Reavers, Riven and Mutants

Reavers

Of all the frightening and monstrous things in the Savage Earth, nothing strikes terror into every heart like the enigmatic entities called reavers. They are the driving force behind the variety of wildlife in the Savage Earth. Before understanding riven, we must understand the reaver.

There is some debate as to whether a reaver is a living thing or a force of nature. They do not appear to eat or sleep, but they move with some amount of awareness. Some say they were created by the Demon-Kings; a couple of old plays suggest that they are the remains of the Demon-Kings themselves. Others state they were created by the Ancients. No one knows for sure. Reavers are properly called shifters by those educated in the Merikian area. Though textbooks refer to them this way, they are always called reavers in stories, poems and plays as well as the common parlance. Tales of reavers are as old as civilization.

A reaver appears as a translucent ball of dark energy, with crackling blue discharges surrounding it in a halo. They are not of uniform size. Larger reavers move more slowly.

A reaver appears suddenly, the only warning being a high pitched whine, nearly undetectable by human ears. Also, the small hairs will stand straight when a reaver approaches. They seem to materialize from the ground or even open water and to disappear as quickly. Once they appear, they move with a terrifying screaming sound. Reavers only scream when they move. When they are still, the only sound heard is a low crackling noise as its electrical tendrils feel the environment. Normal barriers cannot stop their movement, but spirit enhanced walls will deter them. At any rate, they are unheard of in large cities.

Legend states Adepts can exert some small control over reavers, usually only enough to order one away. This is a common ability of villainous adepts in stories and poems. Reavers in these stories are notoriously untrustworthy and often disobey. Controlling a reaver is extremely difficult and dangerous; the consequences of failure are horrific.

A reaver will chase and envelop a life form. It will then scramble the target's spirit in a seemingly random manner. Often the results are fatal.

Those who not die are called Chimeras or Krakens if they were animals, and Riven if they were humans or beasts.

The Riven

As mentioned above, the term riven refers to humans who have been attacked and altered by reavers. They are distinguished from mutants in that a riven person was once normal. Mutants are the descendents of riven who have managed to pass on their rivening as an acquired characteristic. See below for more info on mutants.

Each riven is possesses a distinct and unique appearance. The act of becoming riven is different for every victim. Most die from the attack. Those who survive have had their spirit radically shifted from the norm.

 

Types of Reavings

The act of being riven is called reaving. Although the mechanism by which reavers operate is unknown, the effects are surmised by examination of the victims. A reaving is a scrambling of the spirit properties of the victim. This alteration can be slight (an extra finger) or severe (half-human, half-sea anemone). Reavings are almost never beneficial. Most targets only have one aspect of their spirit change. Few have two, and it is almost unheard of to have all three.

Morphic Riven are the most common. These are people who have had their morphia, or shape and substance, altered. Often the morphia is merged with the morphia of a previous target. Thus a reaver my attack a termite one day and a human upon another, resulting in a sickly pulsating shiny soft white... thing with human arms and face. It reallycan be that terrible.
Others may have parts of their bodies enlarged or reduced, resulting in a dwarf with an obscenely huge head or a one foot tall perfectly proportioned woman. The inherent material of the body may be replaced, for example giving someone a body of stone. In most cases, such a person would be an immobile but living lump of granite, eternally. It is not impossible that a riven could surmount the limitation of their material and still move. Reavers work in mysterioutots ways, beyond the abilities of the greatest of Masters.

Animic Riven are the least common. No one knows why. Such people are often speed up or slowed down. Sometimes they will be given the anima of a previous victim, resulting in human wretches who must slither like snakes, or scuttle like crabs. Often when a morphic reaving gives a new body part, the riven will be granted the appropriate anima to go with it. For example, a pair of wings might be able to flap, or even provide flight. Commonly, an Animic riven just loses body control, cannot feed himself and dies.

