Previous Message: Re: Maj Space: Durin - Dargold (1st draft)
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Month Index: August, 2006
From: Dreamer <dreamer@??????.?????.??.uk> Date: Thu, 10 Aug 2006 10:39:36 +0100 Subject: Re: Maj Space: Durin - Dargold (2nd draft)
This is the second draft of the Dargold race for Durin in Maj Space. As suggested they have be done as a PC race - this was quite difficult! There are no mechanics there yet for them dying due to people finding out their secret, and there is no Challenge Rating; I'd be interested in suggestions. I think they might make useful NPCs... Dargold - 10/Aug/06 What no one seems to have noticed yet, or if so they are keeping quiet, so that it is not general knowledge, is that there are far more people living in the Maj colonies on Durin than actually arrived from Maj. Maybe twice as many. These people seem to perfectly blend in, to anything short of True Seeing, and are in fact Dargold, the supposedly original native people of Durin. The Dargold are perfect mimics, in many respects too good mimics for their own health, as they completely lose themselves in the role that they take on. They typically become the perfect partner that someone has always been looking for, with just enough courtship to be credible. Other possibilties may be the perfect secretary, clerk, servant, follower or henchman. If they have children with a non-Dargold partner then the child is perfectly healthy, but has none of the Dargold race's characteristics, except for being more empathic (+2 to Cha- related rolls; the next generation loses this). Dargold are as fertile with non-Dargold as is normal for their apparent race. As their partner grows older, typically so do they, but unless the partner actively wishes that they die before them, then after their death they can usually slip away into a new role. Unless, of course, there are children, or even grandchildren, who need them... Another possibility is that they can become a child that was lost, but they will never grow up, unless this is expected of them. Occasionally they have wound-up as a visiting long-lost aunt, who then never goes away. Or, at their most distant from any one individual, an ancient and wise neighbour, who everyone local goes to for advice, and calls 'Granny'. This is one reason that the Dargold, though theoretically as immortal a race as the highest elves, are dying out, but they find it very difficult to resist the attraction of new peoples, and new cultures, this being a very strong addiction amongst them. They are not any more fertile, among their own kind, than elves. Their own culture is a deceptively simple one, apparently hunter-gatherer, with some basic agriculture, but in fact making very efficient use of the sparse resources of Durin, with a strong emphasis on wisdom, knowledge, and the simpler, often participatory, performance arts. Dargold, living among non-Dargold, who cannot bind themselves to one being who has a clear idea of who they should be, can be in considerable danger. If faced by multiple people who all want them to be different they can find themselves flicking from one shape to another, one personality to another, and the strain of this can kill them. Even though they can normally only change shape when no one's attention is on them even this can break-down if too many people know their secret, and focus their desires on them at once. This break-down will almost certainly cause rapid death. Dargold will retain their assumed shape, as long as they still live, even if asleep or deeply unconscious, but on death return to their own form. This has resulted in a few very shocked families, if the Dargold has not managed to make proper arrangements for their death (other Dargold will typically be very accomodating), and a few quick cremations or closed-coffin funerals. There are a few, very rare, diseases that afflict Dargold, and the most magical and rarest forces them to return to their own form, permanently, and usually kills them. If needed for their roles Dargold will catch diseases, and if it is expected of them, die. No more than half of any group will be Dargold, as this will dilute the culture they need to experience too much. In a group which contains non-Dargold the Dargold will not be attracted to their own, though they will in general be polite and try get on with other Dargold, if they can fit this into their required role. Even though the next generation have no obvious Dargold characteristics, the Dargold don't find them so attractive, though they might marry them due to social pressures (any children will still be half-Dargold), and by the third generation there is no further attraction, though any Darkgold already snared by the culture will likely remain, unless forced out. If the proportion of any group is nine-tenths Dargold or more then the Dargold will not change shape, for example when there