Koralle

Koralle are a race of sapient humanoid coral.

Species Name: Koralle, Coral People

In the last days of Atlantis, an enormous amount of magic was expended during its final invasion. Vast devastation was wrought on the known world, with forests blazing up, and islands sinking into the sea. Eventually Gaea became aware of the savage conflict. Shocked by the destruction, she gave sentience to a grove of trees (the original Throne of Trees). For thousands of years they acted as guardians of the earth and all the different forms of life which inhabit it. But the Parliament only existed in the Grove of Serenity, in between space and time. There were human agents who could act on their behalf in our world, and of course the elementals, but the Infernal forces seemed to be gaining ground. Eventually the decision was made to seed Earth with a new race; a sentient plant life. The Koralle are an offshoot of that seeding.

Type: Humanoid Coral

Physical Traits: The Koralles' bodies are mutable, being made up of a flexible coat of plant matter. Koralle have great control over their bodies, being able to make up multiple types of shapes and remain fully functional. The Koralle are mostly loners many simply roaming the dark cavern complexes they inhabit in search of dead plan to assimilate, but some do find their way into civilized society. Koralle are large creatures, but not particularly heavy and their height is not constant, given their ability to morph their bodies. Koralle bodies are made of varying coloured coral material. This makes them notoriously difficult to kill or wound with normal weapons; bullets pass nigh-harmlessly through them. Only complete disintegration will kill them.

Height: See table below

Weight: See table below

Abilities: Koralle live their life in dark caverns and their sensory apparatus is thus quite capable even in the dark up to 30 metres. They can dive down to a maximum depth of 30 metres per CON.
Koralle shape their body to their wishes, gaining several benefits. Only one body, weapon, and movement ability may be active at a time:
Hammer Hands; An Koralle layers it's substances over it's hands. It gains a natural slam attack that deals +D6 damage.
Razor; An Koralle narrows it's digits, giving them a sharpened edge. Each digit deals +D4 damage.
Devourer; A Koralle grows a single overlarge mouth lined with fangs giving a bite attacks that deals +D8 damage.
Armour; A Koralle layers it's material over it's body to protect itself. It gains AC 0 and +20 HPs natural armour.
Climb; A Koralle puts down dozens of micro-roots with every motion, giving it a climb speed of +20 MR. it also gains a +4 to resist bull rush and overrun attempts.
Fins; A Koralle gains a swim speed of MR x2.
Limbs; A Koralle can make new appendages pretty much at will, such as four hands capable of wielding weapons, and may make use of multiattack.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Koralle are genderless and reproduce by creating spores that root themselves to the cavern floors and slowly grow with the nutrients from the earth until they can move themselves.

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 4D6, CHA: 2D6, MR: 3D6, HPs: CON +D20

Orbit/Climate: See Earth

Feeding Habits: The character produces his food photosynthetically by absorbing nutrients from the water and atmosphere and using sunlight to make them into energy and tissue. They suffer D6 extra damage when attacked with weapons employing fire or cold. Complete nourishment for a day can be achieved by floating on top of the ocean for an hour during which it can't move. In addition they need three hours of bright sunlight or six hours of dim sunlight.

Lifespan: 300 years

Technology: 2

Culture: Benevolent, more tolerant than standard but still with some violence. Koralle have very little societies of their own, instead preferring to be loners. Those Koralle that do inhabit societies usually live in the sidelines of other fungi societies. Koralle are rather indifferent to most creatures and this indifference works both ways. The have no real trouble adapting to society, but most Koralle don't do so. Koralle have no special opinions of any races in general. Koralle are not likely to adventure unless something forces them to. There are however, exceptions to every rule and sometimes there is born an Koralle with sufficient drive to start adventuring. Koralle lean toward more passive roles and are usually found as rogues, bards or clerics.

Government: None

Population: 1,643,510

 

Creating a Koralle character

Step 1: Age
Determine your character's age. Roll 3D10 x10 years. If older than 100 you need to determine which years you have been present in. 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 CON is 4D6, while CHA is 2D6. Mana = INT + WIS x3. 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 +20, +20 per level.
Step 3: Skills

Skills may be chosen as normal.