Psychic Riven are perhaps the most tragic. The may appear perfectly normal, but have any number of bizarre and unique madnesses. They may have a terrible obsessive compulsion to eat garbage or to fight and kill. They may be given behaviors associated with previous victims, giving people who think and act like spiders, or someone who believes they can fly... until they jump off that cliff.
Rare, buit not unheard-of is psychic switching, where one psyche is completely switched with another's. In this case, the two victims are likely adjacent, since the power of a reaver seems to work by touch.

Player character Riven are usually of the morphic variety and assumed to still possess a functional form. Playing sponge-man would be a challenge, but four-armed man might be fun.

 

Riven in human society

Riven with minor deviations from the norm are common enough to be accepted by general society. Having an extra set of arms or leaves for hair is odd, but not necessarily frightening. It is the truly monstrous that are shunned and feared.

In the most repressive of societies cities, the riven are destroyed on sight. It's a mercy killing claims the law. Or the authorities believe they are performing a public service. Other areas politely show them the gates. The city of Haven has a small riven town outside the walls, as does Adala. Karkul barely tolerates Riven, and they would do well to travel in groups or in the company of normals.

Tallon has had a banishment policy until recent times. The present Archon overturned the previous Archon's policy of killing them in the arena in the most spectacular ways imaginable. They have slowly integrated their way into normal society to the point that there are riven property owners, merchants and craftsmen. Only die-hard Purists gave them much grief. The Purist attitude was weakened even further after several Riven were proved of great value in foiling an assassination attempt upon the Bishop. There are some establishments and neighborhoods with a "No Riven" policy. Dangerous or particularly hideous riven are still shunned, however.

There is a class of Riven within Tallon who are trained and employed as guards. Riven can see through the illsuions of the Celestial City, enemy of Tallon, and the aforementioned group have been probed by a representative of the Church. Those who are deemed unriven in the psyche, and verified to not be within the employ of the Celestial City are given the mark of Patha. This is a permanent mark upon the forehead (when possible), that shows they are under the Church's protection. They may travel relatively freely throughout the city, even within the Old Circle on the business of their employers. This does not mean that generations of cemented opinion have been shattered, though. They will always be a few of narrow opinion.

Riven will often try to hide their disfigurement or madness. Some become quite skilled at disguise.

Some barbarian tribes will allow riven to live with them if the riven will consent to being bait in the case of a reaver attack. The riven takes the attack while others run and hide.

There are rumors of secluded valleys and remote mountain passes where there are riven colonies. In such a place, normal people would be hunted and persecuted so that the riven might survive in piece. If these rumors are true or just wishful thinking on the part of reaver victims is unknown. Certainly there is no such place on any map. In any case, Tallon probably has a higher concetration of Riven than any other Merikian city, drawing them in from other cities and from the Wilds due to it's progressive attitude.

Riven in the wilds sometimes band together and survive as brigands. Typically, only the riven who are not physically or mentally handicapped wind up in these outlaw packs. They are also typically too repulsive or brutal to blend with civilized society.

Riven are not limited to land. Sailors tell frightened tales of the so-called Deep Riven. These are humanoid creatures who live in the darkness of the ocean deeps. Perhaps they were riven humans who gained aquatic qualities and were lucky enough to be near water. Perhaps they are the descendents and crossbreeds of humans with some deep sea race. Perhaps they were sea-life mutated into some caricature of humanity. Or maybe the answer lies somewhere between. In any case, they have no love for air breathers and are the scourge of sailors everywhere. Some prudent sea captains carry fresh meat and supplies to placate them.

Beasts can also become riven, but oddly enough, they face more negative reaction from other beasts than from humans. Beasts tend to dislike any mutation that leads them away from becoming more advanced. Beasts look upon normal animals and think "There but for the grace of Deus go I." A reaving is definitely a step in the wrong direction.

Riven as characters

Playing a riven is a challenge. Riven are not typically advantage –heavy characters and are best played by players who like a bit of of angst and conflict. To be riven is to never qite be comfortable. You never know who might have a thing against you.

A good way to a design a riven character is to answer a few simple questions. These questions may lead the player to come up with more questions and even cleverer answers.

