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Thursday, April 15, 2010

Six from the Sanctum

I was playing with Seventh Sanctum's alien and fantasy race generators today, and decided to stat up some of the results. If any enterprising artist wants to draw one of these oddballs, I'd love to see the result. The following is open game content.

Caledjula
Caledjula are tall, statuesque creatures with angular bodies and reddish-orange skin. Their heads are pointed and their jaws and foreheads jut out about three inches beyond their flat faces. Their eyes are large and brightly colored, and surrounded by long lashes. Their arms (wings, actually) and legs end in hands with seven long fingers. Caledjula have a radar-like sense reminiscent of bats. Caledjula are capable of imitating all sorts of speech, and their pleasant, deep voices and calm demeanor makes them successful negotiators. Caledjula are advanced in the areas of illusions and healing, and have more than their fair share of illusionists and clerics. The caledjula come from a barren world. They live beneath the surface in cave systems dug into the permafrost. They adorn themselves with leather armor, sometimes studded, in battle and carry long, thin blades and bolas.

Caledjula characters are capable of finding their way even in complete darkness. They can also fly. Caledjula enjoy a +2 bonus to save vs. illusions and every caledjula begins play knowing one minor illusion that they can cast once per day.

  • Caledjula: HD 1; AC 9 [10]; Atk 1 weapon; Move 12 (Fly 9); Save 16 (14 vs. illusion); Special:Radar sense, know one illusion spell.
Ifnut
Ifnuts have bulky, spherical bodies with thick, rubbery skin the color of damask. They have three heads that resemble elephant trunks tipped with black, beady eyes and three stubby limbs that end in three long finger/toes. These limbs are used for both movement and manipulation. Although omnivorous, ifnuts prefer to browse on vegetation. Ifnuts tend to be narcissists, and find it difficult to work with others on a permanent basis. Other races find them to be corrupt and untrustworthy. Ifnut armorers can fashion all manner of armor for ifnuts, with their suits of plate mail making them look like pot-bellied stoves. They can wield short weapons (short swords, daggers, light maces) and their heads are capable of casting stones as if they were slings.

Ifnut characters are only surprised on the roll of 1 on 1d8. Their thick skin improves their armor class by one. They can make one ranged attack each round for 1d4 points of damage, provided they have ammunition in the form of sling stones or bullets. Their limb placement does not allow for the use of other ranged weapons with the exception of light crossbows, with which they suffer a -2 penalty to hit.

  • Ifnut: HD 1; AC 8 [11]; Atk 1 weapon (1d6) or 1 thrown stone (1d4); Move 9; Save 16; Special: None.

Nif’nef
The nif'nef look like elves with honey-colored skin and wasp-shaped bodies (i.e. extremely thin waists). They have ashen hair, beady, black eyes, and thin mouths and noses. The nif'nef have a shamanistic belief system (i.e. druids in place of clerics) and they worship creatures of elemental earth. A group of five nif'nef can, with 3 rounds of ritual chanting, conjure an earth elemental from the ground. Nif'nef practice ritual cannibalism of deceased friends and family, preserving the flayed skins in alabaster boxes marked with angular runes. They dwell on a rich island chain that is the site of a lost civilization.

Nif'nef characters are light and graceful, gaining a +1 bonus to dexterity rolls at character creation, but suffering a -1 penalty to strength rolls. These modifications cannot send an ability score over 18 or below 3. Their quiet natures give them a +1 bonus to surprise (or sneak). Nif'nef have slow metabolisms that allow them to eat half as much as humans.