are visitors to their tribes, but individual members may be seduced into following visitors, usually to be sucked into their culture. A very few Dargold learn the strength and discipline to control first their own minds and personalities, and possibly later their shapes, but these skills are only acquired after a great deal of work, which will involve taking the risk of interacting with non-Dargold. Generally this development only goes smoothly with the assistance of some understanding non-Dargold, who preferably have a great deal of mental discipline themselves. Dargold Legends and History One theory about the origin of the Dargold is that they were the elf-like races who built the glass or stone structures, which are the little that remain of that time. The Dargold themselves claim to not know for sure. It is suggested that they nearly destroyed themselves, but on the final brink changed their very natures, so that they would fit in with others, as they purged the 'waters of emnity' from their entire race. As with many such great transformations, things did not go exactly as planned, and while all seemed to work initially, they had in fact become too adaptive. A few dwarves and gnomes shipwrecked on Durin led to Dargold finding that they could completely fit in, becoming the perfect required dwarves or gnomes, and some of those original Dargold still live among the clans, as honoured elders. A crashed ship of hobgoblins, with ogre slaves, led to more losses, but still the novelty wore off, after a generation or so, and the remaining Dargold managed to stick to their own peaceful lives, slowly building up their numbers again. Again, a few of the original Dargold still wander with the hobgoblins or ogres, and are accorded the stature of legendary elders, though the Dargold accomodating personality means that they are not leaders, at most advisors. Dargold Characteristics Medium Fey Humanoid (Shapechanger) Hit Dice: 1d6 (3) Initiative: +0 Speed: 30 ft. AC: 10; modified by form and armour Attacks: +0; by form and weapon Damage: by form and weapon Face/Reach: 5 ft./5 ft. Special Attacks: Detect Thoughts Special Qualities: Take Form, Regeneration, Elven Traits Saves: Fort +0, Ref +0, Will +3 Abilities: Str 10, Dex 11, Con 10, Int 11, Wis 11, Cha 12 Skills: Bluff +7*, Diplomacy +7*, Disguise +7*, Gather Information +7, Intimidate +3, Listen +2, Perform +5, Sense Motive +2*, Spot +2 Feats: two spare (for use with Take Form) Climate/Terrain: Any Organisation: Solitary (with some other creatures) or tribe (7-50) Challenge Rating: ? Treasure: Standard Alignment: Usually neutral, often good Advancement: By character class Level Adjustment: +2 Dargold look like lightly-built brown-skinned humanoids, with yellow eyes, who might be taken as some variety of elf. However, as shapeshifters they are rarely seen in this form, except among the rarely found tribes of their people. Among other peoples they will have a form and a role which allows them to fit in. Whatever their form they have a strong tendancy to try and get on well with those around them, and are usually regarded as a peaceful and pleasant people. Dargold in their tribes will generally be either Experts or Bards, and while they do not tend to have Clerics, a few among them are Adepts, respecting the Ancient Powers. Some of them, in particular the older ones (more than a thousand years) may be Wizards, typically of 10th or greater level, but they are reluctant to reveal this, hiding it if possible with metamagic. They also have a few Rangers. Dargold who live among other peoples will be whatever their roles require, but Expert is common, Bard is preferred, Rogue is a role they occasionally find themselves in, and if forced, Fighter. The dargold given above is an Expert. Combat Dargold will typically attempt to avoid combat, unless a role that they are in requiries it, and they will avoid all forms of aggression, again unless this is required. Strangely, they are incredibly skillful with weapons and armour, sensing the effective way to use all obvious features of a new weapon with just a little study and some practice swings or shots. Negotiation and accomodation is their prefered way of avoiding conflict, and they willingly allow themselves to be taken prisoner. The diplomatic skills and friendly nature of tribes of dargold can be difficult to resist, but they will fight if forced to, with sorrow but quiet efficiency. Just because they are peaceful does not mean they will not have well-maintained weapons nearby, or not have people with ready-to-use longbows close at hand. Detect Thoughts (Su): A dargold can continuously use Detect Thoughts as the spell (caster level 18th; Will DC 13 negates). She can suppress or resume this ability as a free action. The save DC is Charisma-based. The dargold does not consciously know what is being thought, more how people expect her to behave, but can