Perhaps the first question to ask is: Who were they before they were riven? If the character was rich, he might still be able to control his business from the shadows, employing agents to interact with normal society. If the character had been a beautiful young socialite, she might be near suicidal from the drastic change in her world, or she might rise above it and discover her true inner strength. A Barbarian riven could be outcast if the reaving diod not somehow make him stronger, or he were not used used as reaver bait. Some tribes value their riven, though, seeing them as a source for fresh genes that might aid tribal survival. Reactions vary.

The second question is: How did they become riven? Reavings almost never occur within city walls, and they are fairly uncommon in high population densities. Was the character a barbarian scout? A caravan merchant? A shipwreck victim? An innocent farmer? The possibilities are nearly endless. Was the character the only person riven during the attack? If not, did the other victims die or are they also riven? Did the reaving happen instantly or gradually over the course of days? (Both are possible). Were there witnesses?

The third question is the most fun in terms of character design: What is the nature of the reaving? A player can choose to have a morphic, animic, or psychic reaving. They can choose all three for a true challenge. Was their morphia meshed with that of an animal? Were they just randomly disfigured? No change other than bright blue skin? Was their reaving something that could pass for normal if no one knew the difference? For example, they could be given dwarfism by a reaver. Are they so hideous that they cannot be disguised? Do they simply have an incurable madness or delusion?

The final question is, of course: How have they dealt with being riven? Did they flee from human society, shrink into the shadows or did they do their best to mesh? Are they seeking a riven refuge? Are they seeking a cure? Did they join an outlaw band in despair? Were they captured by slavers or forced to fight in a pit? Did they submit to a Church probe and bearing the Mark of Patha? Did they decide to seek a life of reckless danger? Do they have a delusion or madness that they are driven by? How did their family react? Are they proud of their reaving? Is their reaving so subtle that they find it easy to conceal it from all others? Or do they just want to live as normal a life as they can?

Who can be Riven?

Humans, mutants and beasts can be riven. Animates are either immune or so rare that there is no case of one being riven. Adepts are immune to reaving; in fact they can often subtly influence the action of reavers. It is unclear if riven can be riven twice.

Curing Riven

If a character has been riven for a very short time, and the reaving is very minor, they can be cured with an appropriate application of the Healing devotion, with the Reavings adder. The target is Morphia x2, plus 5 for every step up the time chart after one minute.

Example: Nyra of the Kabekki has a minor reaving, an extra eye. It has been one month since she was riven. That is seven steps up the time chart. Her Morphia is 15. The target is (15 x 2) + (5 x 7), or 65. Fortunately, there is a dedicated master healer with 14 dice of healing. It takes several applications of power to reach the target number, but fortunately, 65 is within the healer's maximum rollable total of 84. She is curable. Had her reaving had the "hard to cure" Disadvantage, the cure would have been impossible by this point.

The most important thing to realize about healing riven is that the adept is basically performing an alteration of the new baseline spirit. For all intents and purposes, the reaver has left its victim with a new "original" form, or Spiritual Ideal. If the reaving occured very recently, the spiritual ideal is not yet permanently set. Thus, a curing performed quickly enough can return the original spirit. The above rules only apply to minor reavings: an extra eye or limb, odd coloraton, or slight size change. A major reaving (bug-man, lobster claws for hands) cannot be cured.

Alternatively, a reaving can be "cured" by an application of Copy Morphia. The Master copies an unriven morphia onto the riven one, changing the shape of the riven person to a more natural shape (though still not their own). The Master who does this is actually creating a ley line between themselves and the riven. This ley line behaves like all other ley lines: it diminishes with time and distance. The "cured" riven is left either linebound to the master who altered him or must find some other adept to hold the line.

Detecting Riven

All riven should take some degree of distinctive features. This represents their degree reaving that shows to the world. In addition, spirit sight can show reavings. This requires a concerted effort on the part of the adept. It takes a skilled reader to determine the difference between a reaving and an intentional alteration, though. KS: Reaving or a similar skill is usually required.

