Thanagarians are a proud and militaristic race of
winged humanoids from the planet Thanagar. They once worshiped the dread Great
Old Ones, entities from the Void whose dreams (it’s believed) brought forth the
powers of Law and Chaos that today battle over the Multiverse.
At the dawn of it’s history, Thanagar was a harsh
world with a primitive and savage culture. The envoys of the Great Old Ones,
specially the Starspawns of Great Cthulhu, gave the Thanagarians the learnings
of agriculture, mathematics, and philosophy — the foundations of their entire
culture. The Starspawns, however, also enslaved the Thanagarians, using them as
pawns in battles across the Void and the nascent champions of Law and Chaos.
As they matured, however, the Thanagarians rebelled
against the Starspawns. Their knowledge of the Great Old Ones was used in the
creation of special weapons, effective against the ilk of Azathoth. For this
reason, their Nth metal weapons have mystical properties and can work against otherwise
invulnerable creatures, like supernatural and extradimensional entities.
Many lone Thanagarian warriors roam the stars and
the Multiverse, hunting for signs of the Great Old Ones, particularly Cthulhu
and his kind.
The Thanagarian Class
Hit points: d10.
Attacks: +1/level.
Action Dice: as a Warrior.
Crit Die/Table: as a Warrior.
Saves: as an Elf.
Weapon training: A Thanagarian is trained in the
use of these weapons: battleaxe, club, crossbow, dagger, dart, flail handaxe,
javelin, lance, longbow, longsword, mace, polearm, shortbow, short sword,
sling, spear, staff, two-handed sword, and warhammer. Thanagarians also know
how to operate futuristic weaponry, at the Judge’s discretion (ray guns for
example). All Thanagarians know to use and repair their special Nth Metal
weapons. Thanagarians only use armor specially adapted and that won’t affect
their speed (heavier armors are usually made from Nth Metal).
Bow to no Higher Power: After their pacts with the
Great Old Ones, the Thanagarians bow to no god, immortal, fiend or patron. When
healed by a cleric’s Lay on Hand, Thanagarians are always treated as of the
Opposed Alignment.
Hawkmen: Thanagarians can fly with at a speed of 40
feet if they’re not burdened by cumbersome armor or weight. The Judge should
use common sense here, but generally most Thanagarians, if unencumbered and
with standard strength, can carry another humanoid of similar size or smaller
for shorts periods of time (or glide down with something heavier to avoid fall
damage). Thanagarians need lots of space for flying, so only under open skis,
(really) big complexes or the vast underworld vaults of the depths would their
wings be of use. Flying isn’t the same as walking though. Thanagarians must
spend one Action Dice to fly. However, once in the air, Thanagarians can
execute a special diving attack. This works exactly as a charge (see the Core
Book at page 96) and requires just one Action Die. So, Thanagarians with 2 or
more Action Die, that are already flying, can execute a flying-by attack, by
spend their first Action Dice to dive and the second Action Dice to fly away
from their enemy. This maneuver is an exception to normal Withdrawal rules (see
the Core Book at page 96) – in other words, a Thanagarian can execute a
flying-by attack without suffering a free attack from the target.
Nth Metal Weaponry: Thanagarians start the game
with one Nth Metal weapon of their choice. This special metal is manufactured with
high-level technology. The Nth Metal has electrical and gravitational
properties and can even disrupt magical energies. Nth metal weapon are also lighter
than traditional metal weapons and practically unbreakable. They can wound any
supernatural creature, extraplanar entity or spirit, corporeal or not. Finally,
Nth metal weapon are anti-magic. Each time a Thanagarian hits a target, the Nth
metal weapon simultaneously delivers a special dispel magic effect, like the 16-17 result of the same spell (see
the Core Book at page 208). The Thanagarian must roll 1d20 + character level +
Strength modifier to determine the target’s Will save to resist the dispel. If
the Thanagarian rolls a natural 1, his weapon overcharges and can’t be used for
1d6 rounds. Thanagarians can burn Intelligence to increase the dispel check.
Each point spent grants a +2 bonus. Points thus burned recover naturally. Thanagarians
can also use their Nth metal weapon to counterspell
any effect thrown at 20 feet of them. This follow the normal spell duel rules,
but a Thanagarian is limited to use dispelling proprieties of his Nth metal
weapon.
Favored Enemy: Cthulhu! |
Magic Slayers: Thanagarians are taught to resist
and fight magic. This has benefits and small drawback. The good part is that
Thanagarians can burn Intelligence to gain a bonus on saves against magical
effects. They also add their character level to damage rolls against
spellcasters and supernatural creatures. Finally, because of their innate
distrust of magic, Thanagarians must spend 1 Luck points each time they’re
targeted by a beneficial magical effect, like healing. If the Thanagarian can’t
or won’t spend Luck, he must save to resist the effect.
Advanced Race: Thanagarians know technology are
usually able to understand the basic proprieties or functions of any
technological device found, at the Judge’s discretion.
Luck: Thanagarians add their Luck modifiers to
their initiative rolls and to any check dealing with fly.
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