Step 4: Abilities

All Koralles gain all the following free;

Koralle Body - Koralles have no vital organs so they are hard to kill. Wounds will only slow them down temporarily with their body healing almost immediately. Only total disintegration will kill them. Koralles can heal 1 HP per CON per minute. Immunity to poisons, venoms, paralysis, and stunning. They can shape their body to their wishes, gaining several benefits. Only one body, weapon, and movement ability may be active at a time:
Hammer Hands; An Koralle layers it's substances over it's hands. It gains a natural slam attack that deals +D6 damage.
Razor; An Koralle narrows it's digits, giving them a sharpened edge. Each digit deals +D4 damage.
Devourer; A Koralle grows a single overlarge mouth lined with fangs giving a bite attacks that deals +D8 damage.
Armour; A Koralle layers it's material over it's body to protect itself. It gains AC 0 and +20 HPs natural armour.
Climb; A Koralle puts down dozens of micro-roots with every motion, giving it a climb speed of +20 MR. it also gains a +4 to resist bull rush and overrun attempts.
Fins; A Koralle gains a swim speed of MR x2.
Limbs; A Koralle can make new appendages pretty much at will, such as four hands capable of wielding weapons, and may make use of multiattack.

Additionally Koralles start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Coral Empathy 5 Koralles can establish telepathic communication with any plant within line of sight if she does nothing else in the round. No minimum INT required. This has the following benefits:
She can alter the plant, giving it intelligence. It will answer any of his questions. Further she can then recruit this plant as an ally. Once he does so he permanently psionically links with the plant turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact. She can have one ally per 5 WIS.
Heal Other Plants 10 The ability to heal any plant at phenomenal rates. The character must touch the plant for 1 minute uninterrupted to perform the following healing;

1) Restore 1 HP per INT, +1 per level per 10 minutes. 

2) Reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT. 

Natural Chameleon 5 Using this ability within the ocean the Koralle can blend into and render himself nearly invisible so long as he remains still. 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. 
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. 5 tons per WIS +1 per level. The subject must be ready for the attack to prepare for the blow. Likewise he is extremely difficult to lift.
Natural Heal 5 A Koralle can heal at phenomenal rates whenever in an undersea forest area. She 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.
Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Natural Sight 5 Nightvision equal to 30 metres.
Natural State 5 Koralle are able to meld with any coral reef 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 doing this.
Spellcast 10 Faerie and Elemental Earth magic only but he is bestowed with all the spells within those spheres.

Koralle can tap into the world’s natural mana at a rate of INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep.

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.

 

Age True Years Height Weight Body Mutations
Sapling 1-5 1 ft +D10 inches 1 kg 1
Shrub 6-10 3 ft +D10 inches 3 kgs 2
Cactus 11-100 5 ft +D10 inches 6 kgs 4
Elder 101-200 7 ft +D10 inches 9 kgs 6
Venerable 201+ 9 ft +D10 inches 12 kgs 8

 