 

Riven Powers

Riven often have small powers that come from their alteration. A human with frog morphia might become amphibious. Claws, spikes, chitinous shells and thick rough hide are not uncommon. The powers of a riven should be dictated by form, though. Thus no laser beam eyes or will-powered flight. Some exotic abilities are possible though, such as regeneration, poison sacs or electrical generation in water. Also, there may be the rare occasion upon which a riven has some power such as mind control or illusions or superhuman reflexes. In general, these powers should fall within the context of the local understanding of spiritism. For example, a riven could conceivably have the ability to swithc or alter personalities, which are in the canon of abilities granted to Merikian adepts. A riven from Brethon lands, with their emphasis on illusion, might be able to seem invisible or to create a glamour of some kind. Players should discuss their concept with the GM.

Skills

The full range of skills is open to the riven character and if they were riven late in life their skill set should reflect their pre-riven existence.

After being riven, most riven that are societal outcasts should possess (depending upon concept):

Stealth, Disguise, Concealment, or Survival

This reflects such a riven's need for safety and secrecy.

 

Growth and Shrinking

Size alterations are common among riven. Rather than buy these as the powers Gorwth or Shrinking, the character simply pays for or receives the bonuses or penalties using the size rules from HERO System, Fifth Edition. The appropriate disadvantage should also be used.

 

Riven Disadvantages

Disadvantages are often easy to come up with for riven characters, since the entire concept is based on disadvantage.

Berserk

This is a very common disadvantage for psychic riven. Since the psyche has been scrambled by the reaver, the cause of the berserk behavior can be totally irrational. A psychic riven might fly into a murderous rage whenever anyone comments on the weather.

Dependence

Riven could easily be cursed with strange appetites or other needs. A human/fly riven might need to eat garbage or rotted meat. An amphibious riven could need to be regularly immersed in water. Again use the reaving as a guide. Although it is possible to have a dependence totally unrelated to the reaving, it is far more common for the nature of the alteration to dictate the dependence.

Distinctive Features

Most riven will have this disadvantage to some degree or another. A few lucky riven who receive dwarfism or gigantism may be able to buy only Concealabilty with no particular reaction. Particularly hideous riven should buy Extreme Reaction. Although some riven band together in brigand troupes or possibly hidden enclaves, they may not buy the –5 modifier for "not distinctive in some cultures or societies." The ability of adepts to detect riven is likewise not worth modification unless the reaving can only be detected by spirit sight.

Hunted and Watched

This is a common disadvantage only for outcast riven characters. The most common hunter is Purists. Purists are people with a narrow view of what is an acceptable shape. They feel that reaving is monstrous and the riven should not be able to reproduce, lest they pollute the pure human bloodline. Some Purists extend this attitude towards beast/human pairings, or even beast/beast pairings between non-similar species. Purists may be organized in some cities. In Tallon, Purists have been losing ground since the end of the reign of Kanukka and definitely out of favor since the war with the Celestial City, but they are unheard of in Mingatok, which prides itself on the mingling of flesh.

Since Purists can be found anywhere and refer to a mindset more often than an organization, they are treated as a large group, as powerful as the PC. If the Riven character has Concealable with major effort or greater on their Distinctive Feature, then being hunted by Purists qualifies for a +5 adder for Public ID.

Remember, this is only acceptable for outcast Riven. Those who are minorly riven or are generally accepted into human society may take the Social Limitation: Riven, below.

Psychological Limitations

Psychic riven have no limitation on the number of disadvantage points that can come from Psychological Limitations. Note that this applies to Psychological Limitations that specifically come from the reaving. Psych Lim: Hates Normals is a result of the life the riven has led since their reaving, not a direct result of the reaving itself. Characters who wish to have more than 35 points come from Psychological Limitations must have the first 35 points come from their own personality, not their reaving.

Physical Limitations

Again, the form of reaving may lead to a number of physical limitations and impairments. If their legs are fused into one massive leg then they will certainly take the Physical Limitation: One Leg. The term physical limitation can also be used for a Psychic Riven's impulse if it absolutely cannot be controlled. Thus if a Psychic riven is compelled to speak everything in rhyme and cannot even forced to stop even under torture or brainwashing, it qualifies as a Physical Limitation. Such psychic Physical Limitations can count as points for Psychological Limitation when exceeding the number of points that can come from a single disadvantage category.

