New "races" for FMF and unleashed

So this thread is so i can rganixze feedback on the races for my gearbook

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Blighted Trollkin

Blighted trollkin are the blood mad hate full shunned by its mainland “cousins”, aggressive and dangerous for even their peers if they go too long without bloodshed they will go berserk and attack any bystander, torruk’s dragon blight has coalesced in relative stable mutations, strange and dangerous mutations nonetheless, their culture and survival of the fittest mentality has a tendency to eliminate the “useless”(read as non useful for combat) or harmful mutations or traits, some of those traits such as compassion, empathy or pitty, they are ruthless raider shocktroopers for the pirate crews of the schard islanders, that is if they can satiate their bloodlust and not become victims, sometimes considered as assets that, when bored, like a full blood troll or dire troll, becomes a liability.

Starting Heroic Veteran Epic
Phy 6 8 9 10
Spd 5 6 6 6
Str 6 7 8 9
Agl 3 5 6 7
Prw 4 5 6 7
Poi 2 4 5 6
Int 2 4 5 6
Arc * 4 6 7
Per 3 4 5 6

Arquetypes: Cunning, Gifted, Mighty, Skilled
Languages: A blighted trollkin starts the game with two languages: Molgur-Trul and one other he has picked up in his travels.
Height: 71–81 inches male, 63–73 inches female
Weight: 250–310 pounds male, 150–210 pounds female
Additional characteristics
Blighted trollkin are medium-based characters.
Tough – Whether or not he has the Mighty archetype, a blighted trollkin character starts the game with the Tough archetype benefit . This is in addition to any other archetype benefits selected for the character.
Feat: Revitalize – Whether or not he has the Mighty archetype, a blighted trollkin character starts the game with the Feat:Revitalize archetype benefit . This is in addition to any other archetype benefits selected for the character.
Blood frenzy- A blighted trollkin character that stays 24 hours without committing acts of violence or bloodshed against a sentient being suffer a cumulative -1 on all non combat tests, at the end of every day they must make a willpower test against a difficulty 10, if he fails he must attack any bystander until the game master deems enough blood has been shed, as soon as the character commits an act of suficient violence against another or has been severely beaten all penalties generated by this ability are removed.
Violent brute:
Blighted trollkin are violent brutes, ticking timebombs that if not handled carefully will harm its companions, the easiest way to handle it is having another equally physically brutal character in the party of which it can spar for submission(first aspect down) or brawl with every day.

Blighted mutations- A blighted trollkin character starts with a random blighted mutation, when a character archives its first archetype benefit on the veteran, and epic level it may forgo that benefit and roll again on the table until he gains a new ability on the table.
Blighted mutation table
1
Digitigrade legs – The character gains the Mighty archetype benefit Feat: Bounding leap.
2
Mutant Resilience – If a blighted trollkin with this mutation suffers a lost eye or limb due to incapacitation , he regenerates the eye or limb d6 + 3 days after fully recovering his vitality. A blighted trollkin with this mutation that is grievously injured can sometimes self-stabilize. Every turn (or every five minutes out of combat) roll a d6. On a roll of 6, the character is stabilized. Blighted trollkin with this mutation never suffer from slow recovery.
3
Horns – Tough, ivory horns sprout from the character’s head. In addition to his normal attacks, once per round the character can make one unarmed melee attack with his horns. This attack uses the Unarmed Combat skill and is POW 3. On a critical hit, the target is knocked down. If the character uses his horns to make a knockout strike that damages his target, add +2 to the target number to avoid the knockout.
4
Talons – The character’s nails grow into long talons capable of rending flesh. The character gains +2 to punch and kick unarmed melee attack damage rolls.
5
Ripping Jaws – The character’s teeth and jaws become ideal for rending flesh. The character gains +2 to bite unarmed melee attack damage rolls. On a critical hit against a living character, this character immediately regains d3 vitality points.
6
Toughened muscles – The character’s muscles are hard like iron when flooded with adrenaline in combat, the character gains the unyielding ability.

