Marrow: Swell Skellies
Sept 9, 2018 12:12:50 GMT -6
Post by DatsVatSheSaid on Sept 9, 2018 12:12:50 GMT -6
Homebrew Race - Marrow
Sometimes when a skeleton is created through necromancy, an errant soul with a will of its own can slip into the body. When this happens, a Marrow is created instead of a standard mindless skeleton. It's also not uncommon for Marrow to form naturally when bones are left in areas highly saturated with latent magic, especially of the necromantic kind. Marrow retain only fleeting glimpses and impressions of their past lives.
Despite their countenances, Marrow are generally pleasant individuals, having no bitter memories when they come into existence. They can be alarming to necromancers who find themselves with a sapient person instead of subservient, mindless undead. As such, small Marrow communities are generally oddly nice places when they do crop up, usually in places like tombs and necropoli. Being made of magic, bones, and cool, Marrow don't need to eat and instead consume low levels of ambient magic or warp energy.
Physical Characteristics
Average Height: 1.3-2.7m
Average Weight: 40-75kg
Languages: Trade, Calcic
Common Personality Traits: Punny, bare-bones, boisterous, enthusiastic, adventurous.
Common Physical Traits: Skeletal build, glowing eyes, simple clothes, rattling steps, permanent expression.
Example Names: Helvetica, Calavera, Aster, Papyrus, Sans, Keltor
Racial Statistics
Characteristic Bonus: +1 to Dexterity or Charisma
Skill Bonus: +1 to Arcana and Charm
Power: Heartless - Marrow begin play with the Undead Trait, and any effect that would hit the Gizzards instead affects the Body (unless a Bionic Heart or Pyros Engine is installed).
Size: 3
Physical Qualities
TBE
Playing a Marrow
TBE
Marrow Heroes
Brook was a simple Marrow pirate, fond of cheering up his crew with singing and his talent on many instruments. But when his crew was lost at sea, starving and dying, he was the last one to die (due to the lack of magic) among the crew who all went out singing one last song together. His grief from the entire ordeal allowed him to reform his skeletal frame out of ectoplasm, where he haunted the ship until it was found by a plunky pirate crew led by a Human with Githzerai blood.
Morte wasn't quite as lucky as most Marrow, what with coming into being without a body. Sure, he could hop along and direct absolutely vicious japes at passers-by - let alone the one who made him without a body to begin with - but all it took was a well-placed kick from some berk to send him flying off. As it went for some time, until Morte met another - a... thing that required another for its continued existence. Seeing an opportunity, Morte brokered a deal - he would act as the being's host, and it would act as a body for Morte. And so, with his new set of limbs, it'll take a hefty amount of persuasion to get Morte to quiet down.
Mr. Bone, a business-skeleton and a member of the cult of Rakdos with a mean streak a mile wide is the sole owner of a theme park. The park's main attraction is a roller coaster nearly a crystal sphere long, called Mr. Bone's Wild Ride. Of course he claims his self titled ride to be highly rated, which no one can attest as all of the previous riders died of old age or starvation before the end of the ride proper.
Racial Feats
Crypt Sight[Marrow/Wight]
You see, yet you do not have eyes; as if by magic you are given a form of sight. You gain Dark Sight and you do not need eyes to see as normal, and you ignore any penalties for being blinded.
Skinny Bones[Marrow]
You have a distinct lack of mass being a skeleton, making the actual effective area to hit quite small. You take your size as a penalty to your Static Defense, instead of twice your size.
Light Step [Marrow]
Marrow don't have all that body mass weighing them down, allowing them to do some pretty awesome stuff. Whenever you make an acrobatics test to jump, every raise you get counts as two. Additionally you can walk on any surface even if it would not normally support your weight while using the Run or Charge Actions.
Magic Eater [Marrow]
Marrow are fueled by magic, and have a faint aura that absorbs magic in them. Any damaging spell that hits them which does not have Aura penetration removes 1 Fatigue from them. Additionally a Marrow with the Lord of Bones asset, gains Aura equal to their Excellence X 2 and heals 1 HP when hit with a damaging magic spell that does not reduce their Aura to 0 with Aura Penetration along with the Fatigue removal.
Hard to Read [Marrow]
Marrow expressions are hard to gain social cues from or mind read, being mostly still and empty headed. Increase Mental Defense by 10.
Lord of Bones [Marrow, Paragon]
You contain a spark of the Necromancy that gave you life, sparing you from the touch of death. If you would burn a Hero Point to Survive, roll 1d10 and reduce the roll by your Excellence. On a 5 or Lower the Hero Point is not burned and you lose 1 point of excellence. You reduce damage that isn't I, X, or Magical in nature equal by your Excellence.