Mineroid

 

Species Name: Mineroid, Mineraloid

Mineroids are a race of humanoid minerals that resemble the rough, pitted pumice rocks found on Earth. They live in tribes in underground caverns deep beneath Earth's surface. They were originally 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.

Type: Humanoid Mineral

Physical Traits: Mineroids have jagged, quartz-like clusters that cover their entire bodies. Their colours range from white to bright reds and purples with translucent or opaque qualities. The texture of their bodies is either polished smooth or lightly textured. Their voices have a faint tinkling sound reminiscent of chimes. They appear to be composed of a limestone-like substance that gives them a powdery white complexion and grainy texture.

Height: 6-7 ft

Weight: 200-400 lbs

Abilities: Mineroids draw on any body of minerals to increase their size and mass. They can root themselves to the ground and withstand great amounts of kinetic force and remain in a perfect upright position. Mineroids can dig a hole in the earth at his normal land movement rate. Mineroids not only have nightsight but also can see Electrical fields (and their intensity), Gravity waves (in a radar like manner), Mana or Ley Line power (depending on which system you use), Magnetic fields, Radiation, Ultraviolet, Infrared and X-rays.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Osmosis

INT: 3D6, WIS: 3D6, 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: Hostile. Intolerant and aggressive, held in check by strong social customs. Mineroid society is a very ordered and rigid one, like the people themselves. They seldom express emotion and are as cold as their stone-like appearance. They have survived over the centuries by being a calm, calculating people. Everything is perfectly arranged and scheduled to avoid contusion and chaos. There are a significant number that leave to study and travel the underground. They normally undertake these travels to be observers, but many quickly flee back to the calm of their people. Many cannot cope with the constant chaos that exists outside their orderly and quiet society. Others are so amazed by the excitement outside of their world that they never return lo their dull life. Once they experience thrills, they become hooked on a lite of adventure.

Government: Monarchy

Population: 2,675,150

 

 

Creating a Mineroid 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.

Step 4: Abilities

All Mineroids gain all the following free;

Night Vision - The character can see in absolute darkness at a distance equal to normal sight range.

Immunity - Mineroids are immune to poison, sleep effects, paralysis, cold, heat, fire, gas and radiation. Armour piercing projectiles do one third damage. Explosions, energy, fire, solar and electrical powers do half damage. Radiates no heat.

Additionally Mineroids start with 30 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Enhance 5 Can draw on any body of minerals to increase size and mass. For every 1 cubic metre added gain +45kgs, +8 STR, and +600 HPs. Can maintain for 8 melees per level –1 melee per cubic metre.
Natural Chameleon 5 Using this ability the Mineroid can blend into and render himself nearly invisible in mountainous areas, clumps of rocks, subterranean areas or any other rocky terrain. 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. 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.
Natural Drill 5 The Mineroid can dig a hole in the earth at his normal land movement rate. He may choose to have the excavated material pile up at the edge of the hole or to have it slip off deeper into the earth. The hole takes 1 minute to excavate per 100 cubic metres. Normally the tunnel the hero makes collapses within 10 minutes of the hero's passage at a specific spot. The exception is the tunnel within 3 metres of the hero's current location. This allows him to occasionally stop. A tunnel never collapses on the hero, unless a higher intensity force is applied like explosives. If he wants to build a relatively permanent tunnel, his movement rate is cut in half as he takes the time to make reinforced walls.
Natural Extensions 5 Mineroids can touch the earth and form arms or other shapes out of the ground. 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.

Natural Heal 5 A Mineroid can heal at phenomenal rates whenever in a rocky or subterranean area. 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.
Natural State 5 Mineroids are able to meld with any rock 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.
Petrify 5 By touching anything organic the character can turn it into immovable stone. The person is totally paralysed while in this form though he remains alive. The effect lasts for one hour per INT, +1 hour per level.
Spectra Vision 5 A form of enhanced visual sense which includes the ability to see Electrical fields (and their intensity), Gravity waves (in a radar like manner), Mana or Ley Line power (depending on which system you use), Magnetic fields, Radiation, Ultraviolet, Infrared and X-rays. Equal to normal sight range. 
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.


 

Races