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Scarlock Thrall

Differently than most Thralls the scarlock thralls are intelligent sentient undead, their stretched skin is normally marked with multiple Cryxian necromantic runes that reanimate the corpse and give it its malign intelligence, as varied as the sentient races that inhabit the iron kingdoms and beyond, they tend to be accursed by the hatred of life common to all undead entities, though far lesser than a bane, used by powerful necromancers as lieutenants to command lesser undead mainly for the connection they can have with powerful necromancers, akin to what a warcaster has with its jacks or warlocks with beasts.

Starting Heroic Veteran Epic
Phy 5* 7* 8* 8*
Spd 6* 7* 7* 7*
Str 4* 6* 7* 8*
Agl 3* 5* 6* 7*
Prw 4* 5* 6* 7*
Poi 4* 5* 6* 7*
Int 3* 5* 6* 7*
Arc -* 4* 6* 8*
Per 3* 5* 6* 7*

Arquetipes: See bellow Mockery of life(work in progress)

Languages: See bellow Mockery of life(work in progress)

Height: Scarlock thralls are the same size of the chosen race

Weight: Scarlock thralls are light weighting only as much as the skeleton of the chosen race plus its gear

Additional characteristics

Mockery of life(work in progress): this model is an undead, additionally when choosing this race choose another race with the GMs permission, use its base size, stat block and languages and you have access to its archetypes and specific race careers as if you were that race.
Conection: a scarlock thrall can be connected to a gifted character with the Thrall crafting skill, a connected character can send mental messages and see and hear all that the Scarlock thrall does as a warlock or warcaster can see through its beast or jack, ata a range equal to its ARC+Thrall crafting skill miles, additionally the connected character can channel spells through the scarlock thrall while in its control range.
Grafting: a skarlock thrall does not regain vitality outside of Feat: Take a breather or Feat: Revitalize or this ability, outside of combat to regain vitality this character or another must make a test of INT+ thrall crafting or medicine with a difficulty of 12 if the character succeeds this character regains D3+Thrall crafting or medicine of the character who made the test, this test can be made twice an hour, this test can be taken also to graft a new eye or limb to replace a lost one.

Wraith

Beings without physical bodies, those creatures, if they can be called as such can be created by the simple process of death with unfinished business in caen, be that extreme hatred, incredible obsession, or being bound by external will to the material world, their origins barely matter, but their effectiveness as spies and combatants cannot be denied, some are more passive and affable than others, but in general they are not friendly to non cryxian life.

Starting Heroic Veteran Epic
Phy 5* 7* 8* 8*
Spd 6* 7* 7* 7*
Str 4* 6* 7* 8*
Agl 3* 5* 6* 7*
Prw 4* 5* 6* 7*
Poi 4* 5* 6* 7*
Int 3* 5* 6* 7*
Arc -* 4* 6* 8*
Per 3* 5* 6* 7*

Arquetipes: See bellow Mockery of life

Languages: See bellow Mockery of life

Height: Wraiths are the same size of the chosen race

Weight: Wraiths are weightless

Additional characteristics

Mockery of life: this model is an undead, additionally when choosing this race choose another race with the GMs permission, use its base size, stat block and languages and you have access to its archetypes and specific race careers as if you were that race.
Incorporeal: This character does not suffer damage rolls from non magical sources, if the source was magical it suffer damage normally, if the source was blessed it gains an additional damage die, when this character makes an attack he becomes physical(loses incorporeal) until the start of his next activation, this model has the rule Ghostly(A character with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if he has enough movement to move completely past them. An affected character cannot be targeted by free strikes.) while incorporeal.
Pulled to Urcaen: This character never rolls on the injury table, instead it rolls on the Pulled to urcaen table

2d6 Result
2 Oblivion: the character is completely destroyed, At GMs discretion it may be able to speak its last words.
3-4 Pull to oblivion: The character is incapacitated, if a test of INT+lore(Necromancy or Undead) difficulty 14 is not successful in a number of rounds equal to this character PHY, this character is destroyed, if the test is successful this character becomes Temporarily unbound
5-6 Temporarily pulled: The character rolls an additional die on every test to interact with the physical world and discard the highest, until they regain all vitality
7 Temporarily unbound: The character temporarily ceases to exist, after D3+3 minutes the character returns with PHY vitality back(the character does not get the benefit of recovering vitality equal to PHY after combat).
8-9 Temporarily pulled: The character rolls an additional die on every test to interact with the physical world and discard the highest, until they regain all vitality
10-11 Pull to oblivion: The character is incapacitated, if a test of INT+lore(Necromancy or Undead) difficulty 14 is not successful in a number of rounds equal to this character PHY, this character is destroyed, if the test is successful this character becomes Temporarily unbound
12 Partially pulled: The character rolls an additional die on every test to interact with the physical world and discard the highest, until he has full vitality and a ritual of ARC+Lore(necromancy or undead) with difficulty 16 can be made, if successful this effects are negated, the ritual takes four hours in unhallowed ground or a day in normal grounds, this ritual cannot be performed in sacred grounds.