Beyond this, there is a physical limitation which is unique to Riven:

Hard to Cure. This is the most common unique riven disadvantage. Riven which take this limitation are particularly difficult for adepts to cure. Every point that would count against the adept's roll to cure the riven is counted double. Since curing a reaving would necessitate a major character re-write, the disadvantage is not worth much.

Hard to Cure is worth 5 points (infrequently, slightly)

Social Limitations

Nearly all riven should take the Social Limitation: Riven. The frequency of the circumstances should match the general horrificness of their reaving. The most common is 5 points - Major. Well-adjusted riven won't even need to take that. After all, everybody is hated by somebody somewhere in the Savage Earth. A Severe rating would be applicable to a truly disgusting appearance or obvious behavioral problems.

Susceptibilities and Vulnerabilities

Riven may suffer from these. For instance, riven with albinism could have a Susceptibility to direct sunlight. A riven with moist frog skin could have a vulnerability to fire damage. Exercise common sense and pick appropriate limitations.

Mutants

Mutants are simply the offspring of riven who have passed on their reaving. A riven is changed at a fundamental level and if able to procreate will pass on their acquired characteristics. Given their singular origins, most mutant kinships are very small, rarely more than a few hundred individuals.

Mutants do not suffer the same degree of prejudice that riven do. Large numbers of people with the same characteristics tend to soften their odd appearance. Also, many riven are riven in their psyche- mad and dangerous. Mutants are generally assumed to be more stable, since they have been able to breed and form a community. Note however, that this gentler attitude depends on the viewer knowing that the mutant is not unique. Mutants often travel in small groups when abroad, to protect themselves by showing that they are a race, not individual freaks. Some mutant kinships are well-known enough that they do not require such precautions. Known mutant kinships within the vicinity of Tallon are listed below.

Chromatics

Description: Chromatics are found scattered throughout Merikia. These are people with odd unnatural skin tones. Blues and greens are common, but red and lemon yellow are also possible. Hair color is likewise odd. Chromatics are otherwise of human appearance, though they tend to be exotically beautiful.

Personality: Chromatics tend to be law abiding. It's hard to be a successful thief or spy if you stand out like a duck in a dog kennel. Other than that, they are pretty human in their outlook, though they have a tendency to be outsiders. A chromatic is far more likely to be an exotic dancer, a bodyguard or an adventurer, than a civil servant or a merchant.

Communities: Chromatics have no central community. They are found throughout the league. They are city dwellers, not barbarians. They will often be found with a patron or guardian, in case they are mistaken for riven

Chromatic Package Deal
Disadvantages
Value Disadvantage
10 Distinctive Features: Unusual coloration, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses

Devil Merks

Description: The Devil Merks are a mercenary band of mutants. They are a tightly integrated military kinship. They make their living by hiring themselves out as mercenaries. Devil Merks are fearsome fighters. Their red skins are as tough as leather. They have short horns atop their heads and their fingernails are more like claws. They frequently shapen them to a razor edge. They likewise file their teeth.
In combat, Devil Merks prefer sword, spear and bow, though if an individual demonstrates particular prowess with an unusal weapon, they are likely to carry that with them into battle.
Some people find Devil Merks disturbing for no other reason that that they are hooved. The Book of Standing Stones and universal experience have indicated that hooved animals are never talkers and can be safely and routinely eaten. Obviously intelligent beings with hooved feet are a difficult concept to reconcile.

Personality: Devil Merks live eat and breathe combat, though they never fight among themselves save for training. They do not boast overmuch, nor do they bully. They simply realize and acknowledge that they have a natural gift for killing.
They have a fairly strict military code of behavior. This is not entirely due to their occupation of mercenary, however. Devil Mercs are built for combat, and it is only a tight and rigorously enforced code of behavior that allows them to function as a group. With their passions unchecked, they would quickly destroy themselves internally.
Although Devil Merks speak Merikian Anglish, they have a large number of words that are unique to their culture. Some have obvious derivations (Metrakka=Matriarch, or kraysh=créche), others are more obscure.

