Uploaded by greenwalker29

fg foreclaimer v1web

advertisement
FORECLAIMER
race PREVIEW
Credits
Writing and Game Design:
Felix irnich
Story Concept:
dingo, Felix irnich
Editors:
Dominik Parisien, Verity Lane , misty Bourne, ty christensen
Graphic Designers:
Ricardo Evangelho, Rosemarie Halim
Art Direction:
Justin Chan
Front Cover Illustrator:
Dingo
Illustrators: Dingo, Justin Chan
Project Managers:
Ricardo Evangelho, Graeme Fotheringham
TM
TM
Hitpointpress.com | foolsgold5e.com
2
Dingo
Fools Gold: Into the Bellowing Wilds, Foreclaimer Race Preview is Copyright © 2021 Hit Point Press Inc.,
1175 Brookfield Rd East, Ottawa, Ontario, K1V0C3, Canada. All rights reserved. All characters and their
distinctive likenesses are property of Hit Point Press Inc. in Canada, US and other countries. Any reproduction
or unauthorized use of the material or artwork contained herein is prohibited without the express permission
of Hit Point Press Inc. Reference to other copyrighted material in no way constitutes a challenge to the
respective copyright holders of that material. Hit Point Press, and its associated logos are trademarks of Hit
Point Press Inc. First Printing. Printed in Canada.
Foreclaimer Race
Ruthless
Researchers
Foreclaimers are something of a mystery, as
their civilization disappeared suddenly more than
2,000 years ago. What little is known of them
has been gleaned from the ruins and artifacts of
their once-expansive empire and from surviving
lore and legends. The sudden reappearance of a
Foreclaimer would certainly cause great interest
and upheaval in the world of Ambria.
Foreclaimers reached adulthood at the early
age of 20, and while an unaugmented Foreclaimer
could live to around 700 years old, an augmented
Foreclaimer could live up to 1,400 years. With
such an unnaturally long lifespan, they saw
events in the world differently and were able to
accumulate huge amounts of knowledge and
wisdom. Events like global catastrophes didn’t
trouble them but were instead seen as important
research opportunities. Foreclaimers would stop
at nothing to further the goal of their society: the
efficient pursuit of becoming the ultimate, perfect
form of life.
This endless pursuit of knowledge and
efficiency was the principle underlying
Foreclaimer society. They were ruthlessly curious
about the world, gathering knowledge about all of
its aspects and researching how to improve upon
them. The concept of efficiency was an obsession
to them, and this ideal guided them in every
task they undertook. People who encountered
Foreclaimers would’ve done well to flee, lest they
be captured and taken for further study or killed
if seen as a threat. There was a key distinction that
set Foreclaimers apart from other races in Ambria:
they did not possess empathy, lacking the ability
to understand or connect with the emotions of
another being. In fact, they saw the concept of
empathy as a flaw, an undesirable defect that
stifled growth.
It is unclear how the otherwise brilliant
Foreclaimers began to see empathy as a flaw.
Still, the consequences of this thinking was
clear in how they behaved. Foreclaimers
acted without mercy, as they did not value
lives in the same way as other races. This
led Foreclaimers to dull their own
ability to feel emotions further as
part of their self-experimentation,
making them exceptionally brutal and
remorseless in their interactions with
others as well as with their own kind.
A Superior Body
Justin Chan & Dingo
Foreclaimers are distantly related to elves,
specifically Drow, and share similar features such
as pointed ears, slender physiques, and long
lifespans. However, they were taller than their
ancestors and typically stood at six to seven feet
tall. Their skin was light gray, and their hair colors
were varied pastel hues such as earthy greens, soft
blues, and muted reds.
Where they diverged significantly from elves
was in their use of technology. Foreclaimers
advanced well beyond their natural abilities
through extensive technological modification
called “augmentation.” Some researchers have
recently attributed the
Forelaimers’ acceptance
of radical physiological
changes to meddling by
the Seraphim Stella,
but the exact truth is
lost to the ages.
3
Conquerors
of the Jungle
stomach, completely replacing their natural
metabolism. The use of power crystals eliminated
the Foreclaimer’s need to sleep, eat, or drink and
dramatically slowed the aging process. This new
metabolic process also maintained the body’s
fat and muscle masses at optimal levels for daily
tasks, which could be adjusted as needed.
