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A5 race seperate from class^

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Tell me your fable
A fable, a fable
A fable that will never end
And now, I dream
Fable-Robert Miles
Thank you
I want to thank those who have
played in this setting for over three
years now. If it were not for you not
just playtesting but giving me
invaluable feedback this would still
not be finished.
But I want to thank you mostly for
wanting to spend your valuable
time playing the game with me.
Though many of you I don’t know
your actual name and might not
have seen your face, spending
time and talking to you over the
years has me knowing you has
been all the world.
At the time of writing this preface,
I’m fifty-four years old. I am in many
ways no longer the kid that learned
about the game of Dungeons and
Dragons from a group of High
Schoolers that lived on my Aunt’s
street. Nowadays I think of my life
in decades in a very sweeping way
with only flashes of particular
memories that occasionally come
back to me.
Flashback, 1977
Gary, a boy that lived next to my
aunt’s house, told me about a
group of High School kids that
played a game called Dungeons
and Dragons. When we arrived, the
game was already underway and I
cannot remember if we played or
just sat in. The group came across a
succubus that proceeded to kill the
party. I was hooked. The rules set
was the “0 Edition” but the AD&D
Monster Manual was used.
Flashback, 1978
I remember the event very well. My
mother, her friend Carol and I on
what seemed to take forever trip to
The Boardwalk Hobby Store in
Cincinnati, Ohio. On the way Carol
asked my mom, “What is this you’re
getting him? “ My mother
answered “ Some book called
Dungeons and Dragons. He
doesn’t stop asking for it.”
Now my Mother, Carol and
Boardwalk are no longer here,
being faded, precious memories.
During those decades I grew up a
fat, gay, introverted child.
One of the corner stones that help
me survive was Dungeons and
Dragons and the people I had to
play it with.
Evermore
It is hard to pinpoint what I had in
mind when I started detailing
Evermore, but I know what I put
down on paper for the first time. It
was a very crudely drawn map. This
was sometime around 2008.
Remember, not dates, but
decades. This setting is based on
my wide consumption of books,
movies and TV. And while you can
say “Oh you got that from that
movie or tv show”, it is definitely my
own take on those things. The Last
Days of Atlantis is a spin on all of
what is the decades of my life,
both real and imagined. It is
reactionary to the “Clone Wars”
that is going on right now in the
OSR and the stranglehold of 5th
Editon while also embracing all
those things. Please let me know
what you think of it and what, if
any impressions it has had on you.
Brian Scott
August 15, 2022
The races presented here follow
the rules of the OSE book but it will
be very apparent that many found
in OSE have been condensed for
instance the Blooded which takes
the place of the half elf,
Dragonborn, Tiefling and other
such races in OSE.
It is up to the GM and Players to
decide what races to include, but
the ”official” setting has the ones
here.
Look at the Class section on how to
deal with odd Race/Class
combinations as this books has no
limits on how far a race can
advance in a class nor in their
choice of a class.
Blooded
Deviant
Evolved Ape
Human
Manikin
Metamorph
Trickster
Shroom
Sidhe
Dragonborn
Requirements: Minimum INT 9
Ability modifiers: +1 DEX , –1 WIS,
Languages: Common Trade,
Language of supernatural
ancestor.
Blooded are those born of the
union of humans and a
supernatural being.
Blooded look mostly human with
only small vestiges of their
supernatural ancestor.
Even so, they clearly are not
human. Depending on the
circumstance of their birth,
reaction to Blooded can be mixed.
Some are ridiculed or scorn by the
society they are born into, while
others are revered or even
worshiped, the society seeing the
birth as divine. Blooded are a
mixed bag when it comes to
worship, some are devout cultist
while others hate the gods
and some take on the mantle
themselves forming cults of
personality.
Birthright
Depending on the supernatural
ancestor, the blooded has a
special ability connected to it.
Changeling
Ancestor: Fae of all types esp.
Sidhe.
Birthright: Fae Enchanter
Changelings can charm as if
casting Charm Person, once a day.
They also have the same sight of
Eyes of the Nightjar as Sidhe.
Ancestor: Dragons of all types.
