Playing a Xenos

It is possible to play some of the Alien races in the Broken World. To do so you need only buy the Xenos trait for yourself. Otherwise create a character as normal.

Not all races are available for reasons of game balance, and setting. You can choose from:

  • The Zwerginn
  • The Kar-Baldi
  • The Phytarin
  • The Hareppi

Xenos Restrictions

Playing a Xenos gives you some unique benefits, as well as contacts among others of your kind. There are strict requirements to playing one though.

  1. Costume - The alien races look different, and need something to demonstrate that. There is a minimum costume standard for playing a Xenos.
  2. Attitude - Read the Race Description. You must match the attitude of each race.

Note that going above and beyond on your costume or attitude will get you lauded by your peers, and bought lots of drinks.

The Races

Zwerginn

Physical Appearance

The Zwerginn are short, squat humanoids. Their faces are constantly covered by fabric, which is difficult and painful to remove. They prefer sand-coloured or earth-coloured clothes, as they help them hide on their rocky and bare fragments.

Culture

The Zwerginn's culture has a heavy emphasis on Geomancy. Long ago they used this to ram and raid others; nowadays in more peaceful times they use this to transport people from place to place as the Ferrymen. They have a deep connection to the rocks that make up the world, and this is reflected in their culture - they have little time for subtlety, preferring to be direct. This has lead to them tending to prefer their own company, and so the Zwerginn communities tend to be pretty insular.

Zwerginn are normally motivated by the same thing humans are: profit, renown and enjoyment. They tend to be more materialistic than humans, however, prizing more what they can grasp than vague concepts.

Traits

  • Ferry Stone - You have a Ferry Stone of your own, as described in the Race Description. This permits you slow, safe transport between the various fragments. You also have knowledge of Geomancy, even if you can't practice it.
  • Allies of the Ferrymen - As a Zwerginn you know, and are known by the Ferrymen who transport goods and people between the Colonies. You may be able to ask them for help, but equally they are likely to ask you for things.
  • Land sickness - You are so in tune with your home fragment that you feel physically ill when on an unfamiliar stone. When travelling to a new place, or one not visited for a long time, you have a minor penalty to most actions.
  • Insular - The average Zwerginn would rather keep company with other Zwerginn. You tend to not care about other races, so they tend not to either. You are at a minor penalty when making deals with members of other races.

Phys Rep Suggestions

Zwerginn must cover their faces with fabric. The more elaborate the fabric, the better.

This face covering is actually bonded tight to the creature's skin, and incredibly painful to remove.

Phytarin

Physical Appearance

The Phytarin appear to be humanoids made of vegetation, their faces complex arrangements of leaves showing just as much expression as a human's. There is a faint sound of creaking as they move, and they are not able to have very quickly. The colour of leaves and stalks varies widely from Phytarin to Phytarin, giving each a distinct appearance.

Culture

The Phytarin are quite slow and easy going. They are at peace when they can relax in their forest and just soak up the light of the Storms. Their culture is not based on physical proximity but through a shared empathy with all other Phytarin over a wide range. Through this the Phytarin constantly have a level of awareness of how their kin are doing.

Phytarin are motivated mainly by a desire to protect nature in general and their forests in particular. Past this, they will venture into the outside world to help those who helped them; the Phytarin will remember a good deed for many years to come, and can be strong allies.

Traits

  • Forest Bond - Phytarin can develop an empathic bond with another of their kind, allowing them a constant awareness of how the other is feeling. It costs 1AP to set up this connection. The bond is not completely accurate, and doesn't allow true communication, but can be useful for keeping tabs on your fellows.
  • Transient Form - Phytarin bodies are changeable. With effort a phytarin can discard part of the plant matter that makes up their body in favor of a different plant. This can be used to absorb interesting or rare plants, or to conceal or disguise yourself.
  • Threat of the Queen - You know the stories of the Queen, and know that if one were ever to approach your home you could be in deep trouble, and even lose your mind. As a racial effect and for means of balance, the “Know Thyself” trait will not prevent this.
  • Slow Mind - The average phytarin is most comfortable sleeping in its forests. You tend to talk slowly, and gain a minor penalty to any actions requiring you to think on your feet. (For example, being attacked).

Phys Rep Suggestions

A mask that gives a wooden or floral feel, and green clothing (ideally camo).

Kar'Baldi

Physical Appearance

The Kar'Baldi are adapted to living on the underside of the fragments. They are resistant to the Mists, and are skilled climbers using their tails for balance and grabbing. They look reptilian, with a forked tongue and scales, but outsiders rarely see their skin; due to their adaptations for living in the Mist they find it extremely difficult to live outside of it, and so wear a suit of Wandergear which protects them from the outside world while travelling on the topside of fragments.

Culture

The natural state of Kar'Baldi culture is conflict. Every member of Kar'Baldi society is the member of a great House, centuries old. These houses vie for power between each other, with the largest having their orders grudgingly followed by the other Houses. Recognition and power is gained from bringing interesting items back from the surface, from having large amounts of land on the underside of fragments, and from skilled oratory in the Senate of every Kar'Baldi colony.

The Kar'Baldi are motivated by seeking recognition for their House, gaining personal power, and bringing their foes low.

Traits

  • Mist Affinity - from their exposure to the Mist the Kar'Baldi have picked up an instinctual ability to manipulate it. They are able to move safely within the Mists, and sense life, energy and movement within the Mists.
  • Skilled Climbers - after dealing with the verticality of their natural habitat, the Kar'Baldi are at home when climbing around. They get a minor edge in situations requiring movement on the undersides of fragments, or getting up or down steep areas.
  • Mist Reliance - Kar'Baldi cannot survive outside of the mists for long. You have a significant penalty and risk of death if outside the Mists for long without your Wandergear.
  • Wandergear - All Kar'Baldi have a suit of Wandergear. The standard suit is quite bulky however, and puts them at a minor penalty to actions requiring full body movement (such as combat).

Phys Rep Suggestions

Gloves and breathing apparatus, such as a gas mask. Sun goggles and fabric covering the mouth is also appropriate.

Hareppi

Physical Appearance

The Hareppi have the appearance of winged, feathered serpents. They have a face very similar to a human's, and normal-sized arms, but they have no legs; instead they use their tail for support. Their normal method of getting around is to fly, and they are most at home in the skies.

Culture

The Hareppi have little in the way of unified culture. They fly around the world in large flocks, stopping to take food or shiny things from their current owners. The Hareppi normally give people a good deal for these things through trading one of their Storm-empowered trinkets, or through defending them, but this is reliant by a very large amount on how well they like the person and how they are feeling at the time. Possessions are few in Hareppi culture, apart from jewellery and accessories which may have been handed down for generations. Occasionally, a group of Hareppi may settle down in one place for a time, if the neighbours interest them enough.

Hareppi are motivated by seeking out interesting and new things to experience, and defending other members of their flock.

Traits

  • Flight - Hareppi have wings, and can fly great distances without aid.
  • Seeded - All Hareppi are seeded with storm magic. For 1AP they can cast a single uncontrolled blast each turn that can provide a minor edge in combat. This is similar to storm magic, but not the same.
  • Legless - No legs makes acting on the ground difficult. Hareppi have a significant penalty if forced to maneuvre quickly without flying.
  • Short Attention Span - Minor penalty to any tasks requiring extended concentration.

Phys Rep Suggestions

A mask that gives a feathered feel. Red or brightly coloured clothes.

game2/playing_xenos.txt · Last modified: 2008/10/09 22:34 by gm_tony