A single power crystal could power a
Foreclaimer for up to 50 years, at which point
it would need to be replaced. The crystals could
be removed with relative ease, which could
unfortunately be abused by enemies. Once
augmented with power crystals, a Foreclaimer
relied on them for the rest of their life. During
the first hour without a crystal, a Foreclaimer
suffered terrible fatigue and stomach pains. If
unpowered for more than a day, a Foreclaimer
would lose all benefits the power crystal granted
them: they would once again need to sleep
and consume food and would experience
an accelerated aging process. To avoid such
repercussions, Foreclaimers replaced their crystals
as quickly as possible.
The longer a Foreclaimer relied on power
crystals, the worse the effects of going without
one became. If a Foreclaimer who had been
augmented with a power crystal for more than
500 years became unpowered for more than a
year, their bodies declined rapidly, significantly
weakening them. In addition, their remaining
lifespan would be reduced to a mere 100 years,
at most, whether they were re-powered or not.
Foreclaimers considered these potential downsides
an acceptable trade-off, as their power crystal
supplies were abundant.
During the power crystal augmentation
process, Foreclaimers could also choose to have
their bodies modified in one additional way.
These additional modifications normally had
to do with their assigned specializations, such
as extra strength for miners or greater speed for
scouts. Despite the remarkable changes their
bodies underwent, Foreclaimers were unable to
sustain more than one additional augmentation in
addition to their original power crystal receptacle.
Even at the height of its power, Foreclaimer
society remained mostly contained to a single
megacity called Soladin, which spanned the
entirety of the Bellowing Wilds during its
estimated 3,000 year reign. Their advanced
weapons and technology established them as the
apex predators of this jungle region and scared
off even the most imposing opponents. They did
not trade with other nations nor use their own
currency. Resources were distributed as needed
among the Foreclaimer citizens. Foreclaimers
provided superb care for their citizens, so long as
it did not cause a strain on resources. Outliers,
inefficient individuals, and those incapable of
contributing were exiled and left to die in the
harsh jungle on the outskirts of Soladin.
Foreclaimer society adhered to a strict
collective approach, using what they considered
a simple hierarchy. For the sake of efficiency,
they had an Emperor, although the position was
based on intelligence and expertise rather than a
bloodline. Once a Foreclaimer reached adulthood,
they had a profession assigned to them based on
their interests and aptitudes. They worked within
that profession for their entire lives, barring
unexpected obsolescence. During the twilight
years of their life, elder Foreclaimers assisted in
educating the next generation. Most Foreclaimers
chose to receive an augmentation associated with
their profession in addition to their power crystal,
which allowed them to contribute to their society
at peak efficiency.
Powerful
Augmentations
Power crystals, which store sunlight
as magical energy, were a vital element of
Foreclaimer society. For centuries the crystals
powered early Foreclaimer machines. After
considerable research and experimentation,
Foreclaimers determined that the crystals could
also power their bodies. In order to avoid adverse
effects, it was determined that augmentation
would only occur once an individual reached
adulthood. At that time, a socket for power
crystals was surgically inserted into a Foreclaimer’s
4
Justin Chan & Dingo
Foreclaimer Traits
racial ability score increases. In addition, your
remaining lifespan is reduced to a maximum
of 500 years. One hour after your crystal is
removed, you suffer one level of exhaustion. Your
unpowered body also rapidly degrades over a
period of 30 years, deteriorating your physique
and appearance. If you have been continuously
powered for at least 500 years and your crystal is
removed for longer than 1 year, your remaining
lifespan is permanently reduced to a maximum of
100 years, regardless of whether you gain a new
power crystal.
Languages. You can speak, read, and write
Common and Stelkin. Stelkin was the ancient
language of Foreclaimers, derived long ago from
Elvish. It was a language of harsh precision, with
sharp tones and faster pacing. Outsiders who
wished to master it needed to learn an entirely
new breathing technique, as Foreclaimers avoided
taking any unnecessary breaths while speaking.
Augmentation. Adult Foreclaimers may
choose to take a single augmentation to assist
them in completing their projects more efficiently.
Foreclaimers have a plethora of abilities,
some of which evolved over many years, while
others are artificial augmentations they add to
their bodies.
Ability Score Increase. Your Dexterity,
Intelligence, and Wisdom scores each
increase by 1.
Age. You reach adulthood at the age of 20
and can live up to 1,400 years if augmented
and powered by power crystals. Unaugmented
Foreclaimers have a lifespan of around 700 years.
Alignment. Foreclaimers typically do not
possess empathy and, as such, tend toward neutral
and evil alignments.
Size. Foreclaimers are taller than their elven
ancestors, standing between 6 and 7 feet tall with
a near-perfect physique. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Lack of Empathy. You have disadvantage on
all Deception, Insight and Persuasion checks.
Observant. You gain proficiency in the
Investigation and Perception skills.
