Gemzanite
Gemzanites are a group of gemstone humanoid races composed of a smooth very dense material that resembles solid, clear glass. They live deep beneath Earth's surface. They were originally members of the Mineroids, the first race of Subterraneans cloned and genetically engineered from the cells of human beings many centuries ago by the Drow. The Mineroids finally successfully revolted against Drow rule and became independent of them. Eventually a minority of the Mineroids broke away and banded together as the Gemzanites. Type: Humanoid Mineral Physical Traits: Crystal skin, which is highly resistant to extreme heat, and can stand in molten lava without harm to themselves. Height: 5-7 ft Weight: 200-300 lbs Abilities: Gemzanites are able to communicate through crystals by simply touching them and thinking. Veins and lines of crystals are miles long in the underground forming an extensive communications network. Mobility: Legs Sensory Organs: Visual Communication: Vocal Reproduction: Osmosis INT: 2D6, WIS: 2D6, STR: 5D6, DEX: 3D6, CON: 4D6, CHA: 2D6, MR: 2D6, HPs: CON +(D20 x20) Orbit/Climate: See Earth. Feeding Habits: Minerals Lifespan: Unmeasured, possibly thousands of years Technology: 2 Culture:
Truly kind
race with little hatefulness. Organic life
seems miraculous to the various Gemzanites. While the Gemzanites explore other
lands, they make an effort not to hurt or destroy the living. Thus they try
to protect "soft" beings, especially intelligent ones, whenever they
perceive them to be in danger. They live in the magic rich environment of
Crystallion and become attuned to its magic energy eventually learning to
channel and control it in the form of spells. Gemzanites are further divided
into the following subraces: Government: Tribal, headed by chiefs but great power in the tribes is held by the shamans (sometimes called witch doctors) who are their religious leaders. Population: 1,150,450 |
Creating a Gemzanite character
Step 1: Age | ||
Determine your character's age. If older than 100 you need to determine which years you have been present in. | ||
01-20 | 100 xD10 years | |
21-40 | 100 x2D10 years | |
41-60 | 100 x4D10 years | |
61-75 | 100 x6D10 years | |
76-90 | 100 x8D10 years | |
91-00 | 100 x10D10 years | |
Next decide what you have been doing. Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously? | ||
Step 2: Attributes | ||
Roll attributes as normal but INT, WIS, CHA and MR are 2D6. STR is 5D6 and CON 4D6. Mana = INT + WIS x2. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +(D20 x20), +20 per level. | ||
Step 3: Skills | ||
Initially skills may be chosen as normal but may only be selected from the Roman Era pool, other skills may be chosen later but modern ones would require someone to train the character. |
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Step 4: Abilities | ||
All Gemzanites gain all the following free; Night Vision - The character can see in absolute darkness at a distance equal to normal sight range. Immunity - Are immune to hold, cold, heat and normal fires. Armour piercing projectiles, explosions, electrical, energy, fire and solar powers do half damage. Physical attacks must do STR 19+ in damage otherwise have no effect. Energy attacks bounce off and strike another target. Additionally Gemzanites start with 30 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities. |
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Ability | Cost | Notes |
Crystal Chameleon | 5 | Using this ability the Gemzanite can blend into and render himself nearly invisible in area or terrain with crystals or gemstones in it. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. |
Crystal Empowerment | 5 | Using this ability the Gemzanite can infuse anything touched or used (usually a weapon) with razor sharp crystals. This immediately adds another +D6 per 4 WIS to the weapon's damage, +D6 per level. |
Crystal Extensions | 5 | Gemzanites can reach crystals and gemstones in the earth within a WIS x1 metre radius, and form arms or other shapes out of the crystals/stones buried within. He can then exert his strength through these arms. The arms can take damage equal to his total HPs, and its stretching ability is dependant on the amount of earth available for it to draw on. Does D10 damage per 3 metres height. The arms can encase an object in a 2 metre radius per INT (+3 metres per level), with up to 10 HPs per INT (+10 HPs per level). May be used to encase objects, limbs or the entire body. |
Crystal Heal | 5 | A Gemzanite can heal at phenomenal rates whenever in a rocky area with crystals or gemstones. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level. |
Crystal Manipulation | 5 | Gemzanites can move, shape and otherwise manipulate any forms of crystals or gemstones, forming constructs, changing it into various physical states and altering properties, including colour, density, etc. |
Crystal State | 5 | Gemzanites are able to meld with any crystal or gemstone at least a quarter its size effectively becoming one with it. In this state he is aware of any activity within its vicinity. He may also enter into a state of suspended animation while part of the rock. |
Emission Crystals | 5 | Gemzanites can fire crystal shards at a rate of 2 per round per level which do 2D6 (+D6 per level), over a range of 1 metre per WIS. He can only do this once per hour requiring another hour to regenerate. |
Natural Defiance | 5 | The character can root himself to the ground and withstand great amounts of kinetic force and remain in a perfect upright position. As long as the character knows he's about to be hit by sudden force like a truck, he automatically becomes almost impossible to move. 10 tons per WIS +2 per level. The subject must be ready for the attack to prepare for the blow. Likewise he is extremely difficult to lift. |
Telepathy | 5 | Gemzanite's can speak to each other via telepathy, or any other crystalline race. |
Witch Sight | 10 | The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful. |
Step 5: Classes | ||
Unless trained by another then Geomancer or Shaman are the only available classes. Any other classes would require consultation with the GM. |