A New Horizon
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An Adult Themed Table Top Roleplaying Game, New Horizons is fairly custom, or 'homebrew', compared to most established systems.
 
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 - Varnak -

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Join date : 2019-08-15

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PostSubject: - Varnak -   - Varnak - EmptySat Aug 17, 2019 7:00 pm

The Varnak are humanoid, standing at around 5'5" to 6", with a deep blue skin and white hair, pure white eyes, and short tapered ears. Their skin is cold to the touch, their body fluids similar to antifreeze. They don't eat or drink like most other races do, instead ingesting the minerals and the ice that are abundant on their world, taking in the sun rays. They are unique in that they are the one of the few only known highly sentient plant species.

Average Life Span: Immortal
Average Weight: 160-180 lbs (Males) 100-140 lbs (Females)
Average Height: 5’5”-6’ (Males) 5’-5’5” (Females)
Diet: Omnivore
Lifeform: Carbon
Language: Aosdaric, a language similar to Siouan
Homeworld: Van
Homeworld Type: Ice World


Base Physical Force: 8
Fertility: 4
Base IQ: 55


Benefit:

Varnak can choose any two genetic, cybernetic, technological, or psionic upgrades.

Initial Power:

-Varnak are Immune 20 to Cold attacks, reducing all cold damage by 20 points.
-Varnak only need to drink once per month, and take nutrients from any soil they happen to be standing on. They may also take nutrients through sex, ingesting their partner's sexual fluids. If no nutrients are present, they can sustain themselves for years at a time through entering a state of inactivity.
-Varnak are immortal. Their lives never end unless they choose to end it through ritual, or if they are killed through weapons, poisons, etc.
-Varnak are cool blooded by nature, and cannot be spotted with thermal vision, only appearing as part of the environment, only detectable when they move.
-Varnak are considered to be very friendly, and get +3 to Persona when using diplomacy.
-Varnak also gain vague memories about their ancestors. When performing combat or skill checks, you may choose to take a Luck roll. Doing so increases the stat they're using for the attack or skill check by +5. Failing, however, stuns you for one action.


Detriments:

-Vulnerable 8 to heat damage
-Take 2 points of damage when in extreme heat climates
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PostSubject: Re: - Varnak -   - Varnak - EmptySat Aug 17, 2019 9:38 pm

Racial Veteran Class

Frost Guard:
"I'm immortal...you, on the other hand, are an ice sculpture waiting to be made."

The race of immortal sentient plants known as the Varnak have always been a peaceful race. As Van has no natural predators, the thoughts of weapons and defenses never dawned on them. So when they evolved from the “Ancients”, their society quickly built into an anarchist, but peaceful state. Science quickly advanced, even moreso as a great deal of it wasn't dedicated to combat, and within a very short span of their recorded history, they had achieved space flight. However, that is when they had their first taste of conflict and war, when they were invaded by the Kryslin. After repelling them with tools made for shaping cities, a new breed of Varnak appeared, a dedicated police and military force known as the Frost Guard.

As a Frost Guard, your purpose for nearly a century now has been combat. The Guardias helped to train all, or perhaps you learned all you know from allies made from your travels. Whatever the case, all your combat experience has meshed with your affinity to the cold to form a potent mix. When you returned home, you were given the Eternal Frost Armor by your peers. Whether you choose to stay and protect Van, or continue your journey through the stars is your choice.


Requires: Varnak, 10 completed missions

Eternal Frost Armor:
The Eternal Frost Battle armor was originally designed for massive ice production for use for buildings, artistry, and other structures. When the Kryslin came, it was remade in order to repeal them, and proved effective against them. With its bulky white frame, twin boons that fire ice beams, and added shielding against damage, it's effective at both defensive, and offensive power. Other features in the armor includes immunity to all cold damage and environments, thermal optics, and an onboard computer displaying suit durability, power, and conditions. If the suit is destroyed, it can repaired or replaced for 1000 Credits. It is heavy armor, and can be worn without heavy armor requirements.

Heavy Armor
Weight: 85 lbs
Defense: 6
Suit HP: 55
Special:
Two frost boons on either side of the hands are capable of firing ice defensively and offensively up to Medium Range. The ice formed is capable of inflicting 2d8 frost damage each, or creating medium (+5 defense) cover with 15 Health. If the ice damage dealt is critical, it instead freezes the target for 1d4 rounds, or unless they have 400 Physical Force. If both boons are fired at the same time, the damage is automatically a crit if it lands, or cover is double health.

In addition, you gain training in Heavy Armor.


Hypothermia:
Your mastery of ice and cold has grown to the point that your attacks cause the enemy to slow, and succumb to the cold. Attacks that deal cold damage all gain the property of preventing the target from moving more than 3 spaces per round.

Frost Guard Optional Skills:

Flash Freeze:
You have mastered the Eternal Frost armor, capable of incorporating it into your attacks to maximize its efficiency. When performing an unarmed punch, you may perform a frost blast from your armor as well.

Shatter:
Your knowledge of the cold and ice allows you to strike with increased damage, causing shattering from the impact. When you attack a frozen target, you deal 2d6 extra damage. If an enemy would fall below 15 HP from this, the ice around them shatters and puts them into Flatline instead.
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