Birthright: Dragon’s Breath
Once a day the dragonborn can
use the dragon’s breath weapon
of their ancestor.
The damage taken is equal to half
of the dragonborn’s current hit
points rounded up. A save versus
breath is allowed for half damage.
Elemental Kin
Ancestor: Elemental barons, Jinn
etc.
Birthright: Elemental Mastery
Air: Do not need to breath.
Earth: Are not slowed down by
difficult terrain.
Fire: Take half damage from fire
and are never scarred by it.
Water: Can breathe underwater
and can swim their land speed.
Gargantuan
Ancestor: Giants of all types.
Birthright: Large Hands
A gargantuan can wield any twohanded melee weapon, such as a
battle axe, with only one hand.
Nephilim
Ancestor: Angels, Celestials,
Demons, Devils
Birthright: Heart of Light / Darkness
The Nephilim can cast Light
/Darkness once a day.
Infravision
Blooded have infravision to 60’
(see Darkness under Hazards and
Challenges in Old-School
Essentials).
Two Spirit
For all effects related to race(for
instance a dragonborn being
affected by a sword that magically
fights dragons or a door that will
only open for fae opening for a
Changeling) blooded are
considered to be human AND their
supernatural ancestor.
Requirements: None
Ability Modifiers: None
Hit Dice: 1d6
Armor: Leather, shields
Languages: Common Trade
Upon the very day of their arrival
the True Atlanteans took to
experimenting on the life they
found on Evermore.
One of the horrifying results were
the Deviants, beings that shore the
genomes of many species in the
same body.
Deviants are often shunned by
other species and until recently
could only be found on a lone
Island found in the Sunkissed ocean
until a group of adventurers killed
the Atlantean that oversaw them.
Genetic Deviations
A Deviant has two deviations
selected either randomly or if the
GM allows it, by choice.
Duplicate deviations are to be rerolled. If the deviant gains two
attack deviations, they may both
be used each round
1 Beast ears 3-in-6 chance to hear
noises.
2 Beast eyes Infravision to 60'.
3 Clawed hand Unarmed attack for
1d4 damage
4 Gills Breathe underwater and
swim at movement speed.
5 Pincer Unarmed attack for 1d4
damage. The pincer locks on to the
victim, causing 1d3 damage per
round (save versus paralysis to
escape).
6 Scales +1 bonus to Armor Class.
7 Spring legs Jump up to 30’
forwards and gain +1 to attack. If
wielding an impaling weapon (e.g.
spear), this counts as a charge and
inflicts double damage on a
successful hit.
8 Sticky tongue Grab an object up
to 15' away and pull it to the
mouth. Can be used as a melee
attack: bite inflicts 1d3 damage
9 Two Headed The Deviant has two
sets of Intelligence and Wisdom
Scores and possibly two
alignments. +4 save on mind
affecting spells and affects.
10 Covered in eyes Never surprised
unless not able to see.
11-12 Arboreal Swing from tree to
tree at half movement.
13 Play Dead Like a possum, the
deviant can appear completely
dead giving no indicator of a
heartbeat or breath
14 Mimicry A Deviant can mimic
the sound of any monster or
animal, including the voices of
people they have heard before
15 Glider Like a Sugar Glider, the
deviant has folds of skin starting
from the hands and going down
toward the ankles. This is not flying
and the deviant must be able to
have room to maneuver through
the air. Landing can sometimes be
difficult
16 Wall Climbing Must have both
hands and feet on the surface and
cannot be wearing gloves or shoes.
17 Spray blood Once every two
turns the deviant can spray blood
into the eyes(save vs poison to
avoid) to blind the opponent for
1d4 turns. Only effective on
creatures with eyes.
18 Shed Skin When the deviant
takes massive damage on the
surface of their skin, or in order to
get out of bindings, the deviant
can completely shed its skin. This
takes 2 rounds to do and can only
be done once a day.
19 Shell A large shell covers the
back. The Deviant gains a base AC
of 12. Armor can be worn but must
be specially made at a great cost.