Efficient Metabolism.
You are sustained by your power crystal and do
not require food or drink. You are also unable to
sleep, do not require it to rest, and cannot be put
to sleep by magic. To benefit from a long rest, you
must spend at least four hours not moving and
doing only light activities. You remain conscious
and aware of your surroundings during this time.
You can also benefit from a short rest in half the
time typically required.
Stella’s Blessing.
You can cast light at will, using Intelligence
as your spellcasting ability. Once you cast
the spell, you can’t cast it again via this
trait until you finish a short or long
rest.
Solar Power. Your
augmentations and racial
benefits only work while
powered by a power crystal.
If the crystal is removed for
longer than 1 day, you lose
your Augmentation benefits,
Stella’s Blessing, Efficient
Metabolism, and any
5
Aggressive Reflexes
You add your Proficiency Bonus to your Initiative rolls.
Agility Boost
Your base walking speed increases by 5 feet and you ignore
difficult terrain movement penalties.
Cat’s Eyes
You gain darkvision out to a range of 60 feet.
Climbing Claws
You gain a climbing speed of 20 feet.
Gills
You can breathe air and water.
Muscle Fiber Enhancement
Your Strength score increases by 1 up to a maximum of 20.
Nerve Deadening
You are able to ignore the sensation of pain and your sense of
touch is numbed. You gain a +1 bonus to your Armor Class.
Sixth Sense
You gain proficiency in Dexterity saving throws and are not easily
surprised in combat.
Tempered Skin
You gain resistance to fire damage.
Toxic Blood
You become immune to diseases and the poisoned condition.
Your blood is toxic, and any creature who consumes it must
succeed on a Constitution saving throw or become poisoned
for 1 hour. (The DC for this saving throw equals 8 + your
Constitution modifier + your proficiency bonus.)
Creating a Foreclaimer Character
Here are some questions to consider when developing your Foreclaimer character:
1. Foreclaimers completely vanished thousands of years ago. Why did you not vanish with them, or
how have you reappeared? Does your character know what has happened to themselves or not?
Work with your GM to find a way to incorporate your character’s backstory into the campaign.
2. Most Foreclaimers specialized in a certain profession, like hunting or research. What was your
specialization?
3. Foreclaimers typically do not feel empathy. Do you have that ability for some reason? How do you
cope with it if you do, or how do you overcome this limitation if you don’t?
Justin Chan & Dingo
6
Augmentation Record
Subject: Gothica Diossol
Age: 20 Occupation: Leadership (Princess rank)
Install Power Crystal Socket? X Yes
No
Requested Additional Augmentation:
Aggressive Reflexes
X Gills
Sixth Sense
Agility Boost
Muscle Fiber Enhancement
Tempered Skin
Cat’s Eyes
Removed Nerves
Toxic Blood
Climbing Claws
Surgeon: Alva Carnossa
Operative Summary:
This case was an anomaly, as an additional augmentation is not expected for individuals in high
leadership ranks. However, I was in no position to question orders, and with Diossol’s insistence, I
proceeded with the additional augmentation. As Diossol was led into the operating room, she was
animated, exhibiting disproportionate anticipation, which runs contrary to the painful recovery
period ahead.
Following standard anesthesia, the installation of the power crystal socket was successful. Per
protocol, socket model Antares was installed to match occupational rank. The body did not show signs
of rejection. Initial power crystal test confirmed predicted augmentation lines forming across the body
with a glow within normal parameters. Lifespan extended to a projected 1,220 years. Innate metabolism
successfully halted and replaced by crystal energy. Muscle and fat tissues successfully connected to new
augmentation lines.
Following a standard recovery period of 4 hours, the procedure for the additional augmentation
of Gills was undertaken. Incisions were properly made in the neck area. Gills removed from Merfolk
#20945 successfully transplanted into Diossol. Additional augmentation lines were carved to ensure
gills comply with new crystal metabolism. The body did not show signs of rejection. Vitals remained
within acceptable parameters. Initial water and air tests confirmed gills as fully functional.
As requested by the Emperor, I attempted to identify the cause of her unusual behavior and rectify
the defect. Unfortunately, I was unable to determine the cause. Further testing would have negatively
impacted the augmentation procedure. Continued monitoring of this subject’s mental state to ensure
it stays within acceptable parameters is required. If further deviation is identified, I recommend early
termination or sterilization to prevent further undesired defects in subsequent generations.
