are even better in wooded areas. Gypsies lack the mental prowess of Humans and are not particularly suited for production. Gypsies are powerful in groups and tend to stick together in a tight family or clan, much as Humans. They can be found all across the board in many occupations and professions and don’t restrict themselves to any one or the Universe, and everyday things that would make them predictable targets.
Gypsies who give in to their curses are almost never seen in ‘civilized’ society and do not tend to socialize well. The cost for this physical increase is a depletion of social qualities and increase in feral and animalistic instincts. However, they are bigger, tougher, and stronger than their Humanized brethren and are extremely effective hunters and killers.
Pre-Racial Advantages
AAssimilation/Feral: 5 ranks You either blend into Human society or give in to your wild side. Assimilation suppresses the darker nature of the Gypsy ‘curse’, making it easier for them to pass off as Humans. Feral unleashes the inner beast and makes you a far more potent killer at the expense of your looks…making you more noticeably non-Human.
Wild Evasion: 4 ranks (1/5lvls) Once per day, per rank, when entering a wooded area or area that has a lot of brush or tall grass, a Gypsy can spontaneously disappear into it. This ability is activated without a count and acts as the Evasion skill with an Evasion rating of 2 + 1 per rank. (A Gypsy can use this advantage even if they are otherwise unable to use skills or abilities, provided they are in the proper area.) Rank 3 – The Gypsy can move while evading Rank 4 – The Gypsy can run while evading.
Racial Advantages
Animal Empathy: 5 ranks (1/4lvls) Once per day, per rank, a Gypsy can throw an ‘Innate’ Charm Animal. This advantage also allows them to communicate on a basic level with non-hostile animals.
Confusion: 5 ranks (1/5lvls) Once per day, per rank, a Gypsy can throw an ‘Innate’ Confusion packet. Confusion causes the target to confuse enemies and allies. The target will attack the closest available targets mercilessly for the remainder of the ability. This lasts for 5 minutes.
Constitution: X ranks Every time you purchase this advantage, you gain an additional 8 max hit points.
Entangle: 5 ranks (1/4lvls) Once per day, per rank, a Gypsy can throw an ‘Innate’ Entangle packet. The target is grasped by magical roots and vines up to the waist. This can only be broken by +4 strength or on a cutting count of 20 seconds.
Group Tactics: 5 ranks (1/5lvls) Humans are notoriously good at producing big results with relatively small numbers. Once per day, per rank, a Human with this advantage can give himself +1 damage per Human in his party, equal to the number of ranks in this advantage.
Predator: 5 ranks (1/5lvls) Once per day, per rank, you specify a specific target. Until that target is encountered, you gain +1 tracking and +1 combat damage against that target. The tracking bonus and damage bonus increase by a factor of 1 per rank.
Strength: 4 ranks (1/5lvls) You gain +1 strength per rank.
Trackless: 5 ranks (1/5lvls) When passing through non-urban areas, you get +1 Evasion per rank.
Toughness: 4 ranks (1/5lvls) You gain +1 toughness per rank.
Wild Meditation: 5 ranks (1/5lvls) A Gypsy can enter a wild area and use the power of nature around them to heal themselves and remove status effects. (A Gypsy can use this advantage even if they are otherwise unable to use skills or abilities, provided they are in the proper area.) Rank 1 – 5 minute count – Heal 10 hit points and remove 1 status effect of level 1-2 Rank 2 – 4 minute count – Heal 20 hit points and remove 1 status effect of level 1-4 Rank 3 – 3 minute count – Heal 30 hit points and remove 1 status effect of level 1-6 Rank 4 – 2 minute count – Heal 40 hit points and remove 2 status effects of level 1-6 Rank 5 – 1 minute count – Heal 50 hit points and remove 2 status effects of level 1-6
Last edited by PlotChris on Tue Aug 03, 2010 7:00 pm; edited 4 times in total | |
|
Ava Lenore
Posts : 28 Join date : 2009-11-11 Age : 37 Location : Harahan, LA
| Subject: Re: GYPSY RACIAL ADVANTAGES Wed Nov 11, 2009 8:37 pm | |
| - PlotChris wrote:
- GYPSY RACIAL ADVANTAGES
Group Tactics: 5 ranks Humans are notoriously good at producing big results with relatively small numbers. Once per day, per rank, a Human with this advantage can give himself +1 damage per Human in his party, equal to the number of ranks in this advantage. Typo? | |
|
PlotChris
Nick : Extra Undead Activity Posts : 172 Join date : 2009-05-13 Age : 37 Location : In the hearts and minds of all true dreamers
| Subject: Re: GYPSY RACIAL ADVANTAGES Wed Nov 11, 2009 8:47 pm | |
| Yep, typo.
It should read "Gypsies, like their Human cousins..." and "Gypsies". | |
|
Grey
Nick : He scares us Sometimes Posts : 29 Join date : 2009-11-11 Age : 43
| Subject: Re: GYPSY RACIAL ADVANTAGES Thu Dec 24, 2009 12:55 am | |
| "and Everything things that would make them predictable targets."
should be everyday things...
----------------------------------------
How many times per day can one use the "wild meditation". If i set out in the woods for 15min, would I heal 30 hps with rank one? Or is use once per day per rank like some of the other skills.
Being kill on sight, im hoping for "Pass the time and heal" version, but clarity is needed. | |
|
PlotChris
Nick : Extra Undead Activity Posts : 172 Join date : 2009-05-13 Age : 37 Location : In the hearts and minds of all true dreamers
| Subject: Re: GYPSY RACIAL ADVANTAGES Thu Dec 24, 2009 3:13 am | |
| Edit made.
There are no restrictions on the time that it takes to use Wild Meditation.
You sit and pass the time. In 15 minutes, the ability would activate 3 times. You would heal 30 points, and could have healed yourself of 3 low level status effects. | |
|
Grey
Nick : He scares us Sometimes Posts : 29 Join date : 2009-11-11 Age : 43
| Subject: Re: GYPSY RACIAL ADVANTAGES Sat Jul 31, 2010 10:19 pm | |
| A Gypsy can entire a wild area and use the power of nature around them to heal themselves and remove status effects.
Typo* Should be can "enter" | |
|
PlotChris
Nick : Extra Undead Activity Posts : 172 Join date : 2009-05-13 Age : 37 Location : In the hearts and minds of all true dreamers
| Subject: Re: GYPSY RACIAL ADVANTAGES Tue Aug 03, 2010 7:01 pm | |
| | |
|
Sponsored content
| Subject: Re: GYPSY RACIAL ADVANTAGES | |
| |
|