Book 3: Big Book of Brew 0 Table of Contents
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Table of Contents Book 3: Big Book of Brew 0 Table of Contents TABLE OF CONTENTS Races 2 Arachne 3 Catfolk 5 Fairy 7 Geth 9 Githyanki 11 Githzerai 13 Goblin 15 Goliath 17 Ikthys 19 Kython 21 Lizardman 23 Minotaur 25 Ophidian 27 Riven 29 Sphinx 31 Vanara 33 Exaltations 35 Demiurge 36 Font 38 Force Sensitive 40 Kryptonian 42 Nephilim 44 Para-Psyker 45 Phoenix 47 Sage 48 Symbiote 50 Classes 52 Feats 88 General Feats 89 Racial Feats 99 Exalted Assets 109 Sword Schools 118 Aphonic Wind 119 Dark Messiah 120 Eldritch Advent 121 Infernal Monster 122 Infinite Choir 123 Killer Doll 124 Equipment 125 Ranged 126 Melee 131 Adamantine 134 Munchausen Drive 136 Vehicles 137 Ship Hulls 141 Ship Weapons 145 Ship Components 146 Credits 150 1 Races 2 Arachne Arachne are beings that look much like humans from the waist up, but are composed of an arachnid (NOT an insectoid) body. Called Driders by some, especially Eldar and Elves, the Arachne are a proud people composed of beings with strong passions that they keep under close wraps. Arachne are superb combatants, adaptable and very much capable of acts of great virtue or cruelty, as much as any race. Until recently – that is, about 3,000 years ago – Arachne were considered primitives because they were believed to have no discernible language or engineering skills. In fact, their language consists mostly of clicks, pheromones and sub-sonic communication, while their technology level depends mostly on what they have available to combine with their webs. As Racial Statistics was proven, when given access to anything Characteristic Bonus: +1 to Wisdom or mechanical, Arachne are quickly able to discern +1 to Dexterity how and why it works, break it down, recreate Skill Bonus: +1 to Crafts and and improve it. This comes from the fact they Acrobatics have beyond-exceptional situational awareness, Power: Web Spinner – May use webs to able to pinpoint everything in their create any primitive object, provided other surroundings, as well as a deep, instinctive complex parts are available. Each use can create understanding of the laws of physics. Both are one item of about half the Arachne’s mass, absolutely necessary traits for a race that though it can be split into smaller parts or depends much of their existence on the use of combined with other Arachne for a bigger item. their webs. This ability is usable 1/scene at level one and may be used an additional time at levels 3 and Physical Characteristics 5. Items created this way are permanent unless Average Height: 2.5-3.0m destroyed or they bio-compose. Average Weight: 200-250kg Size: 5 Languages: Trade, Arachne Common Personality Traits: Passionate, stoic, predatory, intense, focused, mistrustful, aggressive, proud Common Physical Traits: Carapaced, nimble, skitterish, dark colors Example Names: Sojar Tarna, Zesstra Alar, Nathra Tseerae, Silitha, Achidna, Atlach- nacha 3 Physical Qualities Arachne Heroes Arachne are large, multi-legged beings, On her homeworld, Carmine was a many of them with clawed hands. Their bodies fierce and solitary hunter who's red streaked are mostly covered by a carapace that they abdomen struck fear into the hearts of her kin. change every year. It is considered common to She was faster and more deadly than most. A create personal armor from their old carapaces. visiting spelljammer captain challenged her to a Skin and carapace colors vary, but mostly are duel in the depths of a cave. The spelljammer muted and dark, the better to hunt with. Hair won the fight, revealed his nature as a vampire tones are black to gray to white, with streaks of and sired her as a vampire. She left her planet different tones not unseen, even the rare red with him, to hunt more prey in the Great Wheel color might appear. They possess six eyes that at large. are solid black, but very much capable of At a young age, Nathra was pulled in looking almost 270 degrees around them. an Acerath worshipping cult that traded information in secret for their god, and was Playing an Arachne prized for her stealth and ability to negotiate Arachne society is unexpectedly equal; through fear. Her thirst for knowledge and as a race composed of hunters, gender equality secrets led her to open a package she was was a thing achieved ages ago; either a male or delivering, exposing herself to the Jewel Seed female could hunt for itself, fend for itself and hidden inside. It recognized her potential and defend itself, and that was all that mattered. chose her to genesis in a new Crystal Sphere. Still, despite most of them declaring themselves Nathra is thrilled by this, and the universal loners or that they