The Lost
The Lost are not a race, as such, but rather a side effect. They are the result of the undead interacting with the living - someone who was too close to the ritual forming a Lich, for example, or a pregnant mother attacked by a vampire. Their offspring can carry some of the taint from this encounter, creating one of the Lost.
The Lost can be from any race or group that passes on their genes in the usual fashion. Some of them try to blend into society, taking pains to hide any of the...quirks...that they have, such as pale skin and low body temperature. Others bring attention to their otherness, going around at all times in summer clothing and barefoot regardless of the temperature.
|
Statistics
The Lost automatically gain the following abilities.
Undead Heritage - Gain +10 to two attributes, but suffer a -2AP penalty when healed for 1d5 rounds.
The Lost also gain two of the following racial abilities.
Spirit Communion - Speak with a recently dead person, asking one question per 4 levels.
Unfeeling - Reduce the effects of the Exposure condition by 1.
Feast - Gain the Grapple talent, and when using it, gain a Bite attack that costs 3 AP. This inflicts 1d10 damage, ignoring all armour, and can heal double the damage inflicted (this counts as magical healing)
Toughened Flesh - Increase Armour by +1.
Chill of the Tomb - Reduce cold damage by half.
Bloodline
Finally, the character selects one of the below abilities;
Vampiric - Gain an additional +10 to Deception.
Lichdom - Gain an additional Entropy talent.
Dwarf Blood - Gain +5 to Willpower.
Elf Blood - Gain +5 to Intelligence.
Orc Blood - Gain the Berserker Talent.
Gnome Blood - Gain a talent from the Alchemy or Artificery
Halfling Blood - Gain +1 luck every 2 levels.
Kobold Blood - Choose a Heritage, and gain +2 armour to the same damage type.
Goblin Blood - Gain a talent from the Alchemy or Artificery.
Kitsune Blood - Gain a Natural Attack talent.
Shifter Blood - Gain the Warform Talent
Giant Blood - Add +1 to melee weapon damage, +1 every 6 levels.
Simulacrum Enhancement - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Nephilim Blood - Gain one of the optional Nephilim racial abilities.
Dryda Kin - A small plant companion, that feeds its ally nutrients allowing them to survive without food and use the Cure talent on themselves for 2AP less.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.
Elf Blood - Gain +5 to Intelligence.
Orc Blood - Gain the Berserker Talent.
Gnome Blood - Gain a talent from the Alchemy or Artificery
Halfling Blood - Gain +1 luck every 2 levels.
Kobold Blood - Choose a Heritage, and gain +2 armour to the same damage type.
Goblin Blood - Gain a talent from the Alchemy or Artificery.
Kitsune Blood - Gain a Natural Attack talent.
Shifter Blood - Gain the Warform Talent
Giant Blood - Add +1 to melee weapon damage, +1 every 6 levels.
Simulacrum Enhancement - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Nephilim Blood - Gain one of the optional Nephilim racial abilities.
Dryda Kin - A small plant companion, that feeds its ally nutrients allowing them to survive without food and use the Cure talent on themselves for 2AP less.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.