Godpunks races

From Gempunks
Revision as of 00:09, 29 May 2018 by Foxwarrior (Talk | contribs) (probably not all)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Races

Some creatures derive the majority of their power from training. These are those creatures.

Godpunks human

Elf

Elves are better than you. It's pretty much the only advantage they have. Most elves are several hundred years old, yet fit and clear-witted: in this time they are likely to have mastered dozens of complex skills a human could only hope to master one or two of. While arrogance is far from universal among elves, it's hard not to develop a certain level of it after, as a mere elven apprentice, having a discussion with a human archmage and seeing how much less he's read on his topic of expertise.

Elves average about one child every hundred years, and while an elf reaches full physical ability at roughly 20 years old, no elf would consider calling them an "adult" until at least 50, but closer to 100 in more developed countries.

Elves tend to avoid getting into bloody conflicts, as their lives are most precious and difficult to replace. However, wars happen occasionally every once in a while whether you want them to or not, so all surviving elvish civilizations ensure that their members have a basic minimum of training in combat-relevant fields, merely enough to put them on a level that would qualify them for an elite soldier role in a human army.

It only takes a few years to develop a complex set of in-jokes and references that only a small group of people understands. Thus, an elf who travels around a lot is likely to be very familiar by human standards with pretty much any other elf they see. However, an insular community of elves could well have been developing references based on personal and shared experiences for hundreds of years, to the point where they have their own deeply incomprehensible slang languages only they can understand.

In scientific fields such as magic, an elf has the advantage over the more short-lived races that it takes them a much smaller fraction of their lifetime to read up on existing literature on the subject, but an elf who learned a mental model for some phenomenon two hundred years ago may have trouble throwing that model away for a new, more accurate one, and new literature tends to be more important than old for a solid understanding, so while elvish scientists can be better than other scientists, they're not better by nearly enough to make up for their smaller numbers.

Elves excel at forming and maintaining shadowy conspiracies that guide the world. They're not, on the whole, more scheming or unscrupulous people than other races, but any organization has pretty good odds of accumulating members who don't share its beliefs as the old leaders die off and need to be replaced. Thus, elaborate elvish conspiracy organizations are more successful merely because the shadow councils that run them can be composed of the same people as they were half a millennium earlier.

Physically, elves resemble humans, but without facial hair aside from their eyebrows, pointed ears, and a tendency to be a bit thinner and slightly taller. This has led to speculation that elves might be very closely related in some way.

Base Stats
Elf
Elite   —   19 points
AD  3     GD 2     Will 0     HP  1     Toughness 4
Muscle 0     Accuracy  0     Save DC 4     Magic Power 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  15 meter land with 1 meter jump. 3 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 40-100 Kilograms
Race  Elf
Classes  3 common and 2 elite, see below
Skills  19 points, see below

Elves are resistant to disease, giving them +4 to GD and Will Saves against diseases.

Elves do not get a penalty to Perception while asleep, and keep their eyes open while sleeping.

Classes: Every Elf must have at least three common tier class levels and two elite tier class levels. The points cost is already included.

Skills: Every Elf must have at least 19 skill points worth of skills.

Mermaids

Half human, half fish, these fish-tailed people tend to live in reefs and lakes, often found sunbathing on rocks by the shore. Perhaps because singing doesn't work very well at all under water, many mermaids develop a fascination with it.

Base Stats
Mermaid
Common   —   3 points
AD  3     GD 3     Will 0     HP  1     Toughness 4
Muscle 0     Accuracy  0     Save DC 4     Magic Power 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  3 meter land with 1 meter jump. 15 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 50-150 Kilograms
Race  Mermaid

Mermaids can hold their breaths for 10 times as long as a normal creature.