want to be left alone, they secrets it could expose to her in time. crave companionship. Proud to the point of Atlach-nacha was a fearsome fighter occasional arrogance, they hide their deep who used a long handled axe to cripple his prey, passions beneath a veil of indifference. never knowing defeat. A roving band of Orks, Ingenious, curious and very aggressive are some raiding planets fought Atlach-nacha to a draw traits that characterize the Arachne race, along and made him one of their Boyz. He now travels with a vastly different way of thought from most with them across the universe in a quest for mammalian beings. For one, their codes of strength, and even more Dakka. honor are different, with a greater adherence to laws of conquest and subservience. Also, to Arachne, many things that are brutal or cruel are considered unimportant, such as being enslaved or abused. 4 Catfolk Physical Characteristics Average Height: 120-170cm From time to time, around and about Average Weight: 35-75kg the Great Wheel, you might come across a Languages: Trade, Catfolk person with the features of a cat. Slighter than Common Personality Traits: Curious, humans, not far from elves, these individuals Mischievous, Friendly, Surly usually travel in groups, trading exotic wares or Common Physical Traits: Cat ears, cat tails, skin stripings or markings hiring out their swords to raise money to send Example Names: Chen, Rin, Len, home. These are the Catfolk. Their home Meowy Wowie territories tend to be large plains and savannahs, but you'll never see a city. It's said that they have Racial Statistics great hidden settlements, architectural wonders Characteristic Bonus: +1 to Dexterity that are forbidden to outsiders, but only the or +1 to Composure. catfolk know for sure. Skill Bonus: +1 to Athletics and Catfolk are not particularly religious, as Perception. a group. Those who take a martial path often Power: Cats Are Awesome - Catfolk offer Khorne his respects, and those in Catfolk gain Catfall as a bonus feat, and Dark Sight as a lands always have a shrine out to Pelor, but Trait. While wearing no armor heavier than strict dogmatism is uncommon. They pay Light, Catfolk have +1 Speed. homage to the traditional Cat Gods, a faith Size: 3 known as Catholicism, but these are simple spirits to be honored and not a true Alignment. 5 Physical Qualities Playing a Catfolk Catfolk tend to be similar in general Catfolk are a loyal people. They know design, but vary wildly in the details. They're where home is, and that's where their values lie. generally fit and wiry, rarely stocky or muscular. Whenever they're out and about in the Great They have cat ears extending up from the sides Wheel, earning and whatnot, they always make of their heads, and prehensile cat tails extending sure to return the lion's share of their wages to from the base of their spines. They frequently their homeland. This connection to their clan have skin markings, stripes or patterns similar to means that Catfolk don't form attachments to tabbies, and have some facial deformation outsiders very readily. They may be free with relative to the human baseline to give them their affections, but not so much with their more of the appearance of a cat. Catfolk tend to hearts. They know that if they die out there in dress in a revealing manner, enjoying the feel of the wilderness, it's not just hurting them, it's the air on their skin and leaving their hurting their family, so they tend to keep a movements unrestricted. healthy detachment from events. Some Catfolk are born with two tails. However, that's not to say Catfolk keep These lucky individuals are thought to be to themselves. At all. They're intensely curious blessed by the Cat Gods and are said to have a about the ways and habits of the outlanders, and great destiny ahead of them, and indeed always enjoy a good romp. They're very playful, statistical analysis has shown a correlation prone to practical jokes, and are often very between twintails and magical potential. physically affectionate. Just keep in mind, it's Catfolk live about as long as humans, if likely that she doesn't really love you. nobody kills them. Catfolk Heroes Lethe is a fairly unorthodox individual – a catgirl who is also a werewolf. Suffice to say, it leads to the occasional existential crisis. Still, the catfolk’s latent curiosity coupled with a werewolf’s ferocity lends itself well to Lethe, as she’s quite capable of holding her own. Just so long as she’s focused, anyway… Mistra’s not your typical mage. Most tend to think of mages as stuffy librarians without the time for social interaction. Mistra, on the other hand, is incredibly outgoing and always looking to be the center of attention.