Also, the shell is heavy and causes
movement to be reduced by 10’
20 Roll for a third deviation.
Shared Genomes
For purposes of race as it relates to
using magical items including True
Atlantean devices, Deviants can
use all such items.
Requirement : None
Ability Modifiers: Check Types
below
Languages: Common Trade
The Island known only as Ape Island
is home to a group of Great Apes
that were experimented on by the
True Atlanteans centuries ago.
These apes have evolved human
level intelligence and have a more
land locked human body types
rarely climbing trees and other
such heights. While they were
evolved with greater intelligence,
the humans of the island were
de-evolved with animal
intelligence. This resulted in the
apes hating humans, seeing them
as animals. Evolved Apes that have
left the island understand the
reality but still might harbor feelings
of superiority towards humans.
There are four great apes that were
evolved by the True Atlanteans.
They include:
Bonobo
Ability Modifiers: +1 CHA
The Bonobo are social, highly
sexualized simians, most being
completely bisexual. Their typical
classes include Bard and Thief.
Chimpanzee
Ability Modifiers: +1 INT
Chimpanzee are the scholars of
the evolved apes. Typical classes
include Magic-User.
Gorilla
Ability Modifiers: +1 STR, -1 INT
Gorillas are the warriors of the
evolved apes, most being of the
Fighter or Barbarian classes.
Orangutan
Ability Modifiers: +1 WIS
The philosophers of the evolved
apes, Orangutans tend to take up
the Cleric and Dream Sovereign
classes.
Bite
Evolved Apes have large fangs
that they can bite with for 1d4
points of damage.
Requirement : None
Ability Modifiers: +1 CON &CHA
Languages: Common Trade , Any
other one of the player’s choice.
Most of the humans of Evermore
are natives of Earth who were
taken from the timeline by the
Archmage Zoso. Even so, there are
humans that come from many
other planes of existence.
Though most humans have no idea
of their origins, Evermore itself was
imprinted from The Creator’s mind
giving humans a greater fit into
Evermore itself. It is for this reason
that humans are the most land
than any other sentient being on
Evermore.
Decisiveness
When an initiative roll is tied,
humans act first, as if they had won
initiative. If using the optional rule
for individual initiative (see
Combat, p222), humans get a
bonus of +1 to initiative rolls
Human Toughness
When rolling hit points (including at
1st level), the player of a human PC
may roll twice and take the best
result.
Leadership
All of a human’s retainers and
mercenaries gain a +1 bonus to
loyalty and morale.
In the Image of the Creator
Humans(and only humans) can
take the Multiclass option of page
15 of the Player’s Tome. The only
change is that Thief combos
cannot wear armor greater than
leather.
Requirement : Minimum CON 9
Ability Modifiers: +1 INT, -1 WIS
Languages: Common Trade , Any
other one known by its creator,
enemy or used to fulfill purpose.
Manikins are Living constructs. That
may or may not remember their
creation.
Manikins can come from a wide
range of origins. They were created
for a special purpose, though most
pc manikins have set out
adventuring to find more out of life.
They tend toward the Neutral
alignment as they are somewhat
detached from humanity though
most seek to learn from it. There are
though very virtuous and very evil
individuals.
The Scarecrow that spontaneously
came to life to escape torture from
the crows that perched on it all
day, the clockwork person created
by the Tinker to help around the
house and the ventriloquist dummy
that was brought to life by dark
magic, The True Atlantean Warbot
recently awaken, are all examples
of manikins.
Living Construct
Though manikins were created and
not born, they are sentient,
autonomous beings.
• They are subject to magic like all
living beings are, including things
like Sleep and Raise Dead.
• They cannot eat or drink making
consuming potions impossible.
• Manikins do not breath and
never need to take rest unless a
spell or similar magic makes them.
• Mankins regain hit points at the
same rate as other classes but gain
them back by being repaired (or
by magic).All manikins know how
to repair themselves if they are
conscious.
• They are immune to all natural
diseases and illnesses but not any
of a supernatural one. Animals and
their venoms found in the real
world are natural sources while
anything not found in the real
world is magical.
Electric Sheep
Manikins do not sleep per say but
go inert for a period of four hours.