Communities: The kinship travels throughout Merikia in small groups called bands, looking for open conflict, at which time they offer their services to the highest bidder. It is rare that they are seen singly. Though they are welcomed during open war, they are frequently given cold welcome in times of peace, for it is said they are like crows, drawn to battle. Where they appear, death and blood are soon to follow.

Devil Merk bands number between 10-30 individuals usually. They are organized by rank:

Tarn = Captain, the leader of a band

Udan = Sergeant or Lieutenant, serves to implement the wishes of the Tarn

Dogan = Soldier, or grunt.

Within the band, there may be further division. For instance, if the band is large enough to support two Udans, one is the Over-Udan and any others are Under-Udans. In all-out war, where many bands may be employed together, one of the Tarn's is selected as the Over-Tarn. Most bands have an Over-Dogan, who acts as a representatnive of the base soldiery and is usually nex tin line for becoming a Udan. The closest equivalent would be Corporal.

Females also fight in bands. The ranks are the same, but with an "a" placed after the title, thus: Tarna, Udana, Dogana.

A band is typically named for it's Tarn, examples include Ranak's Roughs or Fhard's Fist.

Although females may be found within a band, Devil Merks have some unusual customs regarding mating and child rearing. At any time there are at least three camps dedicated to rearing and training young. These are called krayshes. When a Devil Merk female becomes pregnant (there is no concept of marriage, though there is definitely a bond between those who have mated), she goes to live in a kraysh until she gives birth. The father often accompanies her, especially if the pregnancy is far advanced. If the matriarchs determine the mother (or rarely, the father) to be of proper temperment, she is allowed to stay and instruct the young in the martial skills of the Devil Merks, otherwise she is returned to her band. If she becomes pregnant again, she will return to that same kraysh. Every Devil knows which kraysh they come from; it is considered incestuous to mate within one's own kraysh.

Kraysh ranks are different from band ranks, though they are roughly analogous in level of authority:

Matrakka = The leader of a kraysh

Kalida = Instructor, either in combat techniques or martial codes of behavior. This position may be held by males of proper aptitude. In this case, the rank is Kalid.

Basha = Caregivers of infants.

Krayshes are well-guarded and defended places. If people think the Devil Merk bands are tough, pity anyone foolish enough to cross the matriarchs of a kraysh defending their young.

A Devil Merk spends the first seven years of his or her life under a Basha, who carefully watches them for aptitude and prepares them for the harsh realities of life. The next seven years are spent learning the actual skills of a Devil Merk under an array of Kalidas.

On their fourteenth brithday, a young Devil is assigned to a band. The Matrakka will tell them where their band may be found. The Devil is expected to make his way to the band alone and unaided. If they arrive, they are held to be worthy of the rank of Dogan. A Devil Merk who fails in his journey is expected to have died. Any Devil who turns aside from his quest is held an abomination. They are called kravens, and are spat upon or even killed outright.

Devil Merk Package Deal
Abilities

Cost 

Abililty

END

4 WF: Common Melee Weapons, Common Missile Weapons
3 Tough Hide: Armor (1 PD/1 ED)
12 Horns or Hooves: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR); Reduced Penetration (-1/4) 3
19 Total Powers Cost
Disadvantages
Value Disadvantage
15 Distinctive Features: Red Skin, Inhumanly Broad, Hooved Feet, Horns, Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
15 Psychological Limitation: Devil Merk Code: Follow Orders, Fulfill Contracts, Maintain Discipline (Common, Strong)
5 Reputation: Mercenaries, 8-
35 Total Value of Disadvantages

 

Night Folk

Description: Night folk are albinos. Tall, gaunt and pale, they avoid sunlight whenever possible. They have large pink eyes which have excellent UV Vision (5 points). It is not generally known, but the forehead of a Night Person actually emits light in the ultraviolet spectrum.