Mekano Wight

Mekano wights, as i call them are the things necrotechs and necrosurgeons are, unholy fusions of mechanika and necromancy, they are a evolution from the half mechanical undeads of the orgoth, by being able to maintain their minds or better intellect and will, well many consider them mad, and most are, but that may be a burden of “imortality”, the mortal mind without extremely potent will (of self or bound to) can’t endure, but not all, most strange is that this “condition” is taken voluntarily, normally by those who wish to continue their work unburdened by physiological needs.

Starting Heroic Veteran Epic
Phy 5* 7* 8* 8*
Spd 6* 7* 7* 7*
Str 4* 6* 7* 8*
Agl 3* 5* 6* 7*
Prw 4* 5* 6* 7*
Poi 4* 5* 6* 7*
Int 3* 5* 6* 7*
Arc -* 4* 6* 8*
Per 3* 5* 6* 7*

Arquetipes: See bellow Mockery of life

Languages: See bellow Mockery of life

Height: Mekano wights are the same size of the chosen race, bar any extreme body modification

Weight: Mekano wights weight about the same as they weighted in life, bar any extreme body modification

Additional characteristics

Mockery of life: this model is an undead, additionally when choosing this race choose another race with the GMs permission, use its base size, stat block and languages and you have access to its archetypes and specific race careers as if you were that race.
Body mod: This character starts with a body mod to be chosen between: Servo arms,Spider legs, Grasping claw, Wire tendrils or Iron talons.
Grafting: a Mekano wight does not regain vitality outside of Feat: Take a breather or Feat: Revitalize or this ability, outside of combat to regain vitality this character or another must make a test of INT+ thrall crafting or medicine with a difficulty of 12 if the character succeeds this character regains D3+Thrall crafting or medicine of the character who made the test, this test can be made twice an hour, this test can be taken also to graft a new eye or limb to replace a lost one.

Revenant

Revenants are a special kind of undead nearly impossible to destroy, as any undead they harbor a certain hatred or jealousy of the living for they cannot partake on the pleasures of life anymore, they adventuring revenants are normally bound to a small cursed object they carry, they came from all walks of life, from noble heroes to vilest of scoundrels, all it takes to create a revenant is the bad (or good) luck of running in with a cursed necromantic artifact and the death of the now new revenant.

Not all Revenants are cryxian agents but the stereotype runs deep, so do take heed of this warning if you want to play a revenant, they will need to hide their new essence if in the iron kingdoms propper.

Starting Heroic Veteran Epic
Phy 5* 7* 8* 8*
Spd 6* 7* 7* 7*
Str 4* 6* 7* 8*
Agl 3* 5* 6* 7*
Prw 4* 5* 6* 7*
Poi 4* 5* 6* 7*
Int 3* 5* 6* 7*
Arc -* 4* 6* 8*
Per 3* 5* 6* 7*

Arquetipes: See bellow Mockery of life

Languages: See bellow Mockery of life

Height: Revenants are the same size of the chosen race

Weight: Revenants weight 20% less than what they weighted in life

Additional characteristics

Mockery of life: this model is an undead, additionally when choosing this race choose another race with the GMs permission, use its base size, stat block and languages and you have access to its archetypes and specific race careers as if you were that race.
Bounded soul: This character is bound to a profane object. When this character is incapacitated it becomes dormant for D3+1 minutes, this character does not roll on the injury table, after this period this character starts to regain its vitality, starting at 1 and regaining D3 per round, at the object at which this character is bound, this character can only be destroyed if the object is destroyed or purified.