Plant Mutations
For a truly random character in this new world roll on the following tables. As always each section is optional. The player may choose to roll on all, some or none of the tables.
Step 1: Colour Mutations
Roll on this table several times; once for skin colour, again for eye colour and once more for fruit colour.
01-20 Completely normal green
21-25 Red
26-30 Orange
31-35 Yellow
36-40 Blue
41-45 Indigo
46-50 Violet
51-55 Gold
56-60 Silver
61-65 Bronze
66-70 Brown
71-75 White
76-80 Black
81-85 Grey
86-90 Transparent
91-95 Combination of several of the above in striped form. Roll D4 more times.
96-00 Combination of several of the above in patch form. Roll D4 more times.
Step 2: Eye Mutations
What type of eyes does the character have?
01-10 Very small; -2 to hit eyes if targeted by enemies.
11-20 Small; -1 to hit eyes if targeted by enemies.
21-40 Completely normal.
41-50 Large; +10% greater sight range.
51-60 Very Large; +20% greater sight range.
61-70 Oval shape; 180 degree vision.
71-80 Glowing; +1 to intimidate.
81-90 Insect; 360 degree vision.
91-00 Third Eye; see the invisible.
Step 3: Size Mutations
How big is the character?
01-08 1ft +D10 inches
09-16 2ft +D10 inches
17-24 3ft +D10 inches
25-30 4ft +D10 inches
31-44 5ft +D10 inches
45-52 6ft +D10 inches
53-60 7ft +D10 inches
61-68 8ft +D10 inches
69-76 9ft +D10 inches
77-84 10ft +D10 inches
85-92 11ft +D10 inches
93-00 12ft +D10 inches
Step 4: Body Mutations
Does the character have any additional mutations?
01-06 None.
07-12 Acid for blood; the plant's chlorophyll is highly acidic doing 5D6 damage to anything it touches.  
13-18 Alpha Sense; the character senses Alpha Wave emissions from animal and human brains at a range of 1 metre per WIS. He can locate the emission source exactly as if he were seeing the character. 
19-24 Aromatic; the plant's strong fragrance reminds those who smell it of their favourite food, causing them to follow the scent to its source. Each victim gets at a time of the GM's choosing, a Psi save to break this illusion. On windy days, range is 90 metres downwind and 30 metres upwind. The effect is broken once characters are within 3 metres of the plant or the plant attacks. 
25-30 Antennae; depending on the character's powers these could be used as senses, discharge, telepathy, etc.
31-36 Bacterial Symbiosis; plants with this mutation form a symbiotic relationship with powerful micro-organisms living beneath their outer skin. When the Plant is damaged or eaten, these are released and those coming in contact with them must save vs Disease. Those failing their roll contract a major illness. 
37-42 Barbed Leaves; the character's leaves can do severe damage to those coming in contact with them. The barbed hooks do D4 damage each. Unless careful removing them will cause another D4 damage.
43-48 Chemical Sense; the character senses the chemical makeup of the surrounding area up to a 1 metre per WIS range. The greater the variation from the background norm, the more clearly he sees something. 
49-54 Control; the character can control one plant within 1 metre per WIS making it do his bidding within its capabilities (it could not, for example, walk). 
55-60 Divisional Body; the plant's tendrils, vines, limbs, trunk, stalk or whatever (as deemed appropriate by the GM) have become segmented so that they can separate from its body and move about independently at a range of 30 metres. The character is assumed to have some rudimentary sense ability allowing it to make directed use of these elements. 
61-65 Explosive Seeds; the plant's seeds are explosive doing D6 each per level with a blast radius of 3 metres. Fruit and seeds may be stored for later use. 
66-70 Healing Fruit; the plant develops a special type of fruit that has any one of eight possible effects. Either roll once to determine what type of fruit the character always has or roll each time grow a new fruit. Roll D6 to determine what the fruit does; 
1 Heals all physical damage.
2 Cures any disease.
3 Cures any mental condition.
4 Induces trance-like sleep for D4 hours.
5 Cures radiation poisoning.
6 Antidote for all poisons, toxins and venoms.
71-76 Poisonous; the plant secretes a contact poison which does 3D6 skin damage to any who touch it unless they save vs Poison. 
77-82 Razor Leaves; the character's leaves can do severe damage to those coming in contact with them. The razors do D6 damage each and will cut most substances. 
83-88 Spore Cloud; the character has motion-sensitive skin. Anything moving nearby causes it to shoot spores in the general direction of the movement. The spores then release a gas causing victims to save vs Toxin or be knocked out. 
89-94 Thorn Expulsion; the character has barbed thorns it can fire up to PS x1 metre. He will have 4D20 Thorns and will take a week to grow new ones if any are used or damaged. The thorns do D4 each and choose whether they also contain a sedative. 
95-00 Transparent Body; can see right through his body. Note he is not totally invisible as his outline can be made out.

 

 

Races