They refer to this as their Eyelight when they speak of it. Since other nightfolk would find it uncomfortable to stare directly into another's eyelight, they have a habit of not looking at whom they are speaking to. This makes others feel suspicious if they are ignorant of the custom. It looks as though the Night Person is trying to avoid meeting their gaze.
There is not an ounce of fat on their bodies which lends them a cadaverous look.

Personality: Night folk are quiet and reserved. They sometimes come into town to trade in the large and flavorful mushrooms they grow. Nightfolk are also a good source for Woundwort. Some people think of them as ghouls and graverobbers . This is probably a vulgar superstition.

Community: The night folk live quite close to Tallon, just outside the few farming communities on the east side of the Saber River. They live in a system of caverns, preferring the eternal gloom and cool. It is rumored that they know secret underground passages into the city. If this is true, it is likely that the city authorities turn a blind eye to the relatively small smuggling operations that are run through this underpassage. It's better to know where the passages are so that they can be blocked or defended in the case of a seige or other emergency. If such a passage exists, it is rumored to open up in one of the main cemetaries of Tallon, a large collection of aboveground mausoleums. This is probably what gives rise to their reputation of graverobbers.

Night Folk Package Deal
Abilities

Cost 

Power

END

11 Eyelight: Sight Group Images 1" radius, +/-4 to PER Rolls, Reduced Endurance (0 END; +1/2), Persistent (+1/2) ; Perceivable by UV Vision Only (-1), Only to create Light (-1), No Range (-1/2), Always On (-1/2)

0

5 Night Eyes: UV Perception
16 Total Powers Cost
Disadvantages
Value Disadvantage
10 Distinctive Features: Pale, Hairless, Gaunt, Red Eyes Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
5 Reputation: Creepy, Gravediggers, 8-
15 Total Value of Disadvantages

 

Tree Folk

Tree FolkDescription: Tree Folk are indistinguishable from humans at a casual glance. However, there are some tell tales that quickly make it apparent that they do not conform to the human standard. The first is the fact that they have no bodily hair to speak of. The second is their feet, which have prehensile toes and are in fact, rather handlike. Their arms are slightly longer than normal and they walk with a shuffling, rolling gait. Their bodies are lithe and wiry, with heavily muscled legs and forearms. They are arborial by nature and are as comfortable brachiating through the huge trees of Nunavut as City Dwellers are crossing a street. (The package for these abilities is shown at right.)

Personality: Tree Folk are reclusive barbarians. Though many have heard of them, few have actually seen one. They tend to mind their own business unless acted upon from the outside. They have an aversion to cities and a preference for wild nature. They tend to be ignorant of the pervading Merikian culture.

Communities: The Tree Folk live in trees, of course. They are scattered in a handful of tribes throughout the part of Nunavut described as "Hill Tribe Territory". In fact, many people think of them as Hill Tribers, though they themselves would find the idea repulsive. Tree Folk have little love for their land-bound "flatfooter" neighbors.

The poorer tribes live in simple platforms built in the trees and can be quite nomadic. A skilled craftsman among them can build a decent shelter in a matter of an hour or two, including rain protection. They call these temporary dwellings, roosts. Wealthier, more established tribes can have fairly elaborate permanent treehouses, built with wood finished with tools traded or stolen from Merikian cities. There are about a dozen tribes of tree folk, but only three have permanent communities.

Tree Folk Package Deal
Abilities

Cost 

Power

END

6 Jungle Sense: +2 PER with All Sense Groups

0

8 Climbing: Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4)

0

4 Feet as Hands: Extra Limbs (5 Active Points); Limited Manipulation (-1/4)

0

4 Jungle Vines: Swinging 10" (10 Active Points); OAF: Vines (-1), No Noncombat Movement (-1/4)

1

22

Total Powers Cost

Disadvantages
Value Disadvantage
10 Distinctive Features: Strange Feet, Behavior and Customes Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
10 Social Limitation: Unfamilar with Common Customs Frequently (11-), Major, Not Limiting In Some Cultures
20 Total Value of Disadvantages

 

 

Seraphim

Description: Seraphim (singular: Seraph), is the name given to the inhabitants of the Clestial City. They are golden-kinned humanoids, physically beautiful, possessing a pair of large brown bird's wings that attach to their backs. They resemble the traditional concept of angels, though they are anything but angelic.