understand and speak in languages being used around her. She will quickly pick up any skills required for any role she takes, including things like literacy in a new language, assuming there is someone around who is literate; all these skills will be paid for with skill points - the GM will allow advance purchase, and these skills remain even if the role is changed. Dargold are typically very difficult to lie to, though they may well act in all respects as if they believe you. Dargold will automatically recognise other Dargold, half-Dargold, or those who had Dargold ancestors. Take Form (Su): A dargold can take a shape of any people she is among, similar to an Alternate Form special quality, but also including a social role. She has no choice as to what this form is, just accepting it from the expectations, and in some respects the needs, of those around her. The change in form can only usually take place when she is not having attention paid to her, and is not altogether voluntary, and can only be done after a successful Detect Thoughts. In general humanoid forms in the range Small to Large will be taken, and these will only be of intelligent creatures (3 or more), and those who form communities, or need companionship, and have some sort of culture; GMs might allow up to Giant size and/or intelligent non-humanoids in exception circumstances (maybe when one is very lonely). A dargold must remain in this form and role while she is still needed, after which she can take a new one, or maybe escape in her own form; the need to take a form when among non-dargold is an almost irrestitable addiction. GMs should roleplay the (possibly fatal) danger to dargold of anyone finding their secret; see the text (above). A dargold must use any spare feats to take, while the form lasts, the special attacks or qualities of the form, such as Darkvision (replacing Low-light Vision), Stonecunning, natural armour, and racial (not cultural) skills; two spare feats are enough for many races. Non-metal objects, including clothes, weapons and armour, and metal objects no larger than a dagger, are automatically permanently reshaped to suit the new form and role. A change in form cannot be dispelled, but a dargold's body reverts to her natural form when killed. A True Seeing spell or ability reveals her natural form. Regeneration (Ex): Fire and acid deal normal damage to a Dargold, however she acts and her form changes as if all damage done to her is normal damage, except that she doesn't quite die. Very careful inspection, such as whether her breath fogs a mirror, will reveal that she is still alive. Note that if she is in a role, see Take Form, and the person that she has taken the role from injures her and expects her to die, then she will actually die, unless she has the rather rare Control Role feat, see below. The rate of recovery of the non-lethal damage is standard (1 hit point per hour per character level), but once the Dargold is conscious again she can restrain her form so that she does not appear to be healing further. A Dargold that looses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes one minute. If her head or other vital organ is severed, then it must be reattached within 10 minutes or she dies. Note that severed parts do not revert to Dargold form for at least one hour after loss. Dargold can regrow lost body parts, but it takes her months, however the regrowth can take place imperceptibly, hidden behind her current form. Apparently dying is one way in which Dargold can get out of a role. Elven Traits (Ex): Dargold are proficient with all simple and martial weapons, all armour and shields, and the exotic weapons required for any role they take on. They have the standard elven immunity to Sleep spells and effects, but in reverse to standard elves they have a -2 racial bonus to Will saves against enchantment spells and effects. As standard they have Low-light Vision, but they do not gain any improved Listen, Search and Spot, or ability to Spot secret doors. Dargold are not affected by normal diseases. Skills: They gain a +2 racial bonus to Charisma-related rolls, such as Bluff, Diplomacy, Disguise, Gather Information, Intimidate (though they typically avoid using this aggressively), and Perform. * When using her Take Form ability, a dargold gets an additional +10 circumstance bonus on Disguise checks. If she can read an opponent's mind, she gets a further +4 circumstance bonus on Bluff, Diplomacy and Disguise checks. Reading minds does not altogether remove the need for Sense Motive, but there is at least a +4 circumstance bonus. Dargold as Characters Dargold characters possess the following racial traits. - +2 Charisma. - Medium size. - A dargold's base land speed is 30 feet. - Racial Skills: Dargold gain skill points equal to 4 x (6 + Int modifier). Their class skills are Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Listen (Wis), Perform (Cha), Sense Motive (Wis), Speak Language (Int), and Spot (Wis). - Racial Feats: Dargold gain a basic two spare feats, which they can't use. - +2 racial bonus on Charisma-related rolls. - Special Attacks (see above): Detect Thoughts. - Special Qualities (see above): Take Form, Regeneration, Elven Traits. - Automatic Languages: Common, Elven. Bonus Languages: Any. - Favored Class: Bard. - Level adjustment +2. Player character Dargold must be at least 3rd level (in addition to the +2 LA) so as to gain an additional feat. This feat must be used for Control Role, a special feat for Dargold which is used to master their addiction to the role that they have taken on. If a Dargold PC wants to be in full control of themselves they need to also have the Dargold feat Control Form, which means that they need to be 6th. Control Role [Special] You can control your drive and addiction to staying in your taken role. Prerequisite: Dargold race, Wis 13+, have lived among non- Dargold, having three spare feats. Benefit: You can with a Will roll DC 15 act in a way which is contrary to the role that you have taken on among non-Dargold. Once you have made such a Will roll you may attempt a second Will roll DC 25 to completely break away from your role. You can take 10 or take 20 with these Will rolls. Even though if you do not have a current role you must still change your form to suit those around you, you need not take up a new role unless you wish to. If the person that you have your current role from expects you to die, whether by their own direct actions, or their expectations, you need not, though if you wish to you may change your form (see Regeneration) so that you appear to. No Will roll is needed to avoid dying from your role. Normal: You are completely bound to your role, and the needs and expectations of the person you took it from, to the extent that that if they expect you to fall deadly ill, you will, and if they give you something they believe to be deadly poison, even if it isn't, and your role requires it you will take it, then you will, and die. You must alter your form to suit those around you, and when you find someone with a strong enough role for you then you must take it. You are at deadly risk if people find out your secret and several force you to change role in quick succession. Special: You cannot normally be a PC Dargold, among non-Dargold, without this feat, only an NPC, as you do not have sufficient self-control. Control Form [Special] You can control your taken form. Prerequisite: Dargold race, Wis 13+, Control Role, have lived among non-Dargold, having three spare feats. Benefit: You can with a Will roll DC 15 return to your own form, either on a temporary or permanent basis. If you are currently bound to a role, or someone is paying attention to you, then DC 25. You can take 10 or take 20 with these Will rolls. You can with the expenditure of one skill point take a 'Profession (specific role)' skill which allows you to remember a form and role that you are currently in so that you can take it at any time you are in your own form. The expectations and needs of those around you does not require you to alter form, when you do not have a current role, though you can if you wish to. Normal: You must alter your form to suit those around you, unless you have a current role. If you are currently bound to a role or someone is paying attention to you then you may not alter form. Special: Without this feat your form is either fixed to the one for your current role, or is at the whim of the expectations and needs of those around you. Half-Dargold as Characters Half-Dargold characters possess the following racial traits. - the same racial traits, including size, as their non-Dargold parent. - +2 racial bonus on Charisma-related rolls. Even if one parent was Dargold and one half-Dargold (which is rare), the children will be half-Dargold. Children of a half-Dargold and non-Dargold will have exactly the same racial traits as their non-Dargold parent. Children of two half-Dargold have the appropriate mix of traits based on their non-Dargold grandparents. True Seeing spells or abilities do not see anything unusual about half-Dargold, they just resemble their non-Dargold parent. Dargold automatically recognise half-Dargold as such, half-Dargold have no ability to recognise Dargold or half-Dargold as anything unusual. Half-Dargold are generally found in classes where their charismatic talent is useful, such as Bard or Rogue, and less commonly in classes like Fighter. -- Dreamer dreamer@??????.?????.??.uk http://www.romsys.demon.co.uk/
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Month Index: August, 2006
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Maj Space: Durin - Dargold (2nd draft) | Dreamer | |||
| Re: Maj Space: Durin - Dargold (2nd draft) | Peter Aronson | |||
| Re: Maj Space: Durin - Dargold (2nd draft) | Dreamer |