Terraneans are a race of sentient
mineral humanoids living in tribes in underground caverns deep beneath
Earth's surface. Terraneans were originally a Dwarf race who were altered by
a powerful Astaroth to serve as his minions. The Astaroth was eventually
slain by Doomslayer and the Terraneans were freed of his influence. They
chose to travel even further into the earth, near its core.
Physical Traits: Rock skin, which is highly resistant to extreme heat, and can stand in molten lava without harm to themselves.
Height: 5 ft
Weight: 300 lbs
Sensory Organs: Visual
INT: 2D6, WIS: 2D6, STR: 5D6, DEX: 3D6, CON: 4D6, CHA: 2D6, MR: 2D6, HPs: CON +(D20 x20)
Orbit/Climate: See Earth.
Feeding Habits: Minerals
Lifespan: Unmeasured, possibly thousands of years
Culture: Hostile. Intolerant and aggressive, held in check by strong social customs.
Government: Tribal, headed by chiefs but great power in the tribes is held by the shamans (sometimes called witch doctors) who are their religious leaders.
Population: 14 million
Creating a Terranean character
|Step 1: Age|
|Determine your character's age. If older than 100 you need to determine which years you have been present in.|
|01-20||100 xD10 years|
|21-40||100 x2D10 years|
|41-60||100 x4D10 years|
|61-75||100 x6D10 years|
|76-90||100 x8D10 years|
|91-00||100 x10D10 years|
|Next decide what you have been doing. Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously?|
|Step 2: Attributes|
as normal but INT, WIS, CHA and MR are 2D6. STR is 5D6 and CON 4D6.
INT + WIS x2. Mana is recovered at a rate of 10 per hour if remain active
(but not using magic) and 20 per hour if asleep.
Mana can however be permanently traded for HPs at a rate of 1 for 1.
Hit points = CON +(D20 x20), +20 per level.
|Step 3: Skills|
Initially skills may be chosen as normal but may only be selected from the Roman Era pool, other skills may be chosen later but modern ones would require someone to train the character.
|Step 4: Abilities|
All Terraneans gain all the following free;
Night Vision - The character can see in absolute darkness at a distance equal to normal sight range.
Immunity - Terraneans are immune to poison, sleep effects, paralysis, cold, heat, fire, gas and radiation. Armour piercing projectiles do one third damage. Explosions, energy, fire, solar and electrical powers do half damage. Radiates no heat.
Additionally Terraneans start with 30 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.
|Natural Chameleon||5||Using this ability the Terranean can blend into and render himself nearly invisible in mountainous areas, clumps of rocks, subterranean areas or any other rocky terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies.|
|Natural Defiance||5||The character can root himself to the ground and withstand great amounts of kinetic force and remain in a perfect upright position. As long as the character knows he's about to be hit by sudden force like a truck, he automatically becomes almost impossible to move. 10 tons per WIS +2 per level. The subject must be ready for the attack to prepare for the blow. Likewise he is extremely difficult to lift.|
|Natural Drill||5||The Terranean can dig a hole in the earth at his normal land movement rate. He may choose to have the excavated material pile up at the edge of the hole or to have it slip off deeper into the earth. The hole takes 1 minute to excavate per 100 cubic metres. Normally the tunnel the hero makes collapses within 10 minutes of the hero's passage at a specific spot. The exception is the tunnel within 3 metres of the hero's current location. This allows him to occasionally stop. A tunnel never collapses on the hero, unless a higher intensity force is applied like explosives. If he wants to build a relatively permanent tunnel, his movement rate is cut in half as he takes the time to make reinforced walls.|
|Natural Eruption||5||By touching the earth Terraneans can reach deep down and cause a continuous torrent of hot magma to spew forth which does D6 per 5 WIS +D6 per level, over 1 metre per WIS per level. Anything combustible instantly catches alight|
Terraneans can touch the earth and form
arms or other shapes out of the ground. He can then exert his strength
through these arms. The arms can take damage equal to his total HPs, and its
stretching ability is dependant on the amount of earth available for it to
draw on. Does D10 damage per 3 metres height.
The arms can encase an object in a 2 metre radius per INT (+3 metres per level), with up to 10 HPs per INT (+10 HPs per level). May be used to encase objects, limbs or the entire body.
|Natural Heal||5||A Terranean can heal at phenomenal rates whenever in a rocky or subterranean area. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.|
Terraneans can soften the soil making it not unlike quicksand with a (1 metre radius per 3 WIS, +1 per level) x (1 metre depth per 2 WIS, +2 per level). Victims sink at a rate of 60 centimetres per round and are -5 on all combat rolls.
This method may also be used to refine earth materials and cause them to separate into their component minerals. One kilogram per WIS per round may be sorted, +1kg per level.
|Natural State||5||Terraneans are able to meld with any rock at least a quarter its size effectively becoming one with it. In this state he is aware of any activity within its vicinity. He may also enter into a state of suspended animation while part of the rock.|
|Spellcast||10||Elemental Earth magic only but he is bestowed
with all the spells within that sphere.
Terraneans can tap into the world’s natural mana at a rate of INT + WIS x2. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep.
|Witch Sight||10||The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.|
|Step 5: Classes|
Unless trained by another then Geomancer or Shaman are the only available classes. Any other classes would require consultation with the GM.