Personality: Seraphim culture and history stresses the general superiority of their race. To outsiders, they are arrogant, careless and often cruel. The Seraph sees himself at the apex of creation, with all other beings existing to serve his comfort. They of course see themselves as subserviant to the Demon Kings (particularly the Celestial), but there haven't been a lot of Demon Kings around lately, have there?

Communities: Unlike most mutants, they do not claim descendance from a riven ancestor. They claim that they were created by a Demon King known as the Celestial. There is much to back up their claim. Their home is a huge floating crystalline city, undoubtedly a Demon King court. Some of them are old enough to claim to have walked with the Rex Infernae.

They certainly have vast and varied knowledge of the world. Over the centuries their city has floated over and pillaged many strange and foreign lands. Occasionally they will keep adepts of the lands they visit. They have managed to build up a large and varied arsenal of Spiritual Devotions. The Devotions can only be learned in the lands associated with their corresponding group of Standing Stones, so Serfim are limited to the Brethon Group, or the Seeming Way.

Seraph Package Deal
Abilities

Cost 

Power

END

6 Wings: Flight 9"; Increased Endurance Cost (x4 END; -1 1/2), Restrainable (-1/2)

8

variable Adept Option: Seraphs may be adepts or even masters

6

Total Powers Cost

Disadvantages
Value Disadvantage
10 Psychological Limitation: Insufferably Arrogant
15 Distinctive Features: Beautiful Golden Winged Humanoid (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
25 Total Value of Disadvantages

NOTE: Some Seraphim are exceedingly old yet still vital, and may be built on a very large number of points.

Diaboli

Description: Diaboli come from an undisclosed region of the Savage Earth. All known representatives are in some way related to the Celestial City, where they are subserviant to the Seraphim. Diaboli (sing. Diabolus) are truly frightening in appearance. They stand 8 to 9 feet in height and weigh 300 to 400 pounds. How they manage to fly is a mystery known only to the Prometheans. Diabolus skin is a silvery hematite-black, hard and shiny, almost like armor plate. They are fairly resistant to minor cuts and pricks. They have razor-sharp teeth and claws. Their most prominent feature is a pair of huge bat-like wings, also babred with hook-like claws. Lastly, they have a long, spade-tipped tail. Their strength is impressive, far greater than the human norm. (20-30 STR)

Personality: Despite their horrific appearance and natural combat abilities, Diaboli are not particularly brutal. Perhaps they are so confident in their physical prowess that they feel no need to bully others. They are defintiely subserviant upon the Celestial City. The Seraph have numerous social and spirit safeguards built into their society to prevent an uprising or coup.

Communities: As stated above, all Diaboli live upon the Celestial city. Here they are the top rank of the "Nephilim", the Seraph term for all flying folk who are not Seraphim. They are used as enforcers, combat trainers, bodyguards and warriors.

Diabolus Package Deal
Abilities

Cost 

Power

END

11 Wings: Flight 8"; Restrainable (-1/2)

2

12 Claws: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR); Reduced Penetration (-1/4)

1

4 WF: Common Melee Weapons, Common Missile Weapons
10 10 points in Combat Skill Levels, any combination

20

Total Powers Cost

Disadvantages
Value Disadvantage
15 Distinctive Features: Huge black armored winged humanoid (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Total Value of Disadvantages

NOTE: Some Diaboli are exceedingly old yet still vital, and may be built on a very large number of points.

Crossbreeds

Normal humans mating with mutants tend to have mutant children. This is something that Purists particularly hate. A Purist wants to keep humanity pure in an increasingly mutated world. Breeding outside ones species "weakens" the "pure" blood in their eyes. Any mutant desiring to have a relationship with a human should probably take a hunted by Purists.