This is similar to being asleep in that
like a person, they can be
“awaken” by outside interference.
Like sleeping organisms, they don’t
know what goes on around them
while in this state. While NPC
manikins cannot dream, PC ones
do, having progressed from their
original creation.
Structural Integrity
All manikins have a Strong and a
weak spot in their construction. For
example a scarecrow might take
half damage from the blunt
damage of a mace, but double
damage from fire. Talk with the
Game Master to determine the
character’s Strong and Weak spots.
Requirements: Minimum INT 9
Ability Modifiers: -1 CON, +1 CHA
Languages: Common Trade, True
Atlantean and one other of the
player’s choice.
Sometime in the distant past the
True Atlanteans mated with the
human slaves they subjugated and
produced offspring. Over time they
have become a true race, though
one that hides from the fear they
inspire. The vast majority of
metamorphs wish to be left alone
and to live their lives. Even so, the
rare individuals who wish to bring
chaos into the world gives the race
an undeserved reputation.
In their natural form they look like a
cross between a human and True
Atlantean. They usually stand no
more than five feet tall and are
slender. They are hairless and their
skin is translucent white. The eyes
are human but are very large and
are wide open at all times.
Shapechange
• A metamorph can alter their form
to exactly mimic another person.
• This requires 1 round of visual
contact with the target.
• The target does not have to be
alive to be mimicked, but to have
the speech down the metamorph
must have heard at least a
sentence from the target before
they die.
• Once they have taken a
particular form, they are able to
take that form as often as they
want.
• Metamorphs can remain in a
new form for up to one hour per
level. The metamorph retains its
own intelligence, hit points, saving
throws, and attack probabilities.
• They revert to their true form
when they die, but not when
asleep or unconscious.
• Neither Physical capabilities of
the new form (e.g. strength,
physical attack forms, modes of
movement)
Non-physical special abilities (e.g.
immunities, breath weapons, spell
casting) are not acquired.
Items visibly worn or carried by the
victim are copied. Copied items do
not possess any magical properties
of the original and vanish if
dropped.
Telepathy
Like their forebearers the True
Atlanteans, metamorphs can
communicate telepathically. This
form of communication is effective
with any sentient creature within
120’ and allows the mycelian to
converse in any language they
know.
Requirements Minimum DEX 9
Ability Modifiers +1 DEX, -1 WIS
Languages: Common Trade,
Animal Species
Tricksters are intelligent animals
that can take on human form. They
are the children of the Trickster god
Eshu but are not divine themselves
(though some of them through
trickery gain followers) and can die
like any other living being (though
they are known to cheat death
from time to time).
While the Eshu itself does not have
a permanent animal form, its
children are regulated to one form.
Animal forms must be either avian
or some land animal. Typical
animal forms associated with
Tricksters include Cat, Coyote, Dog,
Fox, Hare, Raccoon, Raven and
Wolf. Tricksters reproduce by
unions with humans or animals of
their type. They cannot reproduce
with each other.
Animal Form
In this form the Trickster uses all of
the stats of the animal of its type,
but keeps the Intelligence, Wisdom
and Charisma of the character. It
cannot talk in this form but can try
to convey information through
pantomime or other such ways. It’s
hit points are that of the
character’s. In either
form hit points and hit points loss
carry over.
Items the trickster is carrying at the
time melds into the form and
cannot be used in anyway
including magical items.
Changing forms takes one round.
When sleeping, unconscious or
dead or when coming back from
the dead, the Trickster reverts to
animal form. They can change into
their animal form as many times a
day as they like, since it’s their
natural form.
Human Form
In the human form Tricksters can
use all class functions.
Changing into this form is not
automatic for tricksters though.
They must roll each time they want
to do so, doing so on a 4in6.
Illiterate
No matter how smart they might
be, Tricksters cannot read or write.
This is even true if magically given
the ability to do so.
Life Death
The Gods will not intervene with the
lives of Eshu’s children (Raise dead
does not work on Tricksters), but
Tricksters can cheat death itself,
This works as the Cleric spell Raise
Dead except there is no need for a
sacrifice and he comes back one
round later.
