Post by shogungari on Dec 29, 2015 23:28:03 GMT
For the longest time it was thought living creatures could only be carbon-based. Any other forms of life were either artificial or unnatural. And as far as the citizens of the world are concerned, there is no life among the stars.
The Novakids blow these notions out of the water. Novakids are a race of energy beings from not only beyond the stars but from stars themselves. Formed in the supernova of a dying sun, Novakids are pure energy held in place by a brand where their face should be. They crash landed to this world very recently, but surprisingly are quite proficient with firearms. Little is known about Novakids, as they rarely preserve information on their own race, but there are a few things known about them:
Appearance: Novakids vary greatly in color and shape, but their relative size is humanish. They range from 4-6 feet tall and tend to have toned builds with not too much muscle or fat. Technically a Novakid could change its shape to differ from this norm, but they rarely due simply because they lose interest in trying it soon after. Novakids all have a faint glow that can light up areas around them, with some of the more clever members of the race increasing the light output to that of a bright torch. Their hair is pure fire, but can be shaped into any form they please. Rather than a normal face of two eyes, a nose, and a mouth, Novakids have a strange metallic symbol in the middle of their face. Each Novakid has a different symbol, making it very easy to differentiate individual members of the species. The symbol acts as a conduit from which all the energy in the novakid's body is channeled. If killed, the energy dissipates and leaves only the metallic symbol behind. The symbol does not change size or shape throughout the novakid's life.
Gender: Technically, novakids have no sex or reproductive organs. They still choose to identify as male or female, however, shaping their energy bodies to fit either role. They do not reproduce but are so long-lived and so many are formed in super novae, the species has no chance of going extinct. Although they're not capable of reproduction, infatuation is very common among the race, with other novakid as well as non-novakid races. Novakids do not care about what gender their partner is (since they have no gender themselves), but can still find certain features attractive. As such, it's just as common to see a male-shaped novakid with a female elf as it is to see a female-shaped novakid with a female halfling, or two female-shaped novakids together.
Age: Novakids are very long lived, embarassing even elves in their age. Capable of living thousands of years, they do indeed die of old age at some point. As a Novakid ages its body turns red and the being swells in size, as though it was becoming a red giant. Thankfully a Novakid's death is far less violent than an exploding star, as eventually its body burns out and vanishes into nothingness.
Personality: Novakids are by default easily distracted and rarely focus on things for more than a few minutes at a time. Because of this, they rarely record information or history about their species. This does not mean novakids are stupid, however, as many are quite capable as blacksmiths and engineers. An interesting quirk is they all seem to have a western theme in their attire and weaponry, favoring clothing from the Wild West and revolvers to platemail and swords. Most Novakids are born with a silver tongue in their non-existent mouth, and are quite friendly with other races.
Type: Outsider (3 RP):
Native outsiders have the darkvision 60 feet racial trait.
Native outsiders breathe, eat, and sleep.
Size: Medium (0 RP)
Speed: Normal (0 RP): 30 ft
Standard (0 RP): Novakids are fast and their beautiful embers attract positive attention, but they tend to have low attention spans. +2 dex, -2 int, +2 cha
Language: Standard (0 RP)
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Lightbringer (2 RP)
Prerequisites: None.
Benefit: Members of this race are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 10 or higher, it gains the following spell-like ability:
At Will—light
Energy Resistance (1 RP):Fire
Prerequisites: Outsider (native) with ties to an elemental plane.
Benefit: Pick one of the following energy types that corresponds to the plane the race has ties to: acid (earth), cold (water), electricity (air), or fire (fire). Members of this race have resistance 5 to the corresponding energy type.
Special: This trait can be taken more than once. Each time it is taken, select an additional energy type that corresponds to another elemental plane the race has ties to.
Shadow Resistance (2 RP)
Prerequisites: None.
Benefit: Members of this race gain cold resistance 5 and electricity resistance 5.
Weapon Familiarity (1 RP): Firearms (except siege weapons)
Prerequisites: None.
Benefit: Choose up to two weapons, or one weapon and a racial weapon group. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Members of this race are proficient with those weapons. For the purposes of weapon familiarity, all bows are considered one weapon.
Special: This trait can be taken up to two times. The second time it is taken, the race becomes proficient with another two weapons or one weapon and a racial weapon group.
Elemental Affinity (1 RP)
Prerequisites: Outsider (native) with ties to an elemental plane.
Benefit: If a member of the race is a sorcerer with the elemental bloodline corresponding to the elemental plane it has ties to (i.e., air, earth, fire, or water), it treats its Charisma score as 2 points higher for all sorcerer spells and class abilities. Furthermore, a member of this race able to cast domain spells that correspond to the elemental plane the race has ties to casts its domain powers and spells at +1 caster level. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait.