Mechanics Apocrypha: Species

SAGE

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Name: Species
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Talents

Warg Species

Common Personality Traits: Cruel and bestial. Eschew tools, and find those who use them weak.

Common Physical Traits: Wargs resemble wolves. Really big wolves. Like wolves that weigh half a ton.

Example Names: Auk, Kraug, Orir, Skeslok, Snash.

Splinter Race Feats: Elemental Heritage/Legacy (Wargs may select Elemental Legacy as a feat), Warg-specific species feats

Type: Large (2x1) quadruped Beast with a Reach of 1. Your maximum wounds equal your Constitution score x1.5 (rounded down).

  • Attributes: +2 Strength, -2 Intelligence.
  • Base Speed: 40 ft.
  • Bloodhound: Your base scent range is equal to your Wisdom score x 10 ft. and, you gain a +6 bonus with Track checks.
  • Bloody Jaws: You gain Bite II with the bleed quality.
  • Darkvision I: You ignore the effects of dim and faint lighting.
  • Iconic Classes: If you possess more levels in any base class than your Scout and Thug levels combined, your starting action dice decrease by 1.
  • Menacing Threat: You may Threaten up to 3 opponents at once (see FC, page 220). You roll only once for the action, while each opponent rolls to resist separately. If you gain this ability from two or more sources, the number of opponents you may target increases by 1 for each additional menacing threat ability.
  • Restricted Actions: When you make Maneuver, Mend, and Train & Breed Animal checks, you are always considered unskilled.
  • Sure Footed: Your encumbrance loads increase by 50%. When you take a Run action, your move multiplier increases by 1 (typically to 5).

Specialities

Hunt-Caller

Sometimes you lead the pack to feast. Sometimes you lead them to war!

Requirement: Warg

  • Bonus Feat: Spirit Warg
  • Linguist: You gain 2 additional language Interests.
  • Oo'Rah!: One per scene, you may speak to 1 of your teammates for 1 minutes to grant them a +1 morale bonus to all lethal damage rolls until the end of the current scene.
  • Practiced Intimidate: If you spend an action die to boost an Intimidate check and the check still fails, you gain the action die back after the action is resolved.
  • Terrifying Look: The Will save DCs of stress damage you inflict increase by 4.

Pack-Leader

Where you lead, howling death follows.

Requirement: Warg

  • Bonus Feat: Alpha Warg
  • Crunch!: Your Strength-based damage rolls inflict an additional +1 damage.
  • Stand Together: You gain a +2 morale bonus to you defense and all saving throws if there are at least 2 other characters who share your Species adjacent to you.
  • Terrifying Look: The Will save DCs of stress damage you inflict increase by 4.
  • Thick Hide 2: You are considered to be wearing partial armor that provides Damage Reduction 2. This DR does not stack with worn armor (only the best protection applies).

Ruin-Stalker

Your best kills leave behind nothing but a pool of cooling blood and the sour scent of fear.

Requirement: Warg

  • Bonus Feat: Shadow Warg
  • Bloody Mess: The Fortitude save DCs of damage you inflict with the bleed quality increase by 4.
  • Decisive: You gain a +5 bonus to initiative rolls.
  • Cheap Shot: You gain the Cheap Shot trick.
  • Natural Stealth: You gain 1 rank in Sneak and a +1 morale bonus to all Sneak checks. Apply this bonus rank before spending skill points.

Sacarsa

While nar of many backgrounds become priests and priestesses of Qu'ulsis, the sacarsa are born to the calling. Sacarsa children possess highly prized abilities, and this creates a delicate balancing act for a sept that births one. While their abilities tend to gain them significant favor within a given sept (from both a social and reproductive standpoint), sooner or later they are expected to leave their septs and dedicate themselves to the priesthood. They are the most solidly devout of all the children of Qu'ulsis, and are considered leaders in spiritual matters. Only rarely do sacarsa voyage to other worlds, for their generally unnerving nature works against them as species representatives. When a sacarsa does travel, he or she invariably does so with a retinue of elel bodyguards and other aides.

Requirement: Nar

  • Bonus Feat: Spider Nation
  • Stir the Echoes: Once per scene when you fail an Embracing the Echo coin toss, you may toss the coin again.
  • More than Luck: Your number of starting action dice increases by 1.
  • OoRah!: Once per scene, you may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus to all lethal damage rolls until the end of the current scene.

Wild-Stalker

There are many good reasons to fear the wilds. You are one of them.

  • Bonus Feat: Pathfinder Basics
  • Bloody Mess: The Fortitude save DCs of damage you inflict with the bleed quality increase by 4.
  • Frightening Wilds: You may Threaten using your Survival skill.
  • Game Hunter: You inflict +2 damage when attacking standard animals or standard beasts.
  • Natural Survivor: You gain 1 rank in Survival and a +1 morale bonus to all Survival checks. Apply this bonus rank before spending skill points.

Feats

Alpha Warg

You don't run with the big dog. You are the big dog.

Prerequisites: Warg.

Benefit: Captain is an Iconic Class for you and your size increases to Large (2x2) with a reach of 1. Your menacing threat may now affect up to 4 opponents at once.

Shadow Warg

They may not see you, but they're still scared to death of you.

Prerequisites: Warg.

Benefit: Burglar is an Iconic Class for you and when you would gain a bonus Melee Combat feat you may instead choose a Basic Combat feat. You may Threaten using your Sneak skill. You gain the Salt the Wound trick (see FC, page 222).

Spirit Warg

You are a mystic among wargs, as mysterious as you are deadly.

Prerequisites: Warg.

Benefit: Priest is an Iconic Class for you and your bite counts as your ritual weapon. Once per scene you may turn Folk.

Wise Warg

You get to be old being a fool. Not in this pack.

Prerequisites: Warg.

Benefit: Sage is an Iconic Class for you. You may Threaten using your Sense Motive skill and gain the Mix-Up (threaten) trick (see FC, page 221).

Templates

Warg Template (+10 XP)

The NPCs type changes to Large (2x1 reach 1) Quadruped Beast walker with a speed of 40. He also gains the bloodhound, darkvision I, menacing threat, and sure footed qualities and a Bite I (w/ the bleed quality) natural attack. He suffers from the restricted actions (Maneuver, Mend, and Train & Breed Animal checks) limitation.

Contributors

Ansel, Loren Dean, Scott Gearin, Dennis Holliday, Ian MacDougall

 
   

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