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Subsections

Halfbreeds

With so many races on Gaia, it is inevitable that some interspecies marriage and breeding will occur. Most of these unions do not result in any offspring, but occasionally one will prove fertile. These are always a result of a Human and another being, never between two mystic races. The result of such a union is unpredictable, due to the magical influence over an event which nature never intended. Due to this fact, Halfbreeds are almost universally ostracized, sometimes even hated. The Soluman Empire, despite its tolerance toward alien beings, is particularly bad in relations with Halfbreeds, treating them as second-class citizens. The only countries even somewhat friendly toward Halfbreeds are Ryantra and Loren, largely because of the significant Faerie population of each. Valta is also particularly tolerant of these beings, believing that each individual stands on their own strength. A Halfbreed kingdom is rumored to exist somewhere within the Sun's Nest Mountains, but if anyone has found it, they aren't talking.

Glade Children(sing. Glade Child)

OP Cost: 15

Attributes: Strength 2/2, Endurance 5/3, Wisdom 5/3, Charisma 4/4

Special Abilities:

Cold Iron Vulnerability - Glade Children take +1 Damage and +0.5 Damage Multiplier from Cold-forged iron.

Appearance - Glade Children are very pleasing to look at, and gain two levels of Appearance.

Halfbreed Special - See below.

Limitations: None

Move: Base 6/6/6, Jump 2/1, Swim 5/5/5

Description: Glade Children are the rarest of the Halfbreed races, but also the most accepted. Small and slender by Human standards, Glade Children stand about 5' to 5'6" at most, and are roughly 85 to 130 pounds in weight. Females are even smaller, averaging about 2" shorter and 10 pounds lighter. Their slender build hides an extraordinary toughness, though they are somewhat weaker than full Humans. Glade Children are quite distinctive, both from their delicate beauty and their dark green hair and eyes. Their skin tone is almost always darker than the norm, as if they have a perpetual tan. Having the blood of a High Faerie in them gives these rare beings an extraordinary lifespan, some having been known to live as long as 300 years. Their Human side allows them to reach maturity quickly, usually between 16 and 18, with players starting at around 20 years old.

Summary: The result of a Human union with a Dryad Faerie, Glade Children are the only Halfbreed race almost universally accepted. Their gentle demeanor and exotic beauty gives most other races a good impression, leading to a far more tolerable attitude. Glade Children are almost always soft-spoken and calm.

Special Powers: A Glade Child may roll on the table below(or pick, if the Game Master allows) once at Character Creation.



Roll Ability
1 No Vulnerability to Cold Iron
2 Photosynthesis
3 Chameleon
4 Siren's Voice
5 Empathy
6 Animal Empathy
7 Danger Sense
8 Immune to Natural Poisons
9 Draiocht Power
10 Regeneration



No Vulnerability to Cold Iron - The character does not suffer extra Damage from Cold-forged iron.

Photosynthesis - Don't need food as long as sunlight and soil is near for 4 hours.

Chameleon - Two Bonus Dice for hiding and stealth related actions.

Siren's Voice - As the Advantage.

Empathy - As the Advantage.

Animal Empathy - As the Advantage, with two Bonus Dice.

Danger Sense - As the Advantage.

Immune to Natural Poisons - Unaffected by animal or plant toxins, though brewed poisons are treated normally.

Draiocht Power - Start with Tir Path of Faerie Magic at Rank 1, and 10 Power Points for Focal Skills and Backlash.

Regeneration - As the Regeneration(1/day) Advantage.

Grey Ones(sing. Grey One)

OP Cost: 10

Attributes: Normal

Special Abilities:

Kurr'd-ah Iron Vulnerability - Grey Ones suffer +1 Damage and +0.5 Damage Multiplier from Kurr'd-ah forged weapons.

Night Vision - Grey Ones can see in darkness as well as day.

Halfbreed Special - See below.

Limitations: None

Move: 6/6/6, Jump 2/1, Swim 5

Description: Grey Ones are very close to Humans in appearance, roughly 5'5" to 5'11" in height, and about 120 to 220 pounds in weight. Females tend to be about 2 inches shorter and 5 to 10 pounds lighter. Skin tone ranges from pale to a heavily-tanned brown. Hair color ranges from light blonde to dark red, with varying shades in between, but is always streaked with silver or grey. Eye color is almost always grey, though occasionally blue or hazel. They usually live from 70 to 80 years, but can reach 150. They usually start play at anywhere from 17 to 20 years old.

Summary: The cross between a Human and a Tuathan, Grey Ones are both the most common and among the least liked of Halfbreeds, with the exception of WereBeasts. They are usually loneers, having been ostracized from society since birth, and are almost always very strong-willed. Though not exactly hated, Grey Ones are usually met with a cold reception from anyone recognizing their heritage, being seen as creatures against the natural order.

Special Powers: A Grey One may roll on the table below(or pick if the Game Master allows) once at Character Creation.



Roll Ability
1 No Vulnerability to Kurr'd-ah Iron
2 Siren's Voice
3 Draiocht Power
4 Magic Resistance
5 See Invisible
6 Boost 2 Scales
7 Danger Sense
8 Immune to Natural Poisons
9 Sense Metal
10 Invisibility



No Vulnerability to Kurr'd-ah Iron - The character does not suffer extra Damage from Kurr'd-ah iron.

Siren's Voice - As the Advantage.

Draiocht Power - Start with Na Siogai Path of Faerie Magic at Rank 1, and 10 Power Points for Focal Skills and Backlash.

Magic Resistance - 3 levels of Magic Resistance.

See Invisible - The character can see any magically invisible objects and creatures, and gains two Bonus Dice to rolls made to spot hidden objects and creatures.

Boost 2 Scales - Roll randomly for each.

Danger Sense - As the Advantage.

Immune to Natural Poisons - Unaffected by animal or plant toxins, though brewed poisons are treated normally.

Sense Metal - Within Wisdom Scale x 2 yards, can determine distance, direction, and type.

Invisibility - Can turn invisible. Doing so costs 3 Backlash per Phase, and the character can only move at his Base Move. No Attacks or other complicated actions are allowed.


next up previous contents
Next: Homelands Up: Races Previous: Alien Races   Contents
2002-07-02