A Trickster can come back 9 times.
A trickster cannot use Life Death if
killed by any of the following
methods: the hands of a person of
Lawful alignment, the hands of
another trickster or by the hands of
a divine being.
There is one other catch to this and
that is they never come back
exactly the same.
Roll on the table below to gain the
result. Life Death works in both
animal and human forms.
D6 Roll Results
1 The Trickster comes back as a first
level character. If already 1st level,
roll again.
2 The Trickster comes back as the
opposite sex or having both sexes
or no sex traits at all. Roll randomly.
3 The Trickster comes back as
another alignment. Roll randomly
4 The trickster comes back with
some form of insanity.
5 The trickster comes back as a
different type of animal.
6 The Trickster loses two, not one
use of this ability
Rest and Sustenance
Requirements: Minimum CON 9
Ability modifiers: –1 DEX, +1 WIS
Languages: Common Trade,
Deepcommon
Far into the boundaries of Alfheim,
live a race of beings called
Shrooms. The Shrooms have
traveled far from that magical land
and now live throughout the deep
caverns in the Underworld.
Shrooms are intelligent mushroom
people. They look like large
mushrooms with arms, rudimentary
legs and beady eyes set in the gills
of the mushroom head.
Fungal Spores
From 3rd level, a shroom may emit
a spray of spores at a single target
within 20' once per day. The target
must save versus poison or become
completely passive for 1 round per
level of the shroom, unable to act
or move.
Infravision
Shrooms have infravision to 60’ (see
Darkness under Hazards and
Challenges in Old-School
Essentials).
Light Sensitivity
When in bright light (daylight,
continual light), shrooms suffer a –2
penalty to attack rolls and a –1
penalty to AC.
Shrooms do not eat in the normal
sense. Instead, they require a sleep
of 8 hours each day spent in
contact with moist earth.
The Shroom loses 1 hit point per day
until it is again able to spend 8
hours in contact with moist earth.
Telepathic Communication
Shrooms are mouthless and unable
to speak, communicating entirely
telepathically. This form of
communication is effective with
any sentient creature within 120’
and allows the mycelian to
converse in any language they
know
Minimum Requirement : CHR 9
Ability Modifiers: -1 CON, +1 CHA
Languages: Common Trade, Sylvan
The sidhe were created at the
dawn of time, when Elfland itself
came about. There are no sidhe
children, instead they are created
during great cosmic events and
dreams. Being the embodiment of
nobility, sidhe have aloft
dispositions. There is an air of
sadness that seems to hang about
them.
They appear as tall, slender,
perfectly formed humans with
heads of full bodied hair of offset
colors and intense blue, purple or
grey eyes with very large pupils.
Their ears are long, pointed and
tapered at the end.
Eyes of the Nightjar
Sidhe have a 4-in-6 chance of
noticing passages to Alfheim.
Furthermore, their eyes perceive
night as if it were day and even the
darkest dungeon as if they were
seeing it by moonlight. Eyes of the
Night Jar does not work in magical
darkness.
Immortal
Sidhe can be killed but do not die
naturally. They are immune to the
mundane illnesses of mortal-kind
(but not poisons). They are
affected normally by diseases of
magical origin (e.g. cause disease,
lycanthropy, the touch of a
mummy).
Sidhe also cannot die of thirst or
starvation, though a lack of
sustenance drives them insane and
Unearthly Beauty
Sidhe—both benevolent and
wicked—are beautiful, by mortal
standards. For Charisma tests
based purely on physical
attractiveness, a sidhe is always
treated as having a Charisma
score of at least 16.
The first two classes presented here,
The Dream Sovereign and Shadow
Apostate, are particular for
Evermore.
This book presents no level or racial
limits on Race / Class combos.
Reskinning Race/Class
But some of these combo might
not make sense. What of a
Manikin/Cleric? Certainly the Tin
Man looking for a heart through
devotion to god would work. But
what about another concept, a
concept I call Reskinning.
Reskinning a class or even a race
without changing them much
might be the answer.
Taking the same Manikin/Cleric
combo, lets say the manikin is a
Medic Bot. The spells are all
explained away in scientific terms.