I must note a secondary concern after the second recovery period of 24 hours began. Diossol’s royal
sharkhound, specimen “Jawbone,” would not leave her side during recovery, potentially compromising the
safety of other patients in recovery. I recommend a replacement sharkhound be acquired and the current
one be terminated due to the problematic and exceptionally strong bond these two exhibit.
arnos
Alva C
sa
LICENsE
retain all rights, title and interest in and to that Product Identity.
The terms of the Open Gaming License Version 1.0a are as follows:
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and
is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights
Reserved.
8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open
Game Content.
9. Updating the License: Wizards or its designated Agents may publish
updated versions of this License. You may use any authorized version
of this License to copy, modify and distribute any Open Game Content
originally distributed under any version of this License.
1. Definitions: (a)”Contributors” means the copyright and/or trademark
owners who have contributed Open Game Content; (b)”Derivative
Material” means copyrighted material including derivative works
and translations (including into other computer languages), potation,
modification, correction, addition, extension,
upgrade, improvement, compilation, abridgment or other form in which
an existing work may be recast, transformed or adapted; (c) “Distribute”
means to reproduce, license, rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; (d)”Open Game Content” means the
game mechanic and includes the methods, procedures, processes and
routines to the extent such content does not embody
the Product Identity and is an enhancement over the prior art and any
additional content clearly identified as Open Game Content by the
Contributor, and means
any work covered by this License, including translations and derivative
works under copyright law, but specifically excludes Product Identity.
(e) “Product Identity” means product and product line names, logos and
identifying marks including trade dress; artifacts; creatures characters;
stories, storylines, plots, thematic elements, dialogue, incidents,
language, artwork, symbols, designs, depictions, likenesses, formats,
poses, concepts, themes and graphic, photographic and other visual
or audio representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment, magical
or supernatural abilities or effects, logos, symbols, or graphic designs; and
any other trademark or registered trademark clearly identified as Product
identity by the owner of the Product Identity, and which specifically
excludes the Open Game Content; (f ) “Trademark” means the logos,
names, mark, sign, motto, designs that are used by a Contributor to
identify itself or its products or the associated products contributed to
the Open Game License by the Contributor (g) “Use”, “Used” or “Using”
means to use, Distribute, copy, edit, format, modify, translate and
otherwise create Derivative Material of Open Game Content. (h) “You”
Not for resale. Permission granted to print or photocopy this document
for personal use only. System Reference Document 5.1 2 or “Your” means
the licensee in terms of this agreement.
10. Copy of this License: You MUST include a copy of this License with
every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open
Game Content using the name of any Contributor unless You have written
permission
from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of
the terms of this License with respect to some or all of the Open Game
Content due to statute, judicial order, or governmental regulation then
You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail
to comply with all terms herein and fail to cure such breach within 30
days of becoming aware of the breach. All sublicenses shall survive the
termination of this License.
14. Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000,
Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast,
Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney
Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
Chris Sims, and Steve Townshend, based on original material by E. Gary
Gygax and Dave Arneson.
Fools Gold: Into the Bellowing Wilds, Copyright 2021, Hit Point Press
Inc. Authors: Felix Inrich & Dingo.
2. The License: This License applies to any Open Game Content that
contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice
to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself.
No other terms or conditions may be applied to any Open Game Content
distributed using this License.
PRODUCT IDENTITY
The following items are designated Product Identity, as defined in Section
1(e) of the Open Gaming License Version 1.0a and are subject to the
conditions set forth in Section 7 of the Open Gaming Licence, and are not
Open Content:
All trademarks, registered trademarks, propernames, dialogue, plots,
storylines, locations, characters, artworks, and trade dress. (Elements that
have previously been designated as Open Game Content are not included
in this declaration.)
3. Offer and Acceptance: By Using the Open Game Content You indicate
Your acceptance of the terms of this License.
OPEN GAMING CONTENT
All content from the System Reference Document 5.1 is Open Game
Content as described in Section 1(d) of the License. No portion of this
work other than the material designated as Open Game Content may be
reproduced in any form without permission.
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty-free,
nonexclusive license with the exact terms of this License to Use, the Open
Game Content.
5. Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your
Contributions are Your
original creation and/or You have sufficient rights to grant the rights
conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright date,
and the copyright holder’s name to the COPYRIGHT NOTICE of any
original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly licensed
in another, independent Agreement with the owner of each element of
that Product Identity. You agree not to indicate compatibility or coadaptability with any Trademark or Registered Trademark in conjunction
with a work containing Open Game Content except
as expressly licensed in another, independent Agreement with the owner
of such Trademark or Registered Trademark. The use of any Product
Identity in Open Game Content does not constitute a challenge to the
ownership of that Product Identity. The owner of any Product Identity
used in Open Game Content shall
8
Download