Astralbound
Oct 29, 2019 15:42:09 GMT -6
Post by Lestat on Oct 29, 2019 15:42:09 GMT -6
Homebrew Race: Astralbound
Piracy, the high seas, and life free from the state. These are the hallmarks of a world yet untamed, a rite of passage for any species to overcome. Once a people ascends past their own Crystal Sphere and takes to the Great Wheel itself such savage concepts are stamped out. However the Great Wheel is unlike any congested Crystal Sphere: it resists control and breeds turmoil. Freebooterz, rogue traders, and roaming fleets thrive on the chaos of the Wheel, turning the clock on civility back as everything else marches forward. While the cannons are more destructive, and the seas are more vast there's little that separates the cutthroats of now from the cutthroats of the past.
Astralbound are a reflection of the cruelty found outside the refuge of a Crystal Sphere. They are daemons given form by the underlying desire for wealth, glory, and freedom found in pirates of all species. Entire Spelljammers crash through the Warp teeming with buccaneers short and tall, immediately hauling cargo, and pouring over maps to find their first target. Similarly to Tieflings, and Aasimar they are capable of transforming other races into more Astralbound. As one works and toils aboard an Astralbound ship they slowly take on the characteristics of their shipmates. Despite their proclivity for misbehavior do not think them suicidal crazed monsters. They know when a handshake and a silver tongue gets you further than a salvo of torpedoes, and an ambush is never set until an escape route is too. Not all Astralbound need be criminals, however privateering only lasts so long, and the thirst for wayfaring can never be quenched.
Physical Characteristics
Average Height: 1.2m-2.0m
Average Weight: 45-110kg
Languages: Trade, Abyssal
Common Personality Traits: Antagonizing, cruel, expressive, free-spirited, greedy
Common Physical Traits: Cosmetic mutations, discolored sclera, pale skintones, shoddy cybernetics, wild hair or beards
Example Names: Barbarossa, Blackbeard, Davy Jones, Long John Silver, Sinbad
Racial Statistics
Characteristic Bonus: +1 to Dexterity or Charisma
Skill Bonus: +1 to Pilot and Intimidate
Power - Atmospheric Envelope: The area surrounding you while in a vacuum is habitable for most beings, being rich with oxygen, warmth, pressure, and a field to hold back stellar radiation. This field has a radius equal to your size in meters.
Size: 4
Racial Feats
41st Millennium Swashbuckling [Astralbound]
Whenever you succeed on a Disarm, Feint, or Parry stunt you may forcibly walk both you and your adjacent adversary 2m without provoking opportunity attacks. While serving as Tactical Officer aboard a Spelljammer double the distance in VU you can initiate grappling, boarding, and ramming actions.
Astral Connections [Astralbound]
You have the Peer and Good Reputation feats with all nomads, drifters, and people without a home. While serving as Captain aboard a Spelljammer you are considered to be at port so long as your Spelljammer remains in the same general area, and isn't under pressure or assault. You may Acquire Torpedoes anywhere this way.
Crow's Nest [Astralbound]
You gain the Zen Shooting feat, and can see auras around visible magical objects and effects. While serving as Navigator aboard a Spelljammer you may use Perception tests using sight to fulfill your duties in place of Arcana, you do not need to be trained in Divination, and you suffer no penalty for not using a Portal Relay.
Manual Steering [Astralbound]
You do not lose any Momentum when you personally take the Evasive Maneuvers action while piloting a vehicle. While serving as Helmsman aboard a Spelljammer you can make a full move when taking the Evasive Manoeuvers action if you used your own Pilot in place of Crew Quality. Roll twice for Warp Travel Encounters and choose either result.
Scurvy Engineering [Astralbound]
Poor quality limb and organ replacements you take on, or install in others function as if they were normal quality. While serving as Chief Engineer aboard a Spelljammer you may enter Silent Running as an Engineering action by taking the same penalties listed under Divert Power to Deflector Dish. This if fruitless if you are within 1 VU of an enemy Spelljammer, are grappled, or are under an Active Augury scan.
Spell-jamming [Astralbound]
Once per scene you may cast the Dispel spell using Level+Willpower in place of Abjuration+Willpower. While serving as Chief Arcana Officer aboard a Spelljammer your Jam Communications action negates any Arcana roll for the Spelljammer less than your own for that round, including opening portals into the Warp without a Portal Relay.
Paragon Racial Assets
Seadog [Astralbound, Paragon]
You may spend Pressure Points to improve any skill roll made aboard a Spelljammer you command or serve. You regain 1 Pressure Point when your Spelljammer takes Hull damage, multiple times for multiple weapons. At Excellence 2 you also regain an Action Point when any other Bridge Officer performs a 2-die or higher stunt in Spelljammer combat.
Racial Classes
Astral Buccaneer
Outside of some truly fearsome pirate legends most Astralbound are born under a cutthroat hierarchy where insubordination without preparation is the quickest way to get marooned on an empty rock. The basic skills required to earn your keep aboard an Astralbound Spelljammer are the first thing learned for those who want to be eating more than slop until you find a safe enough port.