  • Nif'nef: HD 1d6; AC 8 [11]; Atk 1 weapon (1d6); Move 15; Save 17; Special: Surprise on 1-2 on 1d6.
Olvu’gai
The olvu'gai resemble nothing so much as giant potatoes covered in velvety, yellow fur. Sprouting from their "middles" are from eight to twelve thin tentacles, each about 10 feet in length. The tentacles are used to move, almost in the manner of a spider, and to manipulate objects. There are numerous patches of what appear to be long, black hairs sprouting from the bodies of the olvu'gai. These hairs are used to collect sensory data (smell, sight, sound). The creatures communicate by vibrating their tentacles, creating sounds reminiscent of the glass armonica. The creatures can also use these vibrations to render themselves invisible (as the spell). Olvu'gai are natural bureaucrats, with a love for classification and "everything in its place" thinking. They spend much of their time in endless debates about the minutiae of an idea, and only rarely move ahead with anything. Their home world is barren and craggy, which most of the life living in the soil. The world has no moon and suffers frequent catastrophes. The wildlife is as bizarre to an "earthling" as the olvu'gai themselves.

Olvu'gai characters retain their ability to become invisible, but may only use it once per day. Their very ordered thinking helps them find secret doors and traps on a roll of 1-2 on 1d6, but it takes them twice as long to search for them. Olvu'gai can learn to understand humanoid languages but not speak them. Likewise, their language can be learned by humanoids but cannot be spoken by them.

  • Olvu'gai: HD 1; AC 9 [10]; Atk 3 tentacles (1d6); Move 12; Save 16; Special: Invisibility.

Vindlu
Vindlu resemble long, thin lions covered in silvery scales tipped with aquamarine and they have long "whiskers" like those of a carp. These whiskers are extremely sensitive, making vindlu difficult to surprise and allowing them some insights into the emotions of others. Their four legs end in clawed hands. Outside their home city, they live in tight-knit family bands, hiring themselves out as assassins. They are very skilled at poison making.

The vindlu originate in a huge, prosperous city state located in the "Crawling Canyon", a canyon that seemingly moves about their native highlands. The city-state is composed of circular brick "shell-keeps" centered around fire pits fueled by coal and always kept burning. The vindlu sleep on shelves overlooking the pit, with the interior of their buildings given over to storage rooms, kitchens, libraries and armories. Most of the city-state's revenue comes from intricately died cotton textiles, the cotton harvest being a highlight of their year. Although not particularly religious, the vendlu give a nod to a hermaphroditic divinity they call Magfa. Magfa is aloof and mysterious, and works its wonders through earth-bound messengers and servants.

Vindlu characters enjoy a +1 bonus to save vs. poison, and are capable of using poison on their weapons safely and effectively. They also have a +1 bonus to save vs. fire damage. Their whiskers make them susceptible to surprise only on a roll of 1 on 1d8, and give them the ability to detect lies.

  • Vindlu: HD 1; AC 8 [11]; Atk 1 bite (1d4) or 1 weapon (1d8 + poison); Move 15; Save 16 (15 vs. poison and fire); Special:Surprised on roll of 1 on 1d8, detect lies / read emotions.

Zwunker
Zwunkers are an offshoot of dwarfs. They are black-skinned and have long manes of gold hair. Their eyes are faceted and resemble yellow diamonds. Zwunkers live in caves overlooking the sea. They are skilled sailors and love nothing more than to feel the wind whipping through their manes. Once per day, a zwunker can control the winds, either calming them or whipping them into a frenzy. Zwunkers are highly resistant to magic, and their presence actually absorbs magical energy. Essentially, their "magic resistance" applies to all magical effects within 30 feet of them. Zwunkers make elaborate leather armor (always black) and carry steel rods for weapons.

Zwunker characters enjoy the same benefits as normal zwunkers. They have a +2 bonus to save vs. magic. Their hair can be shaved and melted down into the equivalent of 5 gold pieces, though no zwunker would willingly do this save to avert his own death or that of a loved one. Zwunkers cannot work magic, and thus are barred from becoming clerics and magic-users, though they can become psychics.

  • Zwunker: HD 1; AC 6 [13]; Atk 1 weapon (1d6); Move 9; Save 16 (14 vs. magic); Special:Control wind, magic resistance 10%.

2 comments:

  1. Seventh Sanctum is a cool site. I also recommend Chaotic Shiny (I think there's a link to CS on the SS site).

    ReplyDelete