Healing spells is a limited use a day
Cellular Healing ray. Turn undead is
a special Air Spray that repeals
them etc.
Minimum Requirement : None
Prime requisite: WIS
Hit Dice: D4
Maximum level: 14
Armor: None
Weapons: Dagger, Staff
Languages: Common Trade and
Waking Dream
one other of player’s choice.
Lucid Dreaming
When the Creator enacted the
Grand Rite of Genisis, he did so
adjacent to the Dreaming. This
caused the creation of Evermore to
be subjected to leakage from the
Dreaming to the Waken world from
time to time.
Is it no wonder then that a line of
individuals have taken up the
mantle of Dream Sovereign? One
does not study to become a
Sovereign, one is born with the
ability, though it may take many
years before the ability to live in
both the Dream and Waken world
to manifest.
The most powerful of Sovereigns
become members of the
Parliament of Dreams. Others live
lives of Contemplatives and others
Run Dream Circles.
While anyone can dream lucidly,
only a Dream Sovereign is the
ultimate controller of dreams. A
person who is not a Dream
Sovereign can only do the
following things in their own dreams
and not others. Furthermore they
can only do so on a roll of 1in6.
Use a lucid dreaming roll to:
• Know you’re dreaming and in
whose dreamscape you’re in.
• Being able to change small
aspects of the dream. Instead of
holding a sword, your opponent is
now holding a chicken.
• Being able to enter and exit a
dreamscape.
• Finding your way through the
Dreaming and Dream Lands.
• Wake up from a dream and
continue a dream when you go
back to sleep
The Importance of Masks
Every Sovereign has a Dream Mask
that they have made themselves
from the stuff of dreams. This mask
reflects the Sovereign in some
important way. When and where a
Sovereign wears his mask varies,
but all wear them during Dream
Parliament sessions.
The Sovereign’s senses extends not
only in the Waken world but also to
those Dreamfolk that venture into
the Waken World. He is able to
converse with and even touch
Dreamfolk
Level
1-5
6-10
11-14
Dice roll
2in6
4in6
5in6
Gates of Horn and Ivory
The Sovereign can enter the
Dreaming by two ways, The Gate
of Ivory, done so by going to sleep
and dreaming, just as everyone
else does. The second way is
through the Gate of Horn, where
the Sovereign rolls a Lucid
Dreaming Roll and opens a
gateway to the Dreaming and
physically enter it.
Dream Sovereign Progression
1
2
3
4
5
6
7
8
9
10
11
12
13
14
EXP
0
2,500
5,000
10,000
20,000
40,000
80,000
150,000
300,000
450,000
600,000
750,000
900,000
1,050,000
HD
1d4
2d4
3d4
4d4
5d4
6d4
7d4
8d4
9d4
+1*
+2*
+3*
+4*
+5
THACO
19 [0]
19[0]
19[0]
19[0]
19[0]
17 [+2]
17 [+2]
17 [+2]
17 [+2]
17 [+2]
14 [+5]
14 [+5]
14 [+5]
14 [+5]
Phantasms Table
1
2
3
4
5
6
1
1
2
2
3
2
1
4
2
2
5
2
2
1
6
2
2
2
7
3
2
2
1
8
3
3
2
2
9
3
3
3
2
1
10
3
3
3
3
2
11
4
3
3
3
2
1
12
4
4
3
3
3
2
13
4
4
4
3
3
3
14
4
4
4
4
3
3
Dream Sovereign Saving Throw
D
W
P
B
S
1
13
14
13
16
15
2
13
14
13
16
15
3
13
14
13
16
15
4
13
14
13
16
15
5
13
14
13
16
15
6
11
12
11
14
12
7
11
12
11
14
12
8
11
12
11
14
12
9
11
12
11
14
12
10
11
12
11
14
12
11
8
9
8
11
8
12
8
9
8
11
8
13
8
9
8
11
8
14
8
9
8
11
8
D: Death W: Wands P: Paralysis / petrify;
B: Breath attacks; S: Spells / rods /
staves
The